Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => Sounds (Common) => Topic started by: Mick on January 17, 2010, 02:57:17 AM

Title: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Mick on January 17, 2010, 02:57:17 AM
Tigers Ultimate Sound Mod V3 :

Supported game versions:

4.09m + UP2.01 Pack
4101m + UP3 RC4 Pack
4101m + DBW Pack
4111m + HSFX 6.0 STANDARD and HSFX 6.0 EXPERT MODE Pack


Please read the ReadMe first (included in the jsgme package in pdf format).

SFS package:

http://www.mediafire.com/download/e05zc2coigf39cq/UV3_SFS.rar
http://www.packupload.com/7S7E2NRS9NF
http://www.gamefront.com/files/21941051/UV3_SFS_rar

Jsgme Package:

http://www.mediafire.com/download/jzlu95c8mlb1sc1/UV3_JSGME+ReadMe(2).rar
http://www.packupload.com/CFGX39IE65R
http://www.gamefront.com/files/21940935/UV3_JSGME_ReadMe_rar

You need BOTH packages

Uv3 is activable via JSGME like any other Mod.



Buttons fix for ALL versions (sept 3rd 2012) (fixes among other planes B29 and Skyraider start up bug)
http://www.mediafire.com/?f28a3jzeve3elb5

Vanilla 4.12.2m+5.3 Modact: see here what Drewm3i cooked for you (feb 21st 2014) ...  ;)
Looks like you have to disable SAS Engine mod in order to get UV3 running OK ...  ;)
http://www.sas1946.com/main/index.php?topic=3258.msg441196#msg441196
See here for BOYAN's trick (Nov 25th 2014):
http://www.sas1946.com/main/index.php/topic,3258.msg490402.html#msg490402


HSFX 7.03 tweak by Bouma (January 2016)
Tiger UV3 for HSFX 7.0.3 (Normal and Expert Mod)
http://www.mediafire.com/download/q2je7cewxcdyb25
Unzip in jsgmemods folder and Activate


HSFX 7.02 tweak by Michu (posted may 21st 2014)
http://www.sas1946.com/main/index.php?topic=3258.msg458607#msg458607


Flyby MAP-FIX by RDDR and Monty27 :
http://www.sas1946.com/main/index.php/topic,27302.new.html#new
Thanks a lot to Diving_Hawk for his UP3 easy install contribution :
For UP3 users
www.packupload.com/UEV6NLXHKWO
www.packupload.com/TS9FCHUBNC0

=Installation=

1) double click
2) Select your il2 main folder(Ubi/il2) and click extract
3) Use JSGME to activate-deactivate

TigerSoundModv3 enables Tiger sound mod without the 3d0/aircraft so it does not conflict with fix engine cowlings( only 1 effect enginewep2 is left there so it does not generate error)
TigerSoundModv3_Buttons when enabled it will swap your buttons for the ones UV3 was built to work with, when disabled you will get your old buttons back.

Also rc/preload are UP3RC4 ones I made sure of that.
It includes the page1 bugfix.

Flyby fix for easy installation UP3RC4
http://www.mediafire.com/?0c3a9s2fs9sh6bl
Use only if you used easy installation!

1) Double click
2) Point to ubi/il2 and click extract, you should be asked to overwrite, click yes
--> Done. Your JSGME mod is updated to have the flyby fix, after disabling it and re-enabling you will be able to use it with the fix.


Here is the long awaited 4.09m + modact version

Instructions for use:
Unzip the Mods/#_UV3 folder in your install (root of your game) you will get a warning message, say yes to overwrite the existing one
You need  tigersounds_1.sfs and tigersounds_2.sfs at the root of your game
The .rc file is included inside Mods/#_UV3, you can open it and edit it (with notepad for ex) if you want to add Claymore's FW/TA pack, in that case add those 2 lines just above tigersounds etc ... and save and exit :
@sfs MOUNT fb_clay01.sfs
@sfs MOUNT fb_clay02.sfs
http://www.packupload.com/578L3RJ1ZJK


EDIT

Latest post from that page show that you can have flyby sounds even with a chipset like Realtek series PROVIDED you update your drivers ...

http://www.sas1946.com/main/index.php/topic,3258.new.html#new

THX to vpmedia for posting this :

Maybe if all else fails Realtek users could give this one a try too:

http://codecpack.co/download/Realtek-High-Definition-Audio-Codec-Driver.html

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Those who have a 100% crash:

Please check, if you have modded planes from Epervier that you are using SAS FMs and NOT C6 FMs ...

Anyway, the BEST thing to do to check that you don't have any conflicting mod is to deactivate all mods except UV3, test UV3 and then if everything is OK gradually add your mods one by one to be sure there is no conflict ...


Supposed conflicting mods

Guys Tiger has got 5 different game versions on his puter working with no prob, but since he made UV3 with basic game packs, I mean without tons of mods added, he then couldn't guess that UV3 would later conflict (java class files) with such mods as for ex Plutonium effects, Gear Damage (with blue flames) Jeronimo's cowling fixes (.msh conflict with UV3 3D folder) or Anto's AI mod (java class) ...

05-08-2012 edit by czk: regarding the above, 2 comments,
Quote from: crazyflak
1) there is no conflict with Gear Damage (with blue flames) if you load GD first, but in any case see 2nd comment  ;)
2) as for conflict with PA_Jeronimo engine cowling mod, I am about to release a 3D folder that takes all in one, Round cowlings included, some of Tiger33 hooks included and a lot of my own hooks included... to get ONE very much improved 3d folder WITHOUT conflict and with ALL the goodies, and on top of this, the landing gear & flammes mod got developped further under strong Tiger33 influence, so it is ALL converging into a SINGLE SIMPLE SOLUTION with ALL the goodies -regarding the mods mentioned-, and obviously UV3 compatible


So since it is of course totally out of question for him to modify each and every conflicting java class file you may then have a few choices to make in case you are plagued with conflicting mods ...  ???

I am now going to try and keep this first page up to date with all fixes I can lay my hands on.  ;)

Please keep in mind that I am NOT a proper modder myself and DON'T have UP, DBW or HSFX, so it is very difficult for me to just imagine the intricacies of their structure and thus be able to help you ...  ::)
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Conflict with Landing Gear Damage & Blue/start up Flames mod

If you installed Landing Gear Damage & Blue/start up Flames mod VERSION 2 by SAS~crazyflak you also have to deactivate the blue flames effect of UV3 in order to avoid a heavy fps impact due to double use of this effect.

To deactivate it just add this line in your conf.ini :

[Mods]
WepEffect=0

If you didn't install Crazyflak's mod then do this:

Open the UV3 3D folder, you'll find a "plane" folder, open it and replace the engine.msh (for ex there are 2 for the Beaufighter) you'll find in there by Jeronimo's ones. Be sure they have exactly the same name and only replace those inside UV3's folder, don't add anything else ...

... or better solution, THX for posting Gumpy, rename Jeronimo's mod so that it loads BEFORE UV3

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                                                Fixes for ALL versions of UV3


Here is a fix for those who have static tracers in the sky + heavy lag and a very heavy log.lst

Replace the original buggy class (BD3EFC060DE09938) by this modified one (new Mediafire link posted Nov 14th 2013, THX Alotef for the heads up) :

http://www.mediafire.com/?m87wna6ub9sro9i


                                                           Flyby delay fix

Here it is, unzip, copy and overwrite the previous ones with those 2 java class files where all other UV3 java class files are ...  ;)

Those using packs and jsgme MUST FIRST deactivate UV3 through jsgme BEFORE applying the Flyby fix

Please keep in mind that Flyby delay is a 3D size compromise (small (single engine) AC vs big (4 engine ones or higher) AC) ...  ::)

This fix is NOT COMPATIBLE with FOV mods

This should be the last fix for all versions, except for HSFX6.0 whose buttons will be regularly updated according to new AC ...  ;)

http://www.mediafire.com/?wwz4pukhpc9hpb0

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.rc fix for UP3.0 users (without or with DBW)

BEFORE installing this small fix that only modifies a small file in the relevant jsgme folder you MUST FIRST deactivate everything with jsgme

"#UP#_Tiger_33 Ultimate Sound Mod V3 for UP3" then unzip directly in your install the file given in the link, you will be asked if you want to replace what is already in your install, no prob, this is normal ...

Then re activate "#UP#_Tiger_33 Ultimate Sound Mod V3 for UP3" with JSGME

http://www.checksix-forums.com/attachment.php?attachmentid=28567&d=1341339453

Another link for those who might have probs with the first one :

http://www.mediafire.com/?f7knd9d7zcf3ao9

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Guys who have NO FLYBY sounds, please try this in your conf.ini:

[sound]
NumChannels=4                                               
SoundFlags.hardware=1

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For those who have HSFX6.0 Expert Mode


There's a bug in the jsgme package for that version.

In fact it doesn't overide the original Expert Mode buttons as stated in the readme, and that's a big bug because UV3 won't install properly.

So Tiger modified it so that everything's OK now.

First deactivate "Tiger_33 Ultimate Sound Mod V3 for EXPERT Mode" through jsgme (if it is already activated)

Then in jsgme folder, at the root of your HSFX install, delete "Tiger_33 Ultimate Sound Mod V3 for EXPERT Mode" folder

Then unzip the modified archive (see link below) and put the new jsgmemoTiger_33 Ultimate Sound Mod V3 for EXPERT mode in your HSFX 6 install,like before.

Reactivate through jsgme after activating Expert Mode "Tiger_33 Ultimate Sound Mod V3 for EXPERT mode" like indicated in the readme, and now you will see the warning message related to the deleting of the buttons.

UV3 will now be totally functional with this version.  ;)


Fix link:

http://fr.packupload.com/U88XHDP8T1L

Latest update for HSFX6.01 by Tiger
:

As predicted this the update for UV3 HSFX 6 patched in version 6.01.

The two "buttons"  stock and expert mode are now strictly identical to original HSFX 6.01 apart UV3 specific sounds.

The bug of the windows remain open on some BF109 in online is corrected.

Addition of WindBlowFix (by Zephyr at the time)
to avoid having the sound of strong wind when we return to cockpit after going to Gunner.

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.

As usual for the install you disable UV3 with JSGME and you unzip the archive directly in your installation HSFX 06.01 overwriting what needs to be .. then you activate UV3 (expert or standard mode).

http://www.packupload.com/8O3S4WCAQ98


HSFX 6.0.11  update from Tiger (8/21/12)

Install instructions :

As usual, deactivate UV3 STD or Expert Mode with JSGME

Unzip the file in your IL2 HSFX 6, this will overwrite the previous files

Then as usual reactivate UV3

Following some guy's request here is how to deactivate the oxygene mask sound (that comes stock with HSFX

Add this line in your [Mods] conf.ini section :

[Mods]
Mask=0


http://depositfiles.com/files/4upzkzynt


For those who want to set this Fov Flyby for all other versions UV3:

http://www.packupload.com/VGO3ZHIXV4M

This class is to be extracted in jsgmemods/Tiger_33 Ultimate Sound Mod V3 xxxxx/Mods/# _UV3 and overwrite  after disabling UV3 by JSGME.

Fix for Jeronimo's cowling mods/UV3 blue flames incompatibility by hguderian

Guys hguderian is offering us a fix for UV3/HSFX versions that now allow us to get Jeronimo's cowling fixes with UV3's 3D cowlings that come with the blue flame goodie ...  :D

http://www.mediafire.com/?jgvrgq3jg8rmoe8


This is UV3 update for HSFX 6.0.13.(Sept 10th 2012)

Install instructions :

As usual, deactivate UV3 STD or Expert Mode with JSGME

Unzip the file in your IL2 HSFX 6, this will overwrite the previous files

Then as usual reactivate UV3

http://depositfiles.com/files/wbottn0m0


This is UV3 update for HSFX 6.0.14.(sept 17th 2012)

Install instructions :

As usual, deactivate UV3 STD or Expert Mode with JSGME

Unzip the file in your IL2 HSFX 6, this will overwrite the previous files

Then as usual reactivate UV3

http://depositfiles.com/files/qwhl1mqn5


This is UV3 update for HSFX 6.0.15 (sept 30th 2012)

Install instructions :

As usual, deactivate UV3 STD or Expert Mode with JSGME

Unzip the file in your IL2 HSFX 6, this will overwrite the previous files

Then as usual reactivate UV3

http://uploadhero.com/dl/tMq9RAB2
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HS129 no flyby quick fix (at least I hope since I don't have that bug)

1) Download fix

2) Unzip in your MODS folder or whatever it is called in your game version (#UP# or #DBW# etc)

3) Enjoy ... I hope ...  :D

http://www.mediafire.com/?exmb7morhh1s04i

EDIT :

here is the right way to have the fix work, THX Hangman !


"... create new folder inside your DBW folder (or UP or HSFX) then put samples folder inside the new folder. For example DBW/C-47 flyby/samples/those three samples file"


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Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: max_thehitman on September 08, 2012, 02:23:25 PM
*BUMP*
Because its such a cool sound-Mod  8)

Many THANK YOU go out to all the great friends who were involved in
the making of this cool project. It sounds AMAZING!


Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on September 09, 2012, 06:13:11 AM
Couple of isssues that came up on my HSFX 6.0.13 install.
Everything works fine except:
Flyby with bombers. When I go to the view of flyby  bombers ( 2 or 4 engines ) if I switch back to my plane view I still hear in the backgound the flyby sound of the bombers and as it fades away the sound of my plane comes back . When this happen with a large formation of bombers, the flyby sometimes is gone , or there is a delay of it. It will come back eventually when away from the large formation.
Finally when I hear the pilot or ground control voice, the engine sound volume goes down and comes back after the voice is gone.
I have onboard Relatek with new driver and everything is working fine except for these little issues.
Extremely pleased with this mod. It makes the game so real that it is impossible to play without it.
Anyone has the same issue?.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 09, 2012, 07:29:23 AM
As far as I know Tiger has not yet updated UV3 for HSFX 6.0.13, he will do it shortly ...  ;)

This flyby bug is the same as the one we had right at the begining of the beta tests, a few months ago, so are you sure you have the latest version suitable with HSFX ...??
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on September 09, 2012, 01:40:19 PM
Mick I think so, I have the one for HSFX from the french site with the last updates for HSFX 6.0.11. Everything is working fine except for the one more annoying problem when ther are many bombers in flight at the same time  (Fortunately in few missions ) whcih make me lose the flyby sound.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 09, 2012, 02:28:31 PM
... you missed the latest buttons update :

Buttons fix for ALL versions

You'll find the link on this first page ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on September 10, 2012, 05:58:34 AM
Thnak you Mick I downloaded and installed and so far it seems ok, I didn't notice anymore the sound going down during the speach and everything seems more stable. I have to try with the flyby when a lot of bomber are present. I notice another little issue. Flying an Me 110 for instance you can hear the MGs or the Cannon when fired separately but when you use both at the same time you can hear only the MGs AND NOT BOTH .
Anyone with this issue ?.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Tiger_33 on September 10, 2012, 07:23:23 AM
HSFX 6 is like good wine it improves with time ;)

This is UV3 update for 6.0.13.

Install instructions :

As usual, deactivate UV3 STD or Expert Mode with JSGME

Unzip the file in your IL2 HSFX 6, this will overwrite the previous files

Then as usual reactivate UV3

http://depositfiles.com/files/wbottn0m0
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on September 10, 2012, 05:19:33 PM
Hi Tiger,

and with "timestamp" today (Sept. 03. 2012). Thank you very much!  ;)

Regards, Gerhard  ;D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Tiger_33 on September 17, 2012, 10:12:13 AM
Hi all

This is UV3 update for HSFX 6.0.14.

Install instructions :

As usual, deactivate UV3 STD or Expert Mode with JSGME

Unzip the file in your IL2 HSFX 6, this will overwrite the previous files

Then as usual reactivate UV3

http://depositfiles.com/files/qwhl1mqn5
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: The_Alaska_Man on September 20, 2012, 10:33:50 PM
I have strange problem with this.

I have DBW, so heres the problem, the fly-by sounds work when all wheels are on the ground for propeller planes, but when I take off the sound goes away and theres no fly-by sounds unless my wheels are on the ground.

any ideas?

but the phantom sounds AMAZING!!! with this mod, cool afterburner sound  8)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mangas on September 23, 2012, 10:25:32 AM
Is there any chance 4.101 + ModAct will be available soon? Since I can't try it... >:(
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: crazyflak on September 23, 2012, 11:44:33 AM
Hi there, Mangas! :)

I am afraid the custom installs are the less supported ones as they are a headache for modders (as you cannot really know what they contain and therefore you cannot really prepare full scale mods for it). Golden age of such installs has passed. I only use it myself for sporadic "standalone" testing, but no more. Packs are not as constraining as you may think first, you can always replace, overwrite, etc... what you don't like.

I know you will not change your mind on this  ;) , so I will help as I can. About this

Is there any chance 4.101 + ModAct will be available soon?

There is no intention of making a custom install version of Tiger33's as far as I understand.

But, you can always try to use the DBW version with a properly modified .rc file (Here: http://www.mediafire.com/?d9659ed0ta05sb3)

Then download the DBW version of Tiger mod and go here:

#DBW_Tiger_33 Ultimate Sound Mod V3 for DBW/#DBW/#_UV3

Take the "#_UV3" folder and put it inside #SAS/ folder.

Then go to #_UV3/.rc   and replace that .rc file by the one I provided you above (mediafire link).

I can't be sure that all sounds will work as expected without full scale testing, but I assume you'll get 99% (if not 100%) of success. I just tested quickly on my custom install so at least I know it can be used on your SAS modact custom install.

If there is issues, you can post them in the private area for modders and I'll try to help you out with it :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mangas on September 24, 2012, 02:09:16 AM
But, you can always try to use the DBW version with a properly modified .rc file (Here: http://www.mediafire.com/?d9659ed0ta05sb3)
Hello, Maurice. Does that mean that I have to install DBW package over my current 4.101+kick...ModAct? And that'd ruin my mods I've been tuning for years? No-o... (http://www.rusforumz.com/library/template/smile/greetings/greetings14.gif)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: crazyflak on September 24, 2012, 03:54:45 AM
DBW package

No, not the DBW package.

I mean the Tiger33 jsgme mod (for DBW) as explained on my post (you only put the #UV3 folder inside #SAS and the tigersound.SFS files on main folder of game).

You download it here (and follow instructions of my previous post):

Tiger has just released his Ultimate Sound Mod V3 :

Jsgme Package:

http://www.packupload.com/CFGX39IE65R

http://www.gamefront.com/files/21940935/UV3_JSGME_ReadMe_rar

To get again your previous install -untouched-, you simply take out the "Uv3" folder again...

since the modified .rc file will be inside this folder that you remove, tigerSFS files will be entirely ignored when you decide to take this step (removal of Uv3 folder from your #SAS folder).

Tiger SFS files go in main game folder (they are entirely harmless, you can have them permanently in your game folder, they will play no other role than a files archive for Uv3 mod, when used) and they are completely ignored unless you put the #_Uv3 folder in your mods folder.

You download those here:

Tiger has just released his Ultimate Sound Mod V3 :

SFS package:

http://www.packupload.com/7S7E2NRS9NF

http://www.gamefront.com/files/21941051/UV3_SFS_rar

In short: besides the tigerSFS files in the main game folder (which do not do anything to your game -but required for #_Uv3 folder to work) you are only adding a new folder (#_UV3) inside your #SAS install... you do not overwrite any of your older files, so whenever you want to get to the state before the sound mod install, it is as easy as remove the #_Uv3 folder you added (since nothing is touched elsewhere)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mangas on September 24, 2012, 06:55:51 AM
That's seems complicated when I read all this...  ::)
or is it just "hard-monday" inflience?  :P
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Tiger_33 on September 30, 2012, 12:30:45 AM
Hi all

This is UV3 update for HSFX 6.0.15

Install instructions :

As usual, deactivate UV3 STD or Expert Mode with JSGME

Unzip the file in your IL2 HSFX 6, this will overwrite the previous files

Then as usual reactivate UV3

http://uploadhero.com/dl/tMq9RAB2
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Sonny Tucson on September 30, 2012, 04:04:20 AM
Hi Tiger

Thanks for the update , but it looks like the archive is corrupted . (Two downloads and two corrupted archives !).

Sonny Tucson. :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: 'MadDog' on September 30, 2012, 04:17:49 AM
Hello

Great sound mod and awesome flyby effect. The in-cockpit sound level is just too low for my taste especially when flying the large single-engined radials. The sound level as in the P-47 mod from Kumpel is much more to my taste, even to the point of struggling to hear radio comms from the tower. However, this is such a good soundscape that I would like to persevere with it in HSFX. After installing the sound mod, do I need to install each incremental UV3 update patch for it or can I simply install the ultimate patch, at time of writing this is for HSFX 6.0.15?

Thanks for such great mods to this great sim.

Euan
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: PA_Willy on September 30, 2012, 04:27:51 AM
After installing the sound mod, do I need to install each incremental UV3 update patch for it or can I simply install the ultimate patch, at time of writing this is for HSFX 6.0.15?

Same question. Do I need all cumulative updates for each HSFX revision or can I install only the last one?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 30, 2012, 04:32:30 AM
Hi Tiger

Thanks for the update , but it looks like the archive is corrupted . (Two downloads and two corrupted archives !).

Sonny Tucson. :)

No corrupted archives for me, but well just in case, here is another link :

http://www.mediafire.com/?4ic8z7v3dkdx646
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 30, 2012, 04:35:52 AM
After installing the sound mod, do I need to install each incremental UV3 update patch for it or can I simply install the ultimate patch, at time of writing this is for HSFX 6.0.15?

Same question. Do I need all cumulative updates for each HSFX revision or can I install only the last one?

This update in fact contains 2 new buttons (for normal and expert mode), other than that sorry but I don't know since I don't have HFSX ...  :-[
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 30, 2012, 04:39:18 AM
Hello

Great sound mod and awesome flyby effect. The in-cockpit sound level is just too low for my taste especially when flying the large single-engined radials. The sound level as in the P-47 mod from Kumpel is much more to my taste, even to the point of struggling to hear radio comms from the tower. However, this is such a good soundscape that I would like to persevere with it in HSFX. After installing the sound mod, do I need to install each incremental UV3 update patch for it or can I simply install the ultimate patch, at time of writing this is for HSFX 6.0.15?

Thanks for such great mods to this great sim.

Euan

... well since it is for you a matter of "taste", obviously Tiger cannot adapt his mod to each and everyone's taste, just a thing though, the P47 had a turbo, and this muffles the sound quite a lot in real life ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: 'MadDog' on September 30, 2012, 05:04:47 AM
Hello Mick

Thanks for the quick replies, makes these forums such an interactive environment doesn't it? Would it be logical to go with the assumption then that the UV3 updates are necessary to enable this sound mod to work with the corresponding  HSFX version and that they don't contain anything more than the appropriate buttons? In which case, a single update patch corresponding to the installed HSFX version is all that should be necessary rather than an accumulated install process of each and every patch.

Indeed, everyone's taste is different but I did notice many posters here saying how low the in-cockpit seemed to them. Never having sat in the cockpit of one of these planes with the engine running hard, I cannot really judge, but I suspect that it would be somewhat deafening. If the turbo supercharger had the effect of dampening the sound effect then just imagine a large radial without it! Those pilots had their headgear with earpiece for radio comms but how much protection did they really get. I wonder how many pilots had their hearing permanently damaged from flying. Just another thing to grim and bear I suppose.

As a matter of enquiry, would it be a relatively easy thing to edit the volume level within the sound mod, not to alter it in any way other than the volume played to the user? Speaking personally, I would choose to do that, to allow me to immerse myself even more in this great sim.

Compared to the original game sounds it is a whole new ballgame.

Euan
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Semor on September 30, 2012, 05:28:54 AM
Indeed, everyone's taste is different but I did notice many posters here saying how low the in-cockpit seemed to them. Never having sat in the cockpit of one of these planes with the engine running hard, I cannot really judge, but I suspect that it would be somewhat deafening. If the turbo supercharger had the effect of dampening the sound effect then just imagine a large radial without it! Those pilots had their headgear with earpiece for radio comms but how much protection did they really get. I wonder how many pilots had their hearing permanently damaged from flying. Just another thing to grim and bear I suppose.

As a matter of enquiry, would it be a relatively easy thing to edit the volume level within the sound mod, not to alter it in any way other than the volume played to the user? Speaking personally, I would choose to do that, to allow me to immerse myself even more in this great sim.

+1000

I totally agree!!  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: PA_Willy on September 30, 2012, 05:42:04 AM
Me too. Although I know Tiger is not going to change his mind about interior volume. This is a old question with Tiger sounds (from first version).
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 30, 2012, 05:43:51 AM
... well the in cockpit sound samples and matching .prs files being compiled in SFS format, this would mean "unzipping" them in .wav format and readable .prs files so as to be able to "tweak" them to everyone's taste, and I am not that sure that Tiger would like the idea ...

But well HE is the author of UV3 sound mod so it's up to him to consider your request (... or not ...)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Semor on September 30, 2012, 05:44:40 AM
Yea,sad..but true. (and this stops me from using this really nice sound mod..)

but one day..who knows.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 30, 2012, 05:57:36 AM
... yep, very sad for you, but which in cockpit sounds do you find too low...??

All of them or only a few ones ?

Just asking in order to test them myself, just in case, suppose I find they are all OK (according to my taste of course), so this could mean you've got an issue somewhere in your install/harware/sofware ....
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Semor on September 30, 2012, 06:45:04 AM
You ask for witch cockpit sounds?

hmmm, nearly all of them..?  :-\ ,ok,the sound in the Bf-110er are ok so far... (according to my taste of course)

My specs.:
Tigers Newest version.
HSFX6 (newest version)
All recomended settings on.(config & ingame)
Creative Soundblaster card.(newest driver of course)
Never had issues with the Fly-bys.

But for my taste (and I´m not allone with this) the in cockpit sounds are way too low,some of weapon sounds are too low,or some of them are too loud in compare to the engine.(it depends on the Plane type).The outside sound was never a problem!
I visit many Airshows in Europe and according to this,Tiger has made an excellent work for IL-2.On the other hand I was one of these lucky guys who had the chance to take place in the rear seat of a T-6 Texan and fly some Base legs with the pilot.The Pratt & Whitney R-1340-AN-1 Wasp radial engine made a sweet noise like hell in the cockpit,and from this point,I think many of Tiger´s inCockpit sounds are too low adjusted.

Please,see this not as an offence or complain to Tiger or you.It´s only my point of view.I know tiger has a different one.But that´s ok.

My 2 cents for Today.

Peace.  :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Sonny Tucson on September 30, 2012, 07:48:41 AM
Hi Tiger

Thanks for the update , but it looks like the archive is corrupted . (Two downloads and two corrupted archives !).

Sonny Tucson. :)

No corrupted archives for me, but well just in case, here is another link :

http://www.mediafire.com/?4ic8z7v3dkdx646

Hey Mick

This one is O.K.

Thank You .

Sonny :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: greybeard on September 30, 2012, 08:13:10 AM
About low engine sounds volume in cockpit I suggest what follows:

Disable FlyBy at bottom of your conf.ini file:
[Mods]
Flyby=0

Then "Enable Extension" either setting them ON in your Sound Setup Menu or writing "1" in sound section of your conf.ini:
[sound]
NumChannels=4
SoundFlags.hardware=1

I think the flyby sound you'll get this way is even more "natural" than the "special" one, OTOH you'll get again a high enough volume of engine sounds.

Cheers,
GB

P.S.: about cumulative update for HSFX, actually many contains only "button" file, so would be enough add the latest (now that for 6.0.15), but caution! Some of previous ones include also different files (like RC for 6.0.14 and new sounds for 6.0.13), so if you add just the last, you'll miss (and probably mess) something. I advise to install in their sequence, from first to last.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Semor on September 30, 2012, 08:40:29 AM
Ok. Thanx.I will try this.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: 'MadDog' on September 30, 2012, 08:57:19 AM
Hello Greybeard

The suggestion of yours about disabling the flyby sound in order to get the full strength of sound in the pit is maybe just what I need and I will try it as soon as I can. Thank you for that. With a stronger in-cockpit level then I will go back to Tiger's mod for sure. I wasn't aware that this was a facet of his work from the earlier versions and he has his specific reasons I am sure so I don't even count it as a criticism, merely an observation. It is a brilliant piece of work in any case.

With reference to the accumulative updates I was referring to the UV3 patches for each version of HSFX. Naturally, as each new HSFX comes out I am installing using the new AutoUpdater, nothing could be easier. But do I need to do the same with the corresponding UV3 patches also or could I simply install the last one for 6.0.15 if I install Tiger's mod today? That was the knub of my question.

I will get back to you and report back on how the pit sounds with flyby turned off. Thanks again

Euan
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: greybeard on September 30, 2012, 10:05:26 AM
... I was referring to the UV3 patches for each version of HSFX.

I too. Sorry if I was unclear. You should install Tiger33's updates of his UV3 in same order of previous HSFX updates. It doesn't matter if you have already updated HSFX to 6.0.15: just install UV3 updates in following order: 6.0.11-6.0.13-6.0.14-6.0.15. Can't find a "6.0.12": I guess it was included in 6.0.13.

Tiger33's sound mod is great, IMHO one of the best mod in general available for IL-2. I can no more revert to stock sounds, when I try, I'm annoyed by the difference.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: SpitK5054 on September 30, 2012, 10:05:49 AM
Hi, after installing the sound mod for up3, the game crashes at 5%. if someone could tell me what the problem is that would be great.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 30, 2012, 11:03:44 AM
... a 5% crash is generally related to a SFS files problem, either missing or corrupted ...

http://www.sas1946.com/main/index.php/topic,22.0.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mangas on October 01, 2012, 07:57:22 AM

But, you can always try to use the DBW version with a properly modified .rc file (Here: http://www.mediafire.com/?d9659ed0ta05sb3)
Then download the DBW version of Tiger mod and go here:
Take the "#_UV3" folder and put it inside #SAS/ folder.
Then go to #_UV3/.rc   and replace that .rc file by the one I provided you above (mediafire link).

In this case I get two button files (new & my own), so I get the game freesing when choosing a plane...
Well, I just put two said sfs mod files into the main game directory (where other sfs files are) and modified my current .rc file, adding the appropriate lines...
But still doesn't see any difference...  :(

P.S.: Btw, I have a strange bug: when flying FW-190 and attacking large group of allied bombers, the BMW engine sound sometime dissappears when you have 80-100% throttle... And you fly with no engine sound... But if you power throttle down to 10-20% -- the sound is back again... And then the process repeats... I have this bug for like 2 years... If this doesn't have anything to do with Tiger's sounds pack -- then please ignore this remark... And no offence...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: SAS~Monty27 on October 02, 2012, 10:38:35 PM
With regard to the DBW Button Fix on page one of this thread, labelled for DBW as:

Buttons fix for ALL versions (sept 3rd 2012) (fixes among other planes B29 and Skyraider start up bug)
http://www.mediafire.com/?f28a3jzeve3elb5

These Buttons (2384kb) kill the Bf109 open canopy function on some of the Bf109s. 

***********

All Bf109 canopies work with SAS_Buttons V9.7.7 for DBW.
http://www.sas1946.com/main/index.php/topic,97.0.html

Tested in DBW 1.71

Simon(Monty27)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on October 03, 2012, 11:21:22 AM
Your buttons 409/UP3/DBW : I see no difference.
Please, in your filelist for the buttons, you can add the name: Charomsky.emd
and delete : xvp8(l.fmd
It is the same!  ;)

Last buttons HSFX6 by Tiger : 6.015
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: mellow214 on October 12, 2012, 07:31:04 PM
Ok I'm having an interesting problem going on with UV3. The flyby sounds have totally stopped working while all the other sounds are working (guns, flaps, gear, etc). I've got all the relivent fixes for UV3 for HSFX expect for the HSFX 6.01 patch which is the version of HSFX that I'm using, I'd greatly appercate it if someone could upload the UV3 patch for HSFX 6.01 to Mediafire, and also I've updated my sound drivers to the most recent version and have tryed the conf.ini edit too.

Edit I got this from the console while in a quick mission.

Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate= 44100, num channels= 2
Buffer caps: Transfer rate= 0, CPU overhead= 0.
Default speaker config is: 1310724.


Direct sound audio device initialized successfully :
DX Version : 7
Hardware - enabled [ buffers : 31]
Extensions - enabled :
EAX ver. 1 [X] - enabled
EAX ver. 2 [X] - enabled
EAX ver. 3 [  ] - disabled
ZoomFX [  ] - disabled
MacroFX [  ]- disabled
SIMD render [X]
num channels 64
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on October 13, 2012, 01:20:26 AM
here is a direct link to HSFX 6.01 patch for UV3:

http://www.derrierloisirs.fr/il2/UV3/HSFX6.011_UV3_jsgmemods.rar

A very useful site for HSFX users:

http://www.derrierloisirs.fr/il2/bdd2012/

If your flyby sounds stopped working, this logically means you made changes to your game/harware/software that now prevent your fly by sounds from working ...

It looks like you activated extensions:

Extensions - enabled :
EAX ver. 1 [X] - enabled
EAX ver. 2 [X] - enabled

Try to disable them ...

Since you say nothing about your sound hardware (onboard sound chip or dedicated sound card) and didn't post either your log or your conf.ini settings (you don't need a 44100 sampling rate, half of it will be enough), then it is not easy to help you ...  ;)

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: greybeard on October 13, 2012, 04:47:06 AM
Sound extension and Tiger's Fly By are incompatible.

Either one enables extension and disable Fly By (setting Flyby=0 under [Mods] section of conf.ini), or the inverse.

S!
GB
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: mellow214 on October 13, 2012, 07:46:43 AM
here is a direct link to HSFX 6.01 patch for UV3:

http://www.derrierloisirs.fr/il2/UV3/HSFX6.011_UV3_jsgmemods.rar

A very useful site for HSFX users:

http://www.derrierloisirs.fr/il2/bdd2012/

If your flyby sounds stopped working, this logically means you made changes to your game/harware/software that now prevent your fly by sounds from working ...

It looks like you activated extensions:

Extensions - enabled :
EAX ver. 1 [X] - enabled
EAX ver. 2 [X] - enabled

Try to disable them ...

Since you say nothing about your sound hardware (onboard sound chip or dedicated sound card) and didn't post either your log or your conf.ini settings (you don't need a 44100 sampling rate, half of it will be enough), then it is not easy to help you ...  ;)

Ok heres the sound section in my conf.ini.

[sound]
SoundUse=1
SoundEngine=1
Speakers=4
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=0
ObjectVolume=8
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=7
Attenuation=7
SoundMode=0
SamplingRate=0
NumChannels=4
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=7
Channels=4
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=5
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0
I had changed the occlusions,acoustics, and volumefx to 1 yesterday and changed them back to 0 today.

The sound chipset I'm using is Realtek and their current version is WDM R2.70. I'll try to get some more info from the logs later today.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on October 13, 2012, 09:29:00 AM

... try this :

SoundMode=1
SamplingRate=1
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: mellow214 on October 13, 2012, 11:39:16 AM
Well Mick I tryed that out and the result was the same...no flybys. I did a test with the extentions on and then off and still nothing.

From the log, same mission:
Speaker config restored.
Audio finished.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - enabled [buffers : 32]
Extensions  - enabled :
  EAX ver. 1 [X]  - enabled
  EAX ver. 2 [X]  - enabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [X]  - enabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Speaker config restored.
Audio finished.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 32]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

And once again the conf.ini
[sound]
SoundUse=1
SoundEngine=1
Speakers=4
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=0
ObjectVolume=8
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=7
Attenuation=7
SoundMode=1
SamplingRate=1
NumChannels=4
SoundExt.occlusions=0
SoundFlags.hardware=0
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=7
Channels=4
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=5
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

As for the log entry there is something interesting that wasn't there before which is the I3D ver. 2. There is one thing about this that really doesn't make much sence, a friend of mine who plays IL-2 had this exact problem happen a few months earlyer. What is bizzare about both cases is the fact that 1. the sound mod was working the day before. 2. Nothing realated to UV3, the conf.ini, or anything about the game or the sound setup had been changed and both of us have UV3 working in UP3.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on October 13, 2012, 01:48:44 PM

... well unless your game and your friend's game are now bewitched, there must be some sort of logical explanation ...  :D

Try to post your log using the insert code (#) (just above the crying smiley when you are writing a reply)  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: mellow214 on October 13, 2012, 03:57:13 PM
 Maybe not bewitched, I'd say they're fubared ;). Heres something of interest, I compared the logs from UP3 and HSFX.

Log from HSFX
Code: [Select]
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 31]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Log from UP3
Code: [Select]
[17:39:17] Initializing DirectSound playback device...
[17:39:17] Primary buffer created.
[17:39:17] Playback format is set : sampling rate = 44100, num channels = 2.
[17:39:17] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[17:39:17] Default speaker config is : 1310724.
[17:39:17] Direct sound audio device initialized successfully :
[17:39:17] DX Version : 7
[17:39:17] Hardware    - disabled [buffers : 31]
[17:39:17] Extensions  - disabled :
[17:39:17]   EAX ver. 1 [ ]  - disabled
[17:39:17]   EAX ver. 2 [ ]  - disabled
[17:39:17]   EAX ver. 3 [ ]  - disabled
[17:39:17]   I3D ver. 2 [ ]  - disabled
[17:39:17]   ZoomFX     [ ]  - disabled
[17:39:17]   MacroFX    [ ]  - disabled
[17:39:17] SIMD render [X]
[17:39:17] num channels 64

Now compare the two, the only real difference is the sampling rate. It seems both bizzare and quite illogical that UV3 works in one mod but fails to work in the other, no doubt that there is a logical explanation, but its a matter of finding out what and why.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on October 14, 2012, 01:45:06 AM
... keep hope, you are not alone it seems ...  ::)

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&postdays=0&postorder=asc&start=45&sid=3dd61185fc305a3685be1f46a67574ee

Sorry mate but I am afraid I can't help you any further (I only have a 4.09 version...)

Try at HSFX site where Tiger pays regular visits ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Semor on October 15, 2012, 07:56:28 AM
About low engine sounds volume in cockpit I suggest what follows:

Disable FlyBy at bottom of your conf.ini file:
[Mods]
Flyby=0

Then "Enable Extension" either setting them ON in your Sound Setup Menu or writing "1" in sound section of your conf.ini:
[sound]
NumChannels=4
SoundFlags.hardware=1

I think the flyby sound you'll get this way is even more "natural" than the "special" one, OTOH you'll get again a high enough volume of engine sounds.

Cheers,
GB

P.S.: about cumulative update for HSFX, actually many contains only "button" file, so would be enough add the latest (now that for 6.0.15), but caution! Some of previous ones include also different files (like RC for 6.0.14 and new sounds for 6.0.13), so if you add just the last, you'll miss (and probably mess) something. I advise to install in their sequence, from first to last.

Thank you for the help greybeard.but I have no luck.engine sounds are still to silent.I think this was it for me.

cheers to all.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Alex T. on October 15, 2012, 06:21:29 PM
guys, I don't mean to bother you with this, but the front page has become really confusing, and I've been trying to install the mod twice now but there's always some random problem :-/

Wouldn't it be possible to tidy up things a bit, including fixes in the original version so that we have a single download to do?

Thanks!

A.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: mellow214 on October 15, 2012, 08:54:47 PM
... keep hope, you are not alone it seems ...  ::)

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&postdays=0&postorder=asc&start=45&sid=3dd61185fc305a3685be1f46a67574ee

Sorry mate but I am afraid I can't help you any further (I only have a 4.09 version...)

Try at HSFX site where Tiger pays regular visits ...  ;)
Well I have found light in the darkness (this is what happens when you start reading Sherlock Holmes novels everyday :P), I did a total and compleat reinstall of the IL-2 patches and HSFX, applyed the fixes that I had for UV3 and gave it a go and IT WORKS!!! I don't know exactly what went wrong in the first place but its possible that a file related to HSFX had gotten corrupted or something but a fresh install did the trick!!! WWWWWWOOOOOHHHHOOOOO!!!!!!!!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on October 20, 2012, 01:10:31 PM
I just installed HSFX 6.017 via Auto updater and now when Tiger Sound is enabled the game freeze on 60% load.
Up to 6.016 everything was working ok.
Anyone with this problem ?
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on October 20, 2012, 01:25:20 PM
It was my mistake. It works now, I forgot to enable Expert Mod first.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: _79_Eshark on October 28, 2012, 01:13:15 PM
Hello ALL
 Tigers sound mod installed all the files are the correct size and in the correct places,and the sound mod works fine in cockpit mode,outside view shift F2,but when I try to use shift F3 flyby there is no sound at all no crashes as has been reported but no sound anyone have any ideas.Iam using an onboard sound card VIA High defeinition and the driver version is
6.0.1.10500
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: LuseKofte on October 28, 2012, 01:42:34 PM
It has always been some planes with no flybysound, is it all planes this lack of sound occur
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on October 28, 2012, 02:20:47 PM
Hi LeOne,

I know, here is not the right place.

But please, I wanna see how you're lookin':

(http://www.sas1946.com/images/imageshit/dead/dead.gif)

  :)  :D  ;D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on October 28, 2012, 04:23:41 PM
Hello ALL
 Tigers sound mod installed all the files are the correct size and in the correct places,and the sound mod works fine in cockpit mode,outside view shift F2,but when I try to use shift F3 flyby there is no sound at all no crashes as has been reported but no sound anyone have any ideas.Iam using an onboard sound card VIA High defeinition and the driver version is
6.0.1.10500

.. well at first sight a quick search shows you don't have ( ... and by far ...) the latest drivers ...

http://drivers.softpedia.com/get/SOUND-CARD/VIA/VIA-HD-Audio-Driver-1050033120608.shtml

.. then without your log.lst file no way we can help you any further ...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: _79_Eshark on October 29, 2012, 03:04:44 AM
Ok Iam completely new to this modding so where will I find this log.lst file to send you ? thanks for the driver info though
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on October 29, 2012, 03:33:46 AM
Ok Iam completely new to this modding so where will I find this log.lst file to send you ? thanks for the driver info though
... log
http://www.sas1946.com/main/index.php/topic,13457.0.html

... Instant Log File Output
http://www.sas1946.com/main/index.php/topic,19308.0.html

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: crazyflak on October 29, 2012, 06:35:26 AM
Was about time:

http://www.sas1946.com/main/index.php/topic,30047.0.html

3do folder replacement. I need further testing on HSFX6 to refine errors (I mainly use DBW), but it is a first release.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on October 29, 2012, 06:52:16 AM
THX a lot for sharing that one Maurice, that must have been a hell of a lot of work and dedication ...!!  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: _79_Eshark on October 29, 2012, 07:16:03 AM
ok is this what you are looking for Mick
[29.10.2012 13:02:29] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:02:29] Mission BEGIN
[13:02:45] DD_Eshark:P-40E(0) seat occupied by DD_Eshark at 42367.707 15109.432
[13:02:45] DD_Eshark:P-40E loaded weapons 'default' fuel 70%
[13:03:50] DD_Eshark:P-40E in flight at 41731.684 16205.388
[13:04:26] Mission END

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: _79_Eshark on October 29, 2012, 07:19:02 AM
or this one


**************************
** Edited by SAS~Epervier
**************************


Code: [Select]
[29.10.2012 13:01:48] ------------ BEGIN log session -------------
[13:01:48] OpenGL provider: Opengl32.dll
[13:01:48] OpenGL library:
[13:01:48]   Vendor: NVIDIA Corporation
[13:01:48]   Render: GeForce GTX 560 Ti/PCIe/SSE2
[13:01:48]   Version: 4.2.0
[13:01:48]   Extensions: GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_texture_type_2_10_10_10_REV 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_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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
[13:01:48] Size: 1920x1080
[13:01:48] ColorBits: 32
[13:01:48] DepthBits: 24
[13:01:48] StencilBits: 8
[13:01:48] isDoubleBuffered: true
[13:01:48]
[13:01:48] *** Looking for Advanced CPU Instructions...
[13:01:48] [x] PentiumPro
[13:01:48] [x] Multimedia (MMX)
[13:01:48] [x] 3D (SSE)
[13:01:48] [x] 3D (SSE2)
[13:01:48] [-] 3D (3DNow)
[13:01:48] ColourBits 32, ABits 0, ZBits 24
[13:01:48]
[13:01:48] *** Looking for Render API Extensions ...
[13:01:48] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[13:01:48] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[13:01:48] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[13:01:48] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[13:01:48] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[13:01:48] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[13:01:48] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[13:01:48] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[13:01:48] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[13:01:48] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[13:01:48] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[13:01:48] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[13:01:48] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[13:01:48]
[13:01:48] Maximum texture size : 16384
[13:01:48] Maximum simultaneous textures :4
[13:01:48] MaxAnisotropic (1.0 = none) : 16.000000
[13:01:49] INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
[13:01:49] INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
[13:01:49] INTERNAL ERROR: Str2FloatClamp() - Clamped 180 -> 128 (delta = -52) to Range 0.01..128
[13:01:49] INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.95 (delta = -0.05) to Range 0..0.95
[13:01:49] INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
[13:01:49] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[13:01:49] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[13:01:49] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[13:01:49] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[13:01:49] INTERNAL ERROR: Str2FloatClamp() - Clamped 1.5 -> 0.95 (delta = -0.55) to Range 0..0.95
[13:02:01] Initializing DirectSound playback device...
[13:02:01] Primary buffer created.
[13:02:01] Playback format is set : sampling rate = 44100, num channels = 2.
[13:02:01] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[13:02:01] Default speaker config is : 6.
[13:02:01] Direct sound audio device initialized successfully :
[13:02:01] DX Version : 7
[13:02:01] Hardware    - disabled [buffers : 0]
[13:02:01] Extensions  - disabled :
[13:02:01]   EAX ver. 1 [ ]  - disabled
[13:02:01]   EAX ver. 2 [ ]  - disabled
[13:02:01]   EAX ver. 3 [ ]  - disabled
[13:02:01]   I3D ver. 2 [ ]  - disabled
[13:02:01]   ZoomFX     [ ]  - disabled
[13:02:01]   MacroFX    [ ]  - disabled
[13:02:01] SIMD render [X]
[13:02:01] num channels 32
[13:02:01]
[13:02:01] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:02:01] Friendly Dot Ranges:
[13:02:01]   DOT 14.0 km
[13:02:01]   COLOR 6.0 km
[13:02:01]   TYPE 6.0 km
[13:02:01]   NAME 6.0 km
[13:02:01]   ID 6.0 km
[13:02:01]   RANGE 6.0 km
[13:02:01]   ALTICON 0.1 km
[13:02:01]   ALTCOLOR None
[13:02:01]   ALTSYMBOL +
[13:02:01] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:02:01] Foe Dot Ranges:
[13:02:01]   DOT 14.0 km
[13:02:01]   COLOR 6.0 km
[13:02:01]   TYPE 6.0 km
[13:02:01]   NAME 6.0 km
[13:02:01]   ID 6.0 km
[13:02:01]   RANGE 6.0 km
[13:02:01]   ALTICON 0.1 km
[13:02:01]   ALTCOLOR None
[13:02:01]   ALTSYMBOL +
[13:02:01] 1>mission
[13:02:01] Mission NOT loaded
[13:02:01] 1>user
[13:02:01] java.lang.NullPointerException
[13:02:01] at com.maddox.il2.game.cmd.CmdUser.exec(CmdUser.java:41)
[13:02:01] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[13:02:01] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[13:02:01] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[13:02:01] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[13:02:01] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[13:02:01] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:847)
[13:02:01] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:460)
[13:02:01] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[13:02:01] at com.maddox.il2.game.Main.exec(Main.java:422)
[13:02:01] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[13:02:01] 1>timeout 10000 file il2stab.rcu
[13:02:07] Initializing DirectSound capture device...
[13:02:07] Mixer not accessible...Ok.
[13:02:07] Creating capture (size = 32768)...
[13:02:07] Capture started !
[13:02:07]
[13:02:11] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:02:11] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:02:11] 1>mission
[13:02:11] Mission NOT loaded
[13:02:11] 1>user
[13:02:11] N       Name           Ping    Score   Army        Aircraft
[13:02:11] 0      DD_Eshark        0       0      (0)None     
[13:02:11] 1>timeout 10000 file il2stab.rcu
[13:02:16] Loading mission net/dogfight/Hsfx Mission/Tobruk1a.mis...
[13:02:16] Total number of airports for loaded mission: 0
[13:02:18] Load bridges
[13:02:18] Load static objects
[13:02:20] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[13:02:20] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[13:02:20] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[13:02:20] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[13:02:20] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[13:02:21] ##### House without collision (3do/Buildings/Furniture/5x1_Red/mono.sim)
[13:02:22] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:02:22] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:02:22] 1>mission
[13:02:22] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Loaded
[13:02:22] 1>user
[13:02:22] N       Name           Ping    Score   Army        Aircraft
[13:02:22] 0      DD_Eshark        0       0      (0)None     
[13:02:22] 1>timeout 10000 file il2stab.rcu
[13:02:29] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:02:31] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:02:31] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:02:31] 1>mission
[13:02:31] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:02:31] 1>user
[13:02:31] N       Name           Ping    Score   Army        Aircraft
[13:02:31] 0      DD_Eshark        0       0      (0)None     
[13:02:31] 1>timeout 10000 file il2stab.rcu
[13:02:34] INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Pilots/UK_B9.bmp'Bad BMP Format!
[13:02:34] Valid BMP format is only  uncompressed 8bit (palette) image
[13:02:34] With width and height equals power of 2
[13:02:34] Pilot PaintSchemes/Pilots/UK_B9.bmp NOT loaded
[13:02:34] Time overflow (131): tickLen 44
[13:02:41] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:02:41] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:02:41] 1>mission
[13:02:41] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:02:41] 1>user
[13:02:41] N       Name           Ping    Score   Army        Aircraft
[13:02:41] 0      DD_Eshark        0       0      (1)Red     
[13:02:41] 1>timeout 10000 file il2stab.rcu
[13:02:45] Time overflow (472): tickLen 58
[13:02:45] warning: no files : music/takeoff
[13:02:51] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:02:51] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:02:51] 1>mission
[13:02:51] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:02:51] 1>user
[13:02:51] N       Name           Ping    Score   Army        Aircraft
[13:02:51] 0      DD_Eshark        0       0      (1)Red      5           P-40E
[13:02:51] 1>timeout 10000 file il2stab.rcu
[13:03:01] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[13:03:01] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:03:01] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:03:01] 1>mission
[13:03:01] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:03:01] 1>user
[13:03:01] N       Name           Ping    Score   Army        Aircraft
[13:03:01] 0      DD_Eshark        0       0      (1)Red      5           P-40E
[13:03:01] 1>timeout 10000 file il2stab.rcu
[13:03:11] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:03:11] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:03:11] 1>mission
[13:03:11] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:03:11] 1>user
[13:03:11] N       Name           Ping    Score   Army        Aircraft
[13:03:11] 0      DD_Eshark        0       0      (1)Red      5           P-40E
[13:03:11] 1>timeout 10000 file il2stab.rcu
[13:03:21] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:03:21] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:03:21] 1>mission
[13:03:21] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:03:21] 1>user
[13:03:21] N       Name           Ping    Score   Army        Aircraft
[13:03:21] 0      DD_Eshark        0       0      (1)Red      5           P-40E
[13:03:21] 1>timeout 10000 file il2stab.rcu
[13:03:31] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:03:31] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:03:31] 1>mission
[13:03:31] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:03:31] 1>user
[13:03:31] N       Name           Ping    Score   Army        Aircraft
[13:03:31] 0      DD_Eshark        0       0      (1)Red      5           P-40E
[13:03:31] 1>timeout 10000 file il2stab.rcu
[13:03:41] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:03:41] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:03:41] 1>mission
[13:03:41] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:03:41] 1>user
[13:03:41] N       Name           Ping    Score   Army        Aircraft
[13:03:41] 0      DD_Eshark        0       0      (1)Red      5           P-40E
[13:03:41] 1>timeout 10000 file il2stab.rcu
[13:03:50] warning: no files : music/inflight
[13:03:51] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:03:51] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:03:51] 1>mission
[13:03:51] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:03:51] 1>user
[13:03:51] N       Name           Ping    Score   Army        Aircraft
[13:03:51] 0      DD_Eshark        0       0      (1)Red      5           P-40E
[13:03:51] 1>timeout 10000 file il2stab.rcu
[13:04:01] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:04:01] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:04:01] 1>mission
[13:04:01] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:04:01] 1>user
[13:04:01] N       Name           Ping    Score   Army        Aircraft
[13:04:01] 0      DD_Eshark        0       0      (1)Red      5           P-40E
[13:04:01] 1>timeout 10000 file il2stab.rcu
[13:04:11] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:04:11] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:04:11] 1>mission
[13:04:11] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:04:11] 1>user
[13:04:11] N       Name           Ping    Score   Army        Aircraft
[13:04:11] 0      DD_Eshark        0       0      (1)Red      5           P-40E
[13:04:11] 1>timeout 10000 file il2stab.rcu
[13:04:21] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:04:21] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:04:21] 1>mission
[13:04:21] Mission: net/dogfight/Hsfx Mission/Tobruk1a.mis is Playing
[13:04:21] 1>user
[13:04:21] N       Name           Ping    Score   Army        Aircraft
[13:04:21] 0      DD_Eshark        0       0      (1)Red      5           P-40E
[13:04:21] 1>timeout 10000 file il2stab.rcu
[13:04:26] warning: no files : music/crash
[13:04:29] Capture stopped
[13:04:29] DSound capture finished.
[13:04:29]
[13:04:31] 1>mp_dotrange FRIENDLY DOT 20.000 COLOR 1.00 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.600
[13:04:31] Friendly Dot Ranges:
[13:04:31]   DOT 20.0 km
[13:04:31]   COLOR 1.0 km
[13:04:31]   TYPE 1.0 km
[13:04:31]   NAME 0.6 km
[13:04:31]   ID 0.3 km
[13:04:31]   RANGE 0.3 km
[13:04:31]   ALTICON 0.1 km
[13:04:31]   ALTCOLOR None
[13:04:31]   ALTSYMBOL +
[13:04:31] 1>mp_dotrange FOE DOT 20.000 COLOR 1.000 RANGE 0.300 TYPE 1.00 ID 0.300 NAME 0.400
[13:04:31] Foe Dot Ranges:
[13:04:31]   DOT 20.0 km
[13:04:31]   COLOR 1.0 km
[13:04:31]   TYPE 1.0 km
[13:04:31]   NAME 0.4 km
[13:04:31]   ID 0.3 km
[13:04:31]   RANGE 0.3 km
[13:04:31]   ALTICON 0.1 km
[13:04:31]   ALTCOLOR None
[13:04:31]   ALTSYMBOL +
[13:04:31] 1>mission
[13:04:31] Mission NOT loaded
[13:04:31] 1>user
[13:04:31] java.lang.NullPointerException
[13:04:31] at com.maddox.il2.game.cmd.CmdUser.exec(CmdUser.java:41)
[13:04:31] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[13:04:31] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[13:04:31] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[13:04:31] at com.maddox.rts.cmd.CmdTimeoutAction.invokeListener(CmdTimeout.java:58)
[13:04:31] at com.maddox.rts.Message._send(Message.java:1217)
[13:04:31] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[13:04:31] at com.maddox.rts.Message.sendTo(Message.java:1134)
[13:04:31] at com.maddox.rts.Message.trySend(Message.java:1115)
[13:04:31] at com.maddox.rts.Time.loopMessages(Time.java:180)
[13:04:31] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[13:04:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[13:04:31] at com.maddox.il2.game.Main.exec(Main.java:439)
[13:04:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[13:04:31] 1>timeout 10000 file il2stab.rcu
[29.10.2012 13:04:35] -------------- END log session -------------
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on October 29, 2012, 07:49:11 AM
... the second part, but please edit your post by using the insert code (#) symbol (just above the crying emoticone when you are writing your message) in order to save space on that page ...  ;)

The only thing I can see is this :

[buffers : 0]
[13:02:01]   Extensions  - disabled :
[13:02:01]     EAX ver. 1 [ ]  - disabled
[13:02:01]     EAX ver. 2 [ ]  - disabled
[13:02:01]     EAX ver. 3 [ ]  - disabled
[13:02:01]     I3D ver. 2 [ ]  - disabled
[13:02:01]     ZoomFX     [ ]  - disabled
[13:02:01]     MacroFX    [ ]  - disabled
[13:02:01]   SIMD render [X]
[13:02:01]   num channels 32

... you should have 64, may be this is because you are not using the AudioDevice folder that comes with Tiger's mod ...??
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: _79_Eshark on October 29, 2012, 01:39:05 PM
Hmmmmmm Ok Mick
I selected the 64 channel option in the audio sound set up but still no fly by the only sounds working is the guns but thanks for the help
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: greybeard on October 30, 2012, 03:29:28 AM
Was about time:

http://www.sas1946.com/main/index.php/topic,30047.0.html

3do folder replacement. I need further testing on HSFX6 to refine errors (I mainly use DBW), but it is a first release.

Thanks for big, joint work. May I suggest adding to the seven page of Readme also some hint about how to install?

Thanks again,
GB
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on November 18, 2012, 10:52:01 AM
My cockpit engine sounds cut out when I switch from fly by view to cockpit view, but the cockpit sounds work when I switch from external view to cockpit view.

Any ideas anyone?

UP3.0RC4
RPs_5.0
Tigersoudsv3
Tigersoundsv3_Buttons

I have tried removing RPs_5.0 but then the flybys go away and of course all my favorite visual effects mods.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 26, 2012, 01:40:18 AM
Those of you who have Epervier's 4.09 or 4.10 converted/extracted planes may be interested in his UV3 external FMs adaptations here:

http://www.sas1946.com/main/index.php/topic,30499.0.html

The 4.09 planes in question are:

Code: [Select]
Avia_B-71_v1
Cant-Z1007_Z506_v2
Cant-Z501
Dh-89a_v1.11
Do-17Z-0_Z-2_v2
He-46_Ro-37
Hs-123_v1.01
IL-4_v1.03
Ju-188A-2_v1.1
Ju-88G-6_v1.4
Ki-45_v1.04
MB-152_v1.01
MC-200_I early + MC-201
Mosquito_NF_MkXII-XIII
Mosquito_NF_MkXIX
Mosquito_NF_MkXVII
Parasol_pack-1_SCW_v1.01
Parasol_pack-2_SCW_v1.01
Parasol_pack-3_SCW
Parasol_pack-4_SCW
Parasol_pack-5_SCW_v1.02
Pe-8_v1.01
PWS-26
TBD-1_v2

and the 4.10 planes are:

Code: [Select]
Cant-Z506_v2
Hs-123_v1.01
IL-4_v1.03
Ki-45_v1.04
Pe-8_v1.01
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: noxos on November 29, 2012, 11:54:39 PM
I can't get this to work with HSFX 6.

Whenever I start the game, it crashes at 5% loading when I have the sound mod enabled.

My JGSME folder only has two things enabled:

HSFX History mod
Tiger_33 Ultimate Sound Mod for STD Mode

It works fine if I disable it though.

Thanks for any help
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 30, 2012, 01:27:15 AM
... a 5% crash while loading smells like a SFS prob ...  ;)

http://www.sas1946.com/main/index.php/topic,22.0.html

I would bet on a bad install,  may be you skipped some step, did you respect the read me instructions to the letter ...? did you read the HSFX section of this post (first page) ?

If you are really stuck try to post here :

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&start=0&postdays=0&postorder=asc&highlight=
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Crazy G on November 30, 2012, 09:09:03 AM
S! Mick

I still have conflicts with some missions freezing the game at 100% load.

Below the mods that I have on my UP 3.0RC4 installation:

(http://www.sas1946.com/images/imageshit/img14/7590/54298197.png) (http://www.sas1946.com/images/imageshit/download/14/54298197.png)

Any idea?

Thanks,

SP!

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on November 30, 2012, 09:12:31 AM
Folder "3do" ?
All the evidence file is incomplete or unnecessary.
What does it contain?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Crazy G on November 30, 2012, 09:18:13 AM
3do/Buildings/

(http://www.sas1946.com/images/imageshit/img827/305/80416763.png) (http://www.sas1946.com/images/imageshit/download/827/80416763.png)

Merci,

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 30, 2012, 10:30:32 AM
I can see nothing that could conflict with Tiger's UV3, but here is an extract from page 1 of this thread in case you missed it:

".rc fix for UP3.0 users (without or with DBW)

BEFORE installing this small fix that only modifies a small file in the relevant jsgme folder you MUST FIRST deactivate everything with jsgme

"#UP#_Tiger_33 Ultimate Sound Mod V3 for UP3" then unzip directly in your install the file given in the link, you will be asked if you want to replace what is already in your install, no prob, this is normal ...

Then re activate "#UP#_Tiger_33 Ultimate Sound Mod V3 for UP3" with JSGME

http://www.checksix-forums.com/attachment.php?attachmentid=28567&d=1341339453

Another link for those who might have probs with the first one :

http://www.mediafire.com/?f7knd9d7zcf3ao9
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on November 30, 2012, 11:55:29 AM
3do/Buildings/

Merci,
... It is not related to your problem... but I advise you:
- Create a folder: Mods_Objects
- Paste in this folder your 3do/Buildings/... (#UP#/Mods_Objects/3do/Buildings/...)

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on December 04, 2012, 09:20:06 PM
Crazy G did you figure this out? I have the same problem.  Everything is fine but I get a CTD at 100% load on some campaign missions (even though other missions using the same map loaded fine) and some maps in FMB.  All works find without the sound mods.

Does anyone have a solution?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Crazy G on December 05, 2012, 01:18:12 AM
No, I didn´t and have the same that happens to you rhinofilms. I´ve installed and reinstalled UV3 several times following the installation procedures, but still have these conflicts and don´t know why. But I´m not feeling miserable  :'(  just puzzled  :o
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on December 05, 2012, 07:01:06 PM
Well it's not horrible. I jump around campaign missions using FMB until I find the next mission that actually loads without a crash.  The sound mod is so great I can't give it up.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Crazy G on December 06, 2012, 01:06:11 AM
I pretty much do the same...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 06, 2012, 02:46:57 AM

... well logically, unless the maps missions in question change from summer to winter (there IS a prob with certain winter maps and UV3) then something different that appears in a mission and that wasn't there in the previous OK mission, must explain those 100% CTDs ...  ;)

If you know how to modify a .mis file then you can try deleting things (squads, chiefs, stationary objects etc...) one by one in order to nail down the culprit(s) ...

If you don't know how to edit a .mis file, then send me 2 missions, on the same map, one that works and a buggy one, and I'll edit the buggy one into several modified ones so that you can try them at home ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: c_jephcott on December 12, 2012, 06:52:43 AM
Chaps

I'm making slow progress with this - I now have the cockpit sounds ready, but none of the flybys now. The flybe sound remains at the default aircraft sound - So...

I've looked, followed the instructions and there's one thing I'm struggling on and I was wondering if anyone could lend a friendly bit of advice?

It requires the Channels to be upped to 64, which is what I did in my conf.ini, turned it into a read only document, but yet, I'm still only getting 32 channels displayed in the audio menu and therefore can't select 64 channels?

What is that I have missed here? Any thoughts?

Many thanks
Chris

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 12, 2012, 08:13:07 AM
... well Chris you gave us too few details for us to be able to give a hand, but then, do you have a folder called "Audio device" that comes with Tiger's UV3 ?

Do you have an onboard sound chip or a separate sound card ...?

Are your sound drivers up to date ...??  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: c_jephcott on December 12, 2012, 08:26:10 AM
All good questions Mick, and I apologise about not getting these points in first of all - if the truth be told, I don't know what I'm doing! :)

Well, it's an onboard sound card with the drivers up to date.

I haven't been able to find the folder entitled "audio device" though - I'm using IL2 1946 through UP4RC4 - and as such I've only enabled the Tiger Sounds mod for UP3 - should I also enable Tigersounds V3?

Any help is greatly appreciated! I'm sorry for my lack of knowledge - once upon a time I knew what I was doing... now I don't!!!

Many many thanks
Chris
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: c_jephcott on December 12, 2012, 08:57:59 AM
Ok, now I've managed to get it all working - apart from the Flyby sounds. So I've delved back into the conf.ini file and changed the line as requested by the fix - and then deactivated and reactivated.

But the Flyby sounds still aren't there. I'm going to have a good look again through this thread and see what fixes there are!

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: saab ja26 on December 14, 2012, 05:29:01 PM
This has worked for me with restoring the fly-by sounds originally when running DBW 1.7.1 and I had to do it again when I installed the Full Monty Packs. I set my Landscape detail to perfect and for some reason the fly-by sounds activated. As soon as I turned off perfect settings they went away. Anyhow this worked for me hopefully it will help you.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Razgriz_37 on December 14, 2012, 07:36:17 PM
This has worked for me with restoring the fly-by sounds originally when running DBW 1.7.1 and I had to do it again when I installed the Full Monty Packs. I set my Landscape detail to perfect and for some reason the fly-by sounds activated. As soon as I turned off perfect settings they went away. Anyhow this worked for me hopefully it will help you.
=S= Same thing for me exactly how you put it, however they sound as if they were sped up. Like the x2 playback for the flyby sounds, still for some reason perfect settings allowed for the fly by to work. Weird.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: CWMV on December 14, 2012, 10:04:23 PM
Think it has to do with number of planes.
Ive had the same issue with delayed fly-by sounds. The more planes the worse it gets.
But I dont fly from outside, so not an issue.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: LuseKofte on December 15, 2012, 09:04:34 AM
This is the best and most realistic soundmod we have in my opinion. But I never get all the flybyes to work. From inside I have no problems. This I can live with, if you all read this topic you will see your problem and a probably solution for them. But some you have to live with
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on December 15, 2012, 01:25:12 PM
Mick and Tiger, I have UV3 working in 4.11.1m Stand alone config, but I had to use the 4.09m + modact version (The Buttons didnt work, using with out hem so far), and its working perfectly, Thanks Guys.~S~
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on December 15, 2012, 01:28:52 PM
There is a Delayed Fly-By fix/Patch at the OP. Under  Flyby delay fix

Edit, This is a great patch I like it better this way.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on December 16, 2012, 06:01:00 AM
I have the same problem on HSFX 6.017. Everything works fine except ,when I have many planes in the vicinity, the flyby is temporary lost ( Sometimes you can only hear guns from other planes ) As soon as the number of the planes near you goes back to a lower amount the flyby comes back. This is the only glitch I can find in this beautifull mod ( The flyby delay fix doens't cure the problem ).
Hopefully there is a fix for it.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 16, 2012, 09:07:46 AM
... are you sure you have the "AudioDevice" folder active, that is, do you have 64 channels instead of the stock game max 32 ...??

That's easy to check:

Open your conf.ini, and check in the [sound] section if you have :

[sound]
..........
..........

NumChannels=4 (if you have =2 then you're not using 64 channels, hence the flyby that disappear when too many planes around ...)

Another way to check, if your log says :

num channels 32

>>>> then you are not using the necessary 64 channels to avoid the flyby "bug" ...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on December 16, 2012, 09:59:59 AM
Mick I have the NumChan at 4 ( 64 ), that was not the issue. I noticed that other people have the same problem, could it be the fact that I have an onboard Audio Card ( Realtek High Definition ) which has some sort of limitation ?.

TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 16, 2012, 12:17:27 PM
... yep I think so, the only thing left to do is check if your audio drivers are up to date ...

Did you read what Mike Storebror wrote about onboard sound chips probs ? (page 1 of this thread)

Tiger has got a sound card, and developed UV3 with it of course, so he couldn't guess there would be such issues with onboard sound chips ...

I "only" had an USB external cheap sound stick (Terratec Aureon Dual USB Sound Card)  when I beta tested UV3 and experienced absolutely no prob with it ...  ;)

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on December 16, 2012, 02:57:28 PM
The driver has been already update ( Now is 6.0.1.6662 ) I maybe try the realtek coded 2.70 as posted on the first page and see if it helps otherwise I can leave with it because the issue happens only the few times when I
have a large number of planes.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: CWMV on December 16, 2012, 04:41:47 PM
Const DX here, and I have the issue. The more planes the bigger the gap. Sometimes no flyby at all.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on December 17, 2012, 07:30:55 AM
It is exactely what I have. Sometimes the flyby is delayed sometimes there is no flyby according to the number of the planes in action around you. As soon as you move away from the big concentration of planes the flyby comes back. When the flyby is out you can hear only in the distance the guns of  some of the other planes dogfighting.
Hopefully this would help anyone looking into this issue.
I tested on QMB my plane with 12 other planes and the flyby is ok. I will do some other test to see what is the limit of the number of planes when this issue kicks in.
Will keep you posted.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on December 17, 2012, 08:36:16 AM
Ok now, this is kind of strange.
I tested on QMB my plane with another 12 friendly planes vs. 32 enemy planes on the Slovakia Summer map and no issues with flyby !!.
Now I'm confuse.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 17, 2012, 08:44:04 AM
That's a bit confusing TICI, you are right, since the Slovakia map is not especially light ...  :-[

Could it then be related to a map issue ...?

There is a known bug regarding flyby sounds with winter maps ... and a fix too ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on December 17, 2012, 10:00:56 AM
No it is not the winter map issue because I fixed that with fix posted, besides this happens on Canon England Map, France Map etc.. So there must to be something else which is factored in this issue.
I would like to know if somebody out there in the community have this same issue with a DEDICATED sound card, beacuse if so, definitely there is an issue to be fixed, if it happens only with people with INTEGRATED sound card than it must to be the limitation of the onboard card like mine.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: CWMV on December 17, 2012, 02:27:59 PM
I'm exactly as you tici, zonarDX and still have delays on channel maps, Stalingrad, etc.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Cristy on December 21, 2012, 04:26:03 AM
Hi guyz i having a little problem with this asweome mod... I needit to reinstal il-2 because... i have some problems with it and i don't have any flyby sounds or some maps from il-2 are not supported with this mod and this is bad.... Any sugestions on how can i rezolve this or atleast can tell me someone which maps are supported. Thank you.
Btw i am using U.P3.0RC4
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 21, 2012, 09:58:38 AM
Well I don't use U.P3.0RC4, and don't have that problem, but normally UV3 works with all maps, even if there is a flyby bug with several winter maps, but there is a fix for that ...

http://www.sas1946.com/main/index.php/topic,27302.0.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Cristy on December 21, 2012, 10:23:35 AM
Well I don't use U.P3.0RC4, and don't have that problem, but normally UV3 works with all maps, even if there is a flyby bug with several winter maps, but there is a fix for that ...

http://www.sas1946.com/main/index.php/topic,27302.0.html


What am i trying to say it is that thoose flyby sounds doesn't work at all and i don t know what to do to fix them... any ideeas?. Thank you Mick
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: WindWpn on December 21, 2012, 11:03:26 AM
Error Report HSFX 6.0.17 Expert/wUV3:

"Cannot load sound preset motor.J47.start.end" java error in console

Is this tied to a buttons issue which ships with UV3 for HSFX Expert?

I believe its the P-80 engine startup or perhaps the F9F.  Not sure of the EMD file entry as I have not seen it since buttons are encrypted.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 21, 2012, 12:57:34 PM
@ Cristy

Did you read the first page and the various fixes that are given, according to your bug and version of the game ?

It would be easier for us if you posted your log.lst ...  ;)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722


@ 78thFG_WindWpn

If it's a buttons related bug, then may be it's better and faster if you post that bug here ...  ;)

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&postdays=0&postorder=asc&start=45&sid=426e1d3ca2f705b90c60c4e60091d2a2

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Cristy on December 21, 2012, 01:25:12 PM
@ Cristy

Did you read the first page and the various fixes that are given, according to your bug and version of the game ?

It would be easier for us if you posted your log.lst ...  ;)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg20772log.st??


@ 78thFG_WindWpn

If it's a buttons related bug, then may be it's better and faster if you post that bug here ...  ;)

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&postdays=0&postorder=asc&start=45&sid=426e1d3ca2f705b90c60c4e60091d2a2

Yes i read the 1 page and still doesn't work but i dont know why because the last time when i used this mod was working perfectly....Still i don'know what to do... where i find
log.lst tell me how can i find thoose errors and i will tell you. Thank you Mick
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 21, 2012, 01:40:51 PM
well you only have to download and install Mike Storebror's Instant Log File Output mod (like any other mod, I suppose in your #UP folder) and then after you launch a mission and there are no flyby sounds, exit the game, go to the root of the game and find a file named log.lst and copy and post it here using the # insert code (just above the crying smiley when you are writing your post)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Cristy on December 21, 2012, 01:44:42 PM
Ok thanks again mick for you rapid response. I read everything and here si my log.st
Code: [Select]
[Dec 21, 2012 8:34:13 PM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTS 250/PCIe/SSE2/3DNOW!
  Version: 3.3.0
  Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp 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_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1600x1200
ColorBits: 32
DepthBits: 24
StencilBits: 0
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[x] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 8192
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: 'Perfect' Mode required 32 bit color, 24 depth and 8 bits for stencil
WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:49)
at com.maddox.sound.SoundPreset.get(SoundPreset.java:65)
at com.maddox.il2.engine.Pre.loading(Pre.java:92)
at com.maddox.il2.engine.cmd.CmdPreload.exec(CmdPreload.java:37)
at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:414)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:428)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Cannot load sound preset prad14flyby (java.lang.Exception: Invalid preset format)
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Loading mission Quick/Smolensk/SmolenskRedNoneN00.mis...
Loading mission.mis defined airfields:
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
Load bridges
Load static objects
ZSM_Air - Spawning new AC. Owner name is >r01000<
Checking status for resources management: 0.0, 0.0
  Resources management is DISABLED!
Searching for missing resources...
Done!
Loading RRR objects resources data...
Done.
Mission: Quick/Smolensk/SmolenskRedNoneN00.mis is Playing
warning: no files : music/inflight
Speaker config restored.
Audio finished.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >r01000
Updated users net places!
Loading mission Quick/Smolensk/SmolenskRedNoneN00.mis...
Loading mission.mis defined airfields:
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
Load bridges
Load static objects
ZSM_Air - Spawning new AC. Owner name is >r01000<
Checking status for resources management: 0.0, 0.0
  Resources management is DISABLED!
cannot open file for reading
Cannot open audio file samples/null.wav

Searching for missing resources...
Done!
Loading RRR objects resources data...
Done.
Mission: Quick/Smolensk/SmolenskRedNoneN00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'zAirpressa'
INTERNAL ERROR: HierMesh: Can't find chunk 'zGasPres1a'
INTERNAL ERROR: HierMesh: Can't find chunk 'shassy'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Red1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Red2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Green1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Green2'
INTERNAL ERROR: HierMesh: Can't find chunk 'HMask1_D0'
warning: no files : music/inflight
ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >r01000
Updated users net places!
Loading mission Quick/Smolensk/SmolenskRedNoneN00.mis...
Loading mission.mis defined airfields:
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
Load bridges
Load static objects
ZSM_Air - Spawning new AC. Owner name is >r01000<
Checking status for resources management: 0.0, 0.0
  Resources management is DISABLED!
Searching for missing resources...
Done!
Loading RRR objects resources data...
Done.
Mission: Quick/Smolensk/SmolenskRedNoneN00.mis is Playing
warning: no files : music/inflight
ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >r01000
Updated users net places!
[Dec 21, 2012 8:37:40 PM] -------------- END log session -------------
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 22, 2012, 04:00:49 AM
... well at first sight it looks like you don't have "perfect mode" activated, and though it is weird that graphics setttings can prevent sounds from being played, a few guys solved their flyby bug by activating "perfect mode" ...

WARNING: 'Perfect' Mode required 32 bit color, 24 depth and 8 bits for stencil
WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.


See post #87 on page 8

Then you have a missing preset:

Cannot load sound preset prad14flyby (java.lang.Exception: Invalid preset format)

If my memory is still OK I think this has to do with the HS129, but this is nothing and we can fix it later, now since you had flyby sounds before with the same computer, if you lost them, logically this should be because of new different settings ...

Then you also have this:

Not enough hardware buffers (0), hardware disabled

I don't know how to interpret this, may be some harware guru could help us here ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Cristy on December 22, 2012, 09:36:12 AM
... well at first sight it looks like you don't have "perfect mode" activated, and though it is weird that graphics setttings can prevent sounds from being played, a few guys solved their flyby bug by activating "perfect mode" ...

WARNING: 'Perfect' Mode required 32 bit color, 24 depth and 8 bits for stencil
WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.


See post #87 on page 8

Then you have a missing preset:



Cannot load sound preset prad14flyby (java.lang.Exception: Invalid preset format)

If my memory is still OK I think this has to do with the HS129, but this is nothing and we can fix it later, now since you had flyby sounds before with the same computer, if you lost them, logically this should be because of new different settings ...

Then you also have this:

Not enough hardware buffers (0), hardware disabled

I don't know how to interpret this, may be some harware guru could help us here ...  ;)

Ok Mick thanks for everything. Can you help me to solve this problem please i really need help. How can i activate "Perfect mode"?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 22, 2012, 10:33:39 AM
Well first thing I would do is activate "perfect mode" in graphics settings of the game (you also need stencil buffer ON)

In your conf.ini:

HardwareShaders = 1 (to run perfect mode)

Read here :

http://www.sas1946.com/main/index.php/topic,26161.0.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Cristy on December 22, 2012, 10:41:50 AM
Well first thing I would do is activate "perfect mode" in graphics settings of the game (you also need stencil buffer ON)

In your conf.ini:

HardwareShaders = 1 (to run perfect mode)

Read here :

http://www.sas1946.com/main/index.php/topic,26161.0.html

Thanks i wll keep you update:)
 
Mick good bless you mate you are a life savior. Thanks my flyby's are working again Yuppy. Now i can die happy :))). Ok another 2 questions. First you said something about a plane which i need to fix and second. if i remember very well some maps are not compatible with this mod or atleast to me some winter maps maybe... And the last question did you play the normal il-2 camapaign with this mod... cuz to me when i am loading my il-2 with up.3.0.rc4 and tiger sound... in some mission of normal il-2 campaign i receive a crash at 100%. If i deactivate the sound mod and use only  up.rc 4 the same mission is working can you explain... Thank you again
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 22, 2012, 12:53:07 PM
Mick good bless you mate you are a life savior. Thanks my flyby's are working again Yuppy. Now i can die happy :)))

... too late Cristy, the end of the world was due on yesterday ...!!  :D

Try the HS129 (in the QMB for ex) and check if you have flyby sounds...

Several winter maps seem to prevent flyby sounds with UV3, but a fix was released here :

http://www.sas1946.com/main/index.php/topic,27302.0.html

As for the "normal il-2 campaign" missions not working, are these missions played with a winter map ...?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Cristy on December 22, 2012, 02:07:05 PM
Mick good bless you mate you are a life savior. Thanks my flyby's are working again Yuppy. Now i can die happy :)))

... too late Cristy, the end of the world was due on yesterday ...!!  :D

Try the HS129 (in the QMB for ex) and check if you have flyby sounds...

Several winter maps seem to prevent flyby sounds with UV3, but a fix was released here :

http://www.sas1946.com/main/index.php/topic,27302.0.html

As for the "normal il-2 campaign" missions not working, are these missions played with a winter map ...?


Nice some missions yes some no. some of them work some don't when Tiger mod is activated... so i can't explain this anomaly... Nice sense of humour Mick yeah we didn't died and you my friend you  helped alot today so i owe you some big: "Thank you from the bottom of my heart"
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on December 29, 2012, 05:25:03 PM
Hi Tiger, I was wondering if you had planned or thought about making UV3 compatible with SAS Modact 4.0/4.11.1m, as a dedicated Mod for 4.0. like  the other versions. Maybe a new Buttons for our new Modact 4.0 and New (Not released yet) Engine Mod? Your Fly By sounds and the Engine Mod would go really well together. Please think about it. Thank you! :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: passeur on December 30, 2012, 10:58:14 AM
Hello,
Please,can someone upload the packages on different sites (Gamefront bans users from my country, and packupload requires that I download a crappy cell phone app to be able to download the file...)
thanks for your help
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 30, 2012, 11:21:38 AM
I have just tried the Gamefront links, and they only work with Internet Explorer (from France), I couldn't download anything with Firefox, Chrome or Opera ...  ???

Gamefront really sucks today ...!!  >:(
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on December 30, 2012, 11:38:20 AM
I have just tried the Gamefront links, and they only work with Internet Explorer (from France),
t'as du bol... pas chez moi !  >:(
Le seul moyen pour moi de les niq..r c'est celui que je t'avais donné... ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: passeur on December 30, 2012, 11:50:12 AM
c'est la croix et la bannière cette interdiction à la c*n
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 30, 2012, 02:24:47 PM

... oui c'est vraiment la mouise là, sinon tu peux aussi passer par un serveur proxy, essaye un de ceux là (cadeau de Noël d'Epervier ...)

http://www.free-proxy.fr/

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: passeur on December 30, 2012, 03:18:02 PM
impec, merci!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Johnny on January 01, 2013, 08:31:41 AM
I just installed Tiger's sound mod for HSFX6. It sounds great. Unfortunately it activates Tiger's flyby view which I do not want. I have adjusted my flyby view in the conf.ini. to o deg. and 1.5 seconds. Is there any way to deactivate Tiger's flyby view? My conf.ini settings for this, which are shown below, have not changed. The flyby mod is overwriting them  somewhere else.
 [HookViewFly Config]
timeFirstStep=1.5
deltaZ=0.0
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 01, 2013, 10:51:18 AM
Hi Johnny,

The HSFX6 version of UV3 is supported by Tiger here:

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&start=0&postdays=0&postorder=asc&highlight=

... so I advise you to post your request there ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 01, 2013, 11:39:48 PM
I was using RPs_5.0 as well as Tiger's Ultimate Sound Mod (TigerSoundsV3 and TigerSoundsV3_Buttons), all activated through JSGME.  For some reason about a third of missions and campaigns would result in CTD, but they would all load correctly if I deactivated the sound mods so I blamed it on that.  However, I switched to Gurner's new (4.3) effects pack and now everything works with the sound mods activated.

In case it helps someone....
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 02, 2013, 01:20:03 AM
... THX for posting rhinofilms, this reminds me that several guys could at last get flyby sounds when they went from excellent to perfect mode, which is not quite logical regarding a sound mod, but well this but must be part of IL2 and/or UV3's mysteries ...  :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Crazy G on January 03, 2013, 09:56:13 AM
I was using RPs_5.0 as well as Tiger's Ultimate Sound Mod (TigerSoundsV3 and TigerSoundsV3_Buttons), all activated through JSGME.  For some reason about a third of missions and campaigns would result in CTD, but they would all load correctly if I deactivated the sound mods so I blamed it on that.  However, I switched to Gurner's new (4.3) effects pack and now everything works with the sound mods activated.

In case it helps someone....

Weird..I have Gurners 4.3, which is excelent by the way, and when UV3 is activated, many missions CTD..
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 03, 2013, 10:59:47 PM
Hmmm.  Maybe I should add that I put gurner's fx directly into my mods (UP) folder to get it to work.  UV3 is activated through JSGME.

My understanding is that anything in the mods folder will not be overwritten by JSGME activated mods.


Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on January 05, 2013, 06:35:39 AM
rhinofilms,

yes, you are right. the "modsfolder-" mods load before jsgmemods...!

@ Crazy G: If your rig is not state of the art und you'ved installed Gurners "30 KM" distance mod, deactivate the mod.

For me it helps...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Crazy G on January 05, 2013, 08:53:45 AM
rhinofilms,

yes, you are right. the "modsfolder-" mods load before jsgmemods...!

@ Crazy G: If your rig is not state of the art und you'ved installed Gurners "30 KM" distance mod, deactivate the mod.

For me it helps...

Well, I have a nearly state of the art rig and only Gurners FX 4.3 mod no distance mod. Tried to even install manually UV3 without jsgmemods to my #UP folder but to no avail, many missions CTD. Don´t know what else could do. Thanks anyway.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 05, 2013, 10:49:54 AM
... if I remember well there is no "distance mod" so to speak in Gurner's mod, but a java class (can't remember which one) that sets visibility distance to 30 km by default, try the 10 km one,  posted by PA_Willy,Reply #786:

http://www.sas1946.com/main/index.php/topic,20929.780.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 05, 2013, 11:17:17 AM
... you can also try that trick from vpmedia:

I tested this problem and you are right, this version of the Gurner FX mod kills the fps from 75 to 30 in my game(DBW-1916). Too many house fires in the view seem to cause this drop. After deleting these files in 4.3 (smoke view distance) the fps is a bit improved.


64F83BC6574C11DE
949499C0F4E85D88
8A318408BB7C513E

In my normal DBW I still use the 4.1 version, which is very fps friendly, you should try that one.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Crazy G on January 06, 2013, 04:42:05 AM
Thanks, but even with Gurners FX deactivated it causes CTD.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: The_Alaska_Man on January 06, 2013, 05:10:49 PM
Hey guys, wonderful mod, but I have one problem, when a plane crashes, well the game crashes too

Code: [Select]
WARNING: * Buf0 : Obj: 113,  Vert 1514,  Ind 6141
[0:03:00] WARNING: * Buf1 : Obj: 376,  Vert 19162,  Ind 43347
[0:03:00] WARNING: * Buf2 : Obj: 11,  Vert 3896,  Ind 5160
[0:03:00] Load bridges
[0:03:00] Load static objects
[0:03:02] Mission: Quick/Crimea/CrimeaRedAirbase00.mis is Playing
[0:03:03] warning: no files : music/inflight
[0:07:13] java.lang.NoSuchFieldError: bPropHit
[0:07:13] at com.maddox.il2.objects.air.Aircraft.hitProp(Aircraft.java:1803)
[0:07:13] at com.maddox.il2.fm.Gear.testPropellorCollision(Gear.java:1439)
[0:07:13] at com.maddox.il2.fm.Gear.ground(Gear.java:674)
[0:07:13] at com.maddox.il2.fm.Gear.ground(Gear.java:490)
[0:07:13] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:1089)
[0:07:13] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:843)
[0:07:13] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[0:07:13] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[0:07:13] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[0:07:13] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[0:07:13] at com.maddox.rts.Message._send(Message.java:1217)
[0:07:13] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[0:07:13] at com.maddox.rts.Message.sendTo(Message.java:1134)
[0:07:13] at com.maddox.rts.Message.trySend(Message.java:1115)
[0:07:13] at com.maddox.rts.Time.loopMessages(Time.java:252)
[0:07:13] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[0:07:13] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[0:07:13] at com.maddox.il2.game.Main.exec(Main.java:437)
[0:07:13] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 07, 2013, 07:41:33 AM
... sorry The_Alaska_Man, but nobody ever reported such a bug before (and trust me, many bugs have been reported so far ...  :D)

I am not a log specialist but the thing that worries me (and never seen before too ...) is this part :

[0:07:13]   java.lang.NoSuchFieldError: bPropHit
[0:07:13]      at com.maddox.il2.objects.air.Aircraft.hitProp(Aircraft.java:1803)
[0:07:13]      at com.maddox.il2.fm.Gear.testPropellorCollision(Gear.java:1439)
[0:07:13]      at com.maddox.il2.fm.Gear.ground(Gear.java:674)
[0:07:13]      at com.maddox.il2.fm.Gear.ground(Gear.java:490)

... I don't know what to think about it ...  ???

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: SAS~Anto on January 08, 2013, 02:33:50 AM
That error is caused by the SAS Engine Mod. I am confident as I created the property bPropHit.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: The_Alaska_Man on January 08, 2013, 08:19:58 PM
Any ideas how to fix it?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: warriorrim on January 11, 2013, 12:06:44 PM
Hey guys, right im having frustrating prolblems trying to get this to work, so heres what i did if anything i have done is wrong please please let me know:
1-installed IL-2
2 - Installed DWB super pack straight onto stock 4.07 and from what i was told automatically patches so the game is at the 4.10.1 patch with DWB
3-activated UP3 in JSGME
4- put the two SFS files from tigers mod into the root of the game
5-put the mod folder into the JSGME mods folder
6- then activated the mod by JSGME
7-chose DWB from the IL Selector.

i followed all instructions to change the sound channels to 64 etc and i have tried all that you guys have mentioned within this thread. Now am i doing anything wrong here or something i have not done to get this working properly?

Thanks in advance.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 11, 2013, 01:37:01 PM
... please post your log (using the # insert code ...)  ;)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on January 11, 2013, 04:16:06 PM
Quote
3-activated UP3 in JSGME
4- put the two SFS files from tigers mod into the root of the game
5-put the mod folder into the JSGME mods folder
6- then activated the mod by JSGME
7-chose DWB from the IL Selector.

Hi warriorrim,

you have activated UP in JSGME and DBW you've selected in "IL Selector"? If yes, that is not right!

UP or DBW, not both...!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: warriorrim on January 12, 2013, 07:32:47 AM
ah ok, so once i have installed DBW, i should not activate UP in JSGME? do i need to do anything else or just to select DBW in the selector and that is all to activate DBW, and then any mods just activate in JSGME?

Thanks alot for your help.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on January 12, 2013, 08:00:19 AM
Quote
...activate DBW, and then any mods just activate in JSGME?

yes!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: warriorrim on January 12, 2013, 08:57:46 AM
Sweet, thanks alot.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: warriorrim on January 12, 2013, 07:27:05 PM
Sorted i just enabled Perfect mode and it worked  ;D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Starfighter24 on January 13, 2013, 11:11:49 AM
I have il2 with DBW and the fly by sound works only when I am on the ground... any idea of how to fix it??
Regards
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 13, 2013, 11:51:35 AM
... please post your log (using the # insert code ...)  ;)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 13, 2013, 11:54:25 AM
Sorted i just enabled Perfect mode and it worked  ;D

THX for reporting back, this (activating of the perfect mod to get sounds) will always kill me ...!!  :D

... but well since it works we're not going to complain, are we ...?  :P
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Starfighter24 on January 13, 2013, 01:44:04 PM
... please post your log (using the # insert code ...)  ;)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722

Do you mean this??

[game]
eventlog=eventlog.lst
eventlogkeep=0

[Console]
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 13, 2013, 02:57:47 PM
... no this is in your conf.ini, to activate the log set it to :

[Console]
LOG=1
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

Then once you have launched a mission, exit it and the game, go to the root of your game, find a file called log.lst, open it with notepad for ex, and copy it's content in a new reply here, using the # insert code (just above the crying smiley) ...  :)

See for example Cristy's log here :

http://www.sas1946.com/main/index.php/topic,3258.108.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Starfighter24 on January 13, 2013, 03:21:45 PM
Ok! I'm sorry for my misunderstanding but I don't speak a very good English!!

It should be this:

Code: [Select]
13.01.2013 22:14:22 ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: ATI Mobility Radeon HD 4650
  Version: 3.3.11653 Compatibility Profile Context
  Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1366x768
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
DirectX Joystick NOT created: DirectX joystick driver: device not attached

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[code]
Maximum texture size : 8192
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
sFMDir = gui/game/buttons
s1 = flightmodels/s-199.fmd
s = FlightModels/S-199.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/generic.fmd
s = FlightModels/Generic.fmd
m_lastFMFile = gui/game/buttons
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 13, 2013, 03:42:25 PM

... yes that's it, but it looks like the end (which is often the most important part) is missing ...

You should have something like that (with today's date of course)

[Dec 21, 2012 8:37:40 PM] -------------- END log session -------------
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Starfighter24 on January 13, 2013, 04:05:24 PM
I can't post all the text of log file probably for a forum's problem...
You can download my log text here:

http://www.mediafire.com/view/?kyw94obfkbpzbyl (http://www.mediafire.com/view/?kyw94obfkbpzbyl)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 15, 2013, 12:48:05 AM
... OK guys, after an exchange of a few PMs, I am glad that Starfighters24 can now enjoy Tiger's flyby sounds ...  ;)

In fact he had  conf.ini settings issues, so he now has flyby sounds without a totally black landscape ...  :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: skulz on January 17, 2013, 06:41:47 PM
Hello will this mod work with v4.11.1 with Modact 4?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 18, 2013, 12:50:39 AM
... well I don't know, but since it works with HSFX6.0 which is based upon 4.11 ... why not ?

Then there is the buttons prob ...  :-[

Will it work with the HSFX one ... I have no idea... those of you who would like to give it a try, please report here if it worked ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on January 18, 2013, 02:52:24 AM
... well I don't know, but since it works with HSFX6.0 which is based upon 4.11 ... why not ?
Il restera le problème des FM externes des Mods ajoutés qui ne seront pas compatibles UV3 vu que personne (en 410/411) n'ajoute les différents types de FM externes...
It remains the problem of external FM Mods added that are not compatible UV3 because nobody adds different types of external FM
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 18, 2013, 04:14:33 AM
... now we know ...  :(

THX Epervier !  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: skulz on January 18, 2013, 06:07:30 AM
I've tried put everything in the correct directory and then activated from jsgme but it didnt work, Did anyone try if it works with "v4.10.1" "Modact 3" ?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on January 18, 2013, 10:37:02 AM
The Tiger's Fly By Sounds work in SAS ModAct 4.0, but not any of the Buttons, I have tried them all with no success. Just dont use the Buttons but you will still have all the Fly By Sounds!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Crazy G on January 18, 2013, 11:42:43 AM
To Mick:

Good news! I discovered the culprit that was causing CTD at 100% mission: Front Markers !!!
Now is to discover how to fix it. It would be a huge ammount of work to erase lots of missions Front Markers.

Best,
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Crazy G on January 18, 2013, 11:44:23 AM
P.S. I´m on UP 3.0 RC4
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 18, 2013, 12:59:34 PM
THX for reporting Crazy G ...!!  ;)

This is both a very strange and very good news ...!!  :D

How in hell can front markers cause CTDs ??  ???

The (relatively) good news is that you only need to delete the [FrontMarker] line to fix your missions (not necessary to delete all the lines under [FrontMarker]) ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Crazy G on January 18, 2013, 02:14:27 PM
Actually the game freezes and got to go to ctrl/alt/del exit.
I´ve got the idea from here http://www.sas1946.com/main/index.php/topic,20628.0.html Reply #8 ..
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 19, 2013, 08:27:52 AM
... THX for reporting Crazy G, I won't forget that fix, you can be sure of that ...!!  :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Anders_And on January 19, 2013, 09:55:01 AM
What does the "Flyby delay fix" do?!?

Every time I use the flyby view the sound is almost before the plane passes the camera. Is this a fix for that?! :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 19, 2013, 10:37:33 AM
... yep, exactly ...!!  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Anders_And on January 19, 2013, 11:10:14 AM
awesome!! ;D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Anders_And on January 19, 2013, 11:11:39 AM
Now the next question... How do I get a flyby view that is not so zoomed in?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Crazy G on January 19, 2013, 12:37:03 PM
In the bottom of your conf file add this 

[Mods]
Flyby=0
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Anders_And on January 19, 2013, 10:32:07 PM
Thx crazy G!!!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 25, 2013, 07:54:46 PM
Ok now, this is kind of strange.
I tested on QMB my plane with another 12 friendly planes vs. 32 enemy planes on the Slovakia Summer map and no issues with flyby !!.
Now I'm confuse.
TICI

I use gurner 4.3 and Tiger sound with DBW and I have no problems with sounds until I have too many planes in a QMB.  Once I reach a certain number, I lose ground explosion sounds.  I have tried adjusting settings and channels in conf.ini but no luck.

Anyone?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 26, 2013, 05:58:23 AM
... well easy test:

deactivate Gurner's 4.3 effects mod, launch a heavy QMB mission, and if you get no bug then there could be a conflict between both mods, could be a java class one ...

Other than that just post your log ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on January 26, 2013, 07:23:00 AM
Guys I need help installing this on UP 3. I followed the pdf read me, placing the sas files and jgsme folder into il 2 1946 root directory then activated it with jgsme but I get a crash to desktop at 5%.If I deactivate UP3 the game loads fine but the sounds are the stock ones.Please Im really eager to get this mod going, help a fellow pilot and newcomer to the world of IL2 out.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 26, 2013, 07:49:22 AM

... a 5% crash is often related to a SFS (not SAS) issue ...

Did you put the SFS files at the root of your game ...??

Did you modify your .rc file accordingly ...??

Otherwise post your log (http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722) here ...

Read here :

http://www.sas1946.com/main/index.php/topic,22.0.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on January 26, 2013, 08:54:50 AM
Bear in mind that Im new to this... I dont know what I had to do with the .rc file.Can you point me to a thread with info on this or better yet can you briefly explain what I need to do?Thanks for the help.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 26, 2013, 09:43:27 AM

... extract from page 1:

.rc fix for UP3.0 users (without or with DBW)

BEFORE installing this small fix that only modifies a small file in the relevant jsgme folder you MUST FIRST deactivate everything with jsgme

"#UP#_Tiger_33 Ultimate Sound Mod V3 for UP3" then unzip directly in your install the file given in the link, you will be asked if you want to replace what is already in your install, no prob, this is normal ...

Then re activate "#UP#_Tiger_33 Ultimate Sound Mod V3 for UP3" with JSGME

http://www.checksix-forums.com/attachment.php?attachmentid=28567&d=1341339453

Another link for those who might have probs with the first one :

http://www.mediafire.com/?f7knd9d7zcf3ao9
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on January 26, 2013, 10:38:12 AM
Did that but still 5% crash unfortunately.And yes I put the SFS  files at the root file.I really dont know whats wrong or what else Im missing.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 26, 2013, 11:38:29 AM
... then the only way for us to know where's the bug is to get your log ...  ;)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on January 26, 2013, 11:58:26 AM
Thanks again, I will try to get that up as soon as I can.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 26, 2013, 10:13:52 PM
... well easy test:

deactivate Gurner's 4.3 effects mod, launch a heavy QMB mission, and if you get no bug then there could be a conflict between both mods, could be a java class one ...

Other than that just post your log ...  ;)

No effect with Gurner turned off, and the install instructions of Tiger UV3 give explicit instructions about setting numchannels=4 in conf.ini which enables 64 channels to avoid missing sounds when many objects are in a mission.  I have conf.ini settings consistent with the UV3 install instructions, but I'm suffering the exact sound loss that the instructions warn may happen if the numchannels is not set to 4. 

What am I doing wrong?  It would be so cool to have flyby sounds of bombers overhead, the bombs exploding and the AAA all at the same time.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 27, 2013, 01:49:56 AM
... are you running the game in perfect mode ...? (graphics settings panel, with Stencil buffer "ON")

You have to use OpenGL not DirectX to get perfect mode ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: steven197106 on January 27, 2013, 03:11:21 AM
Is it possible to use tiger’s 33's  sound mod with the F4-–F8-F100-MIG-19.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 27, 2013, 05:09:23 AM

... sorry Steven; I have no idea, I don't fly jets ...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on January 27, 2013, 07:12:44 AM
Quote
Is it possible to use tiger’s 33's  sound mod with the F4-–F8-F100-MIG-19.

sure, why not?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on January 27, 2013, 07:17:35 AM
Hi Rhino,

for flybysounds you have to set in conf.ini too:

HardwareShaders=1
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: steven197106 on January 27, 2013, 07:52:02 AM
I’m already using tigers sound mod for some time with no problems, the jets in il2 have tigers fly by sounds i.e. Me 262  but when I add let’s  say the f4 tigers sound mod does not work , what I need is any information on what to change in the  aircraft mod folders .
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 27, 2013, 08:14:34 AM
... well I suppose this is probably because jets like the Me262 are stock planes, but the F4 (is it the Phantom ?) isn't a stock plane so your buttons is not relevant for UV3 (since the F4 didn't exist when Tiger made UV3) and needs to be modified for UV3 + your version of the game ...

Since Epervier doesn't modify jet buttons I have currently no idea who could do that for you ...  :-[
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: steven197106 on January 27, 2013, 11:41:50 AM
Ok merci quand même, mod grande
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 27, 2013, 11:57:33 AM
Hi Rhino,

for flybysounds you have to set in conf.ini too:

HardwareShaders=1

Hi bomberkiller.

I tried HardwareShaders=1 and no effect.  I even changed conf.ini to read only to make sure nothing was being changed.  This problem was also mentioned as solved in the latest version of Jiver's sound mod. When I use Jiver, everything is fine and I hear all the sounds.  I just really prefer the engine sounds and fly bys of Tiger.

I looked carefully at the documentation again and it all seems ok.  I tried loading Tiger before other mods just for yucks but no effect.

Mick:  Yes, I'm running perfect mode, openGL.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 27, 2013, 12:06:38 PM
... please post your log then ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on January 27, 2013, 02:01:37 PM
Hi Rhino,

will try to help you! But please, do what Mick wrote.

Send "sound.log" and your "conf.ini" at first (maybe later logfile.log).

Sorry, I have not read your posts complete - what is your rig/ your soundcard?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 27, 2013, 02:32:38 PM
Will do, bomberkiller.

Is posting the sound.log the same as logfile.log?  I have never done either --- can you point me in the right direction or to a thread that provides instruction?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 27, 2013, 02:41:38 PM

... post your log.lst, and we'll see ...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on January 27, 2013, 03:28:01 PM
Mick will see the logfile.log!

http://www.sas1946.com/main/index.php/topic,13457.0.html (http://www.sas1946.com/main/index.php/topic,13457.0.html)


I will see at 1st the sound.log

The sound.log is in your maingame-folder between "sasup_fbdsm_15.sfs" and "tigersounds_1.sfs".
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 27, 2013, 06:18:46 PM
Thanks very much guys.

Here's my soundfile but how do I post the logfile in the scroll window so I don't make a mile long entry?

-- new session --
num channels 64
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
Speaker config restored.
Audio finished.

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on January 27, 2013, 07:48:16 PM
Aaaah,

do you have enabled 5.1 or 7.1 in the soundcard-driver?

Please disable...

And settings in the "conf.ini"...:

[sound]

channels=2

SoundFlags.forceEAX1=0
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 27, 2013, 09:00:31 PM
Thanks for the quick reply.

No soundcard, I use the onboard motherboard sound drivers.  Not sure what you're referring to by enabling 5.1 or 7.1. Can you explain?

Also channels and EAX settings look good.  Here's the sound section of my conf.ini:

[sound]
SoundUse=1
SoundEngine=1
Speakers=2
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=0
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=0
MasterVolume=8
Attenuation=7
SoundMode=3
SamplingRate=2
NumChannels=4
SoundExt.occlusions=0
SoundFlags.hardware=0
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=2
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on January 27, 2013, 09:27:26 PM
change settings:

SoundMode=1

Samplingrate=1

good luck  ;D


What is your rig? What soundcard on board? Is software for your soundcard installed...?

And where is the logfile?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 27, 2013, 10:14:21 PM
Thanks for the suggestions but it didn't work.  I know it's correlated to the number of planes because in the beginning of this particular quick mission a few planes come along and I can hear the bombs and the fly by.  Then the big formation arrives and no more flyby or bomb sounds.

How do you post large amounts of text the in scrollable text box? I don't want to submit a mile long post.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 28, 2013, 01:16:40 AM
How do you post large amounts of text the in scrollable text box? I don't want to submit a mile long post.

... simple, just use the insert code (# symbol just above the crying smiley when you are writing your post) then copy and paste your log in between "code" and "code" (sorry I can't copy the exact symbols here because I am not inserting text)...  ;)

Well since you do have flyby sounds when there are only a few AC and lose them when there are too many for your onbard sound chip, like Rhinofilms I think it is rather a hardware issue, I mean UV. is rather hardware demanding and you "only" have an inboard sound chip, so first turn SamplingRate=2 to =1

By the way, are your sound chip drivers up to date ...?  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on January 28, 2013, 06:29:46 AM
I just noticed that my root directory did not have the #UP# folder.Im trying to figure out how it works but Ill ask again anyways, do I need that folder to install all mods while using UP3?If so how does it work? I already downloaded the #UP# folder sample and placed it on my root directory.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on January 28, 2013, 08:07:12 AM
Hi Roy,

here is not the right place for your question! But,

in "jsgmemods" folder you create a new folder and rename in "#UP#".

Per JSGME.exe you activate the new #UP# folder, thats all!

Now your #UP#-mods-folder in maingamefolder is activated...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on January 28, 2013, 01:29:50 PM
Thanks for the help and please forgive me.Ok now I actually got it all right after spending half a day reading tutorials and tips and getting familiarized with all this.Only one problem, I have no flyby sounds. I downloaded and installed the easy installion fix for UP3 RC4 but even then I got no flyby sounds.When in cockpit and using the fixed exterior camera I have no problem, the sounds are there and they are awesome, Im just missing those flyby.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 28, 2013, 07:35:41 PM
I will try updating my audio drivers.

Here's my logfile:
Code: [Select]
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 560/PCIe/SSE2
  Version: 4.3.0
  Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1680x1050
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[x] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
sFMDir = gui/game/buttons
s1 = flightmodels/s-199.fmd
s = FlightModels/S-199.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/generic.fmd
s = FlightModels/Generic.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109b-1sas.fmd
s = FlightModels/Bf-109B-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109b-2sas.fmd
s = FlightModels/Bf-109B-2SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109c-1sas.fmd
s = FlightModels/Bf-109C-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109d-1sas.fmd
s = FlightModels/Bf-109D-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-1.fmd
s = FlightModels/Bf-109E-1.fmd
m_lastFMFile = gui/game/buttons
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s1 = flightmodels/mosquito-tsts.fmd
s = FlightModels/Mosquito-tsts.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafirei.fmd
s = FlightModels/SeafireI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafireii.fmd
s = FlightModels/SeafireII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafire-lf-mkiii.fmd
s = FlightModels/Seafire-LF-MkIII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafire-f-mkiii.fmd
s = FlightModels/Seafire-F-MkIII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafirexv.fmd
s = FlightModels/SeafireXV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireivroeg.fmd
s = FlightModels/SpitfireIvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireia.fmd
s = FlightModels/SpitfireIa.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireib.fmd
s = FlightModels/SpitfireIb.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireiia.fmd
s = FlightModels/SpitfireIIa.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireiib.fmd
s = FlightModels/SpitfireIIb.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireva.fmd
s = FlightModels/SpitfireVa.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-09.fmd
s = FlightModels/Spitfire-F-Vb-M45-09.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-16-cw.fmd
s = FlightModels/Spitfire-F-Vb-M45-16-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-vb-m45m-18.fmd
s = FlightModels/Spitfire-LF-Vb-M45M-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-vb-m45m-18-cw.fmd
s = FlightModels/Spitfire-LF-Vb-M45M-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-12.fmd
s = FlightModels/Spitfire-F-Vb-M45-12.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-16.fmd
s = FlightModels/Spitfire-F-Vb-M45-16.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-hf-vb-m46-16.fmd
s = FlightModels/Spitfire-HF-Vb-M46-16.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vc-2h-m45-16-trop.fmd
s = FlightModels/Spitfire-F-Vc-2H-M45-16-trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vc-2h-m45-12-trop.fmd
s = FlightModels/Spitfire-F-Vc-2H-M45-12-trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vc-4h-m45-12-trop.fmd
s = FlightModels/Spitfire-F-Vc-4H-M45-12-trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-viii-m66-18.fmd
s = FlightModels/Spitfire-LF-VIII-M66-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-viii-m66-18-cw.fmd
s = FlightModels/Spitfire-LF-VIII-M66-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixc-m66-18.fmd
s = FlightModels/Spitfire-LF-IXc-M66-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixc-m66-18-cw.fmd
s = FlightModels/Spitfire-LF-IXc-M66-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-hf-ixc-m70-18.fmd
s = FlightModels/Spitfire-HF-IXc-M70-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-ixc-m61-15.fmd
s = FlightModels/Spitfire-F-IXc-M61-15.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-ixc-m63-18.fmd
s = FlightModels/Spitfire-F-IXc-M63-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixe-m66-18.fmd
s = FlightModels/Spitfire-LF-IXe-M66-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixe-m66-18-cw.fmd
s = FlightModels/Spitfire-LF-IXe-M66-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-hf-ixe-m70-18.fmd
s = FlightModels/Spitfire-HF-IXe-M70-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixc-m66-25.fmd
s = FlightModels/Spitfire-LF-IXc-M66-25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixe-m66-25-cw.fmd
s = FlightModels/Spitfire-LF-IXe-M66-25-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-xii-g3-cw.fmd
s = FlightModels/Spitfire-F-XII-G3-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-xiv-g65-21.fmd
s = FlightModels/Spitfire-F-XIV-G65-21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfirexviclp.fmd
s = FlightModels/SpitfireXVICLP.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfirexvi25.fmd
s = FlightModels/SpitfireXVI25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfirexviclp25.fmd
s = FlightModels/SpitfireXVICLP25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/swordfish.fmd
s = FlightModels/Swordfish.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2tm.fmd
s = FlightModels/U-2TM.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/typhoon1b.fmd
s = FlightModels/Typhoon1B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/typhoon1blate.fmd
s = FlightModels/Typhoon1BLate.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tempestmkii.fmd
s = FlightModels/TempestMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tempestmkv.fmd
s = FlightModels/TempestMkV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafurymki.fmd
s = FlightModels/SeaFuryMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3b.fmd
s = FlightModels/DB-3B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3m.fmd
s = FlightModels/DB-3M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3t.fmd
s = FlightModels/DB-3T.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3f.fmd
s = FlightModels/DB-3F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bi-1.fmd
s = FlightModels/BI-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bi-6.fmd
s = FlightModels/BI-6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-11.fmd
s = FlightModels/G-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-15bis.fmd
s = FlightModels/I-15bis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-15-m22.fmd
s = FlightModels/I-15-M22.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-15-m25.fmd
s = FlightModels/I-15-M25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-153-m62.fmd
s = FlightModels/I-153-M62.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type15.fmd
s = FlightModels/I-16type15.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type5.fmd
s = FlightModels/I-16type5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type5skis.fmd
s = FlightModels/I-16type5Skis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type6.fmd
s = FlightModels/I-16type6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type6skis.fmd
s = FlightModels/I-16type6Skis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type10.fmd
s = FlightModels/I-16type10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type10wc.fmd
s = FlightModels/I-16type10WC.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type17.fmd
s = FlightModels/I-16type17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type18.fmd
s = FlightModels/I-16type18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type24.fmd
s = FlightModels/I-16type24.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type27.fmd
s = FlightModels/I-16type27.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type28.fmd
s = FlightModels/I-16type28.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type29.fmd
s = FlightModels/I-16type29.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-185m-71.fmd
s = FlightModels/I-185M-71.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-185m-82a.fmd
s = FlightModels/I-185M-82A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-250.fmd
s = FlightModels/I-250.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2-1940.fmd
s = FlightModels/Il-2-1940.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2-1941.fmd
s = FlightModels/Il-2-1941.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2i.fmd
s = FlightModels/Il-2I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2mearly.fmd
s = FlightModels/Il-2MEarly.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2mlate.fmd
s = FlightModels/Il-2MLate.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2m3.fmd
s = FlightModels/Il-2M3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2m3ns.fmd
s = FlightModels/Il-2M3NS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-4.fmd
s = FlightModels/Il-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-10.fmd
s = FlightModels/Il-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series4.fmd
s = FlightModels/LaGG-3series4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series29.fmd
s = FlightModels/LaGG-3series29.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series35.fmd
s = FlightModels/LaGG-3series35.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3it.fmd
s = FlightModels/LaGG-3IT.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series66.fmd
s = FlightModels/LaGG-3series66.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3rd.fmd
s = FlightModels/LaGG-3RD.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-5.fmd
s = FlightModels/La-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-5f.fmd
s = FlightModels/La-5F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-5fn.fmd
s = FlightModels/La-5FN.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-7.fmd
s = FlightModels/La-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-7r.fmd
s = FlightModels/La-7R.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/li-2.fmd
s = FlightModels/Li-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mbr-2-am-34.fmd
s = FlightModels/MBR-2-AM-34.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3.fmd
s = FlightModels/MiG-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3ud.fmd
s = FlightModels/MiG-3ud.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3am-38.fmd
s = FlightModels/MiG-3AM-38.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3u.fmd
s = FlightModels/MiG-3U.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-9.

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 28, 2013, 07:49:35 PM
Part 2:

Code: [Select]
fmd
s = FlightModels/MiG-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series1.fmd
s = FlightModels/Pe-2series1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series32.fmd
s = FlightModels/Pe-2series32.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series84.fmd
s = FlightModels/Pe-2series84.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series110.fmd
s = FlightModels/Pe-2series110.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series359.fmd
s = FlightModels/Pe-2series359.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-3series1.fmd
s = FlightModels/Pe-3series1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-3bis.fmd
s = FlightModels/Pe-3bis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-8.fmd
s = FlightModels/Pe-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/r-5.fmd
s = FlightModels/R-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/r-10.fmd
s = FlightModels/R-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sb-2m-100a.fmd
s = FlightModels/SB-2M-100A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sb-2m-103.fmd
s = FlightModels/SB-2M-103.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/su-2.fmd
s = FlightModels/Su-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tb-3-4m-17.fmd
s = FlightModels/TB-3-4M-17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tb-3-4m-34r.fmd
s = FlightModels/TB-3-4M-34R.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tu-2s.fmd
s = FlightModels/Tu-2S.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-29.fmd
s = FlightModels/B-29.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2vs.fmd
s = FlightModels/U-2VS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2nb.fmd
s = FlightModels/U-2NB.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2lsh.fmd
s = FlightModels/U-2LSH.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-1.fmd
s = FlightModels/Yak-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-1b.fmd
s = FlightModels/Yak-1B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-3.fmd
s = FlightModels/Yak-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-3vk-107.fmd
s = FlightModels/Yak-3VK-107.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-3r.fmd
s = FlightModels/Yak-3R.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7a.fmd
s = FlightModels/Yak-7A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7b.fmd
s = FlightModels/Yak-7B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7b_pf.fmd
s = FlightModels/Yak-7B_PF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7uti.fmd
s = FlightModels/Yak-7uti.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9.fmd
s = FlightModels/Yak-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9b.fmd
s = FlightModels/Yak-9B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9d.fmd
s = FlightModels/Yak-9D.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9m.fmd
s = FlightModels/Yak-9M.fmd
m_lastFMFile = gui/game/buttons
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sFMDir = gui/game/buttons
s1 = flightmodels/sm79.fmd
s = FlightModels/SM79.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/aviab-534.fmd
s = FlightModels/AviaB-534.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkerg1.fmd
s = FlightModels/FokkerG1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkerdk.fmd
s = FlightModels/FokkerDK.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkerdu.fmd
s = FlightModels/FokkerDU.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers3early.fmd
s = FlightModels/FokkerS3Early.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers3late.fmd
s = FlightModels/FokkerS3LATE.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers4.fmd
s = FlightModels/FokkerS4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/r-xiiid.fmd
s = FlightModels/R-XIIID.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-11c.fmd
s = FlightModels/P-11c.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-11f.fmd
s = FlightModels/P-11f.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pzl23b.fmd
s = FlightModels/PZL23B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pzl-37.fmd
s = FlightModels/PZL-37.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pzl42.fmd
s = FlightModels/PZL42.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/rwd_8.fmd
s = FlightModels/RWD_8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ms406.fmd
s = FlightModels/MS406.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ms410.fmd
s = FlightModels/MS410.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/msmorko.fmd
s = FlightModels/MSMorko.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/iar-80.fmd
s = FlightModels/IAR-80.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/iar-81a.fmd
s = FlightModels/IAR-81a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/letovs-328.fmd
s = FlightModels/LetovS-328.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bell47.fmd
s = FlightModels/Bell47.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sikorsky-ho4s.fmd
s = FlightModels/Sikorsky-HO4S.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sikorsky-hrs3.fmd
s = FlightModels/Sikorsky-HRS3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f9f2.fmd
s = FlightModels/F9F2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-80a.fmd
s = FlightModels/F-80A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-80c.fmd
s = FlightModels/P-80C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f84g.fmd
s = FlightModels/F84G.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86a.fmd
s = FlightModels/F-86A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86d-40.fmd
s = FlightModels/F-86D-40.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86d-45.fmd
s = FlightModels/F-86D-45.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86e.fmd
s = FlightModels/F-86E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-25e.fmd
s = FlightModels/F-86F-25E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-25l.fmd
s = FlightModels/F-86F-25L.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-40.fmd
s = FlightModels/F-86F-40.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86k.fmd
s = FlightModels/F-86K.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cac_sabre_mk31.fmd
s = FlightModels/CAC_Sabre_Mk31.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cac_sabre_mk32.fmd
s = FlightModels/CAC_Sabre_Mk32.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fj-3m.fmd
s = FlightModels/FJ-3M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-15f.fmd
s = FlightModels/MiG-15F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17.fmd
s = FlightModels/MiG-17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17f.fmd
s = FlightModels/MiG-17F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17pf.fmd
s = FlightModels/MiG-17PF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/jeep.fmd
s = FlightModels/Jeep.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/wagen.fmd
s = FlightModels/Wagen.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type24(ofsafonov).fmd
s = FlightModels/I-16type24(ofSafonov).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3(ofpokryshkin).fmd
s = FlightModels/MiG-3(ofPokryshkin).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39n(ofpokryshkin).fmd
s = FlightModels/P-39N(ofPokryshkin).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39q-15(ofrechkalov).fmd
s = FlightModels/P-39Q-15(ofRechkalov).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-2(ofrudel).fmd
s = FlightModels/Ju-87G-2(ofRudel).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262(ofnowotny).fmd
s = FlightModels/Me-262(ofNowotny).fmd
m_lastFMFile = gui/game/buttons
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Loading mission Quick/Net8Islands/Net8IslandsRedScramble01.mis...
Loaded camouflage: PACIFIC
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *695136288*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
sFMDir = gui/game/buttons
s1 = flightmodels/allison_p40.emd
s = FlightModels/Allison_P40.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pw_r-1830_series.emd
s = FlightModels/PW_R-1830_Series.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/allison_v1700_reeks.emd
s = FlightModels/Allison_V1700_Reeks.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/nakajima.emd
s = FlightModels/Nakajima.emd
m_lastFMFile = gui/game/buttons
Mission: Quick/Net8Islands/Net8IslandsRedScramble01.mis is Playing
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.

INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
warning: no files : music/takeoff
Time overflow (330): speed 0.5976096
Time overflow (350): speed 0.9375
Time overflow (370): speed 0.872093
Time overflow (390): speed 0.9259259
Time overflow (410): speed 0.89285713
Time overflow (430): speed 0.9493671
Time overflow (450): speed 0.872093
Time overflow (470): speed 0.86206895
Time overflow (490): speed 0.77319586
Time overflow (510): speed 0.86206895
Time overflow (530): speed 0.8426966
Time overflow (550): speed 0.90361446
Time overflow (570): speed 0.8152174
Time overflow (590): speed 0.872093
Time overflow (610): speed 0.89285713
Time overflow (630): speed 0.88235295
Time overflow (650): speed 0.89285713
Time overflow (670): speed 0.872093
Time overflow (690): speed 0.9259259
Time overflow (710): speed 0.89285713
Time overflow (730): speed 0.8152174
Time overflow (750): speed 0.9375
Time overflow (770): speed 0.8426966
Time overflow (790): speed 0.9493671
Time overflow (810): speed 0.9375
Time overflow (830): speed 0.89285713
Time overflow (850): speed 0.89285713
Time overflow (870): speed 0.91463417
Time overflow (890): speed 0.9259259
Time overflow (910): speed 0.88235295
Time overflow (930): speed 0.89285713
Time overflow (950): speed 0.9259259
Time overflow (970): speed 0.90361446
Time overflow (990): speed 0.91463417
Time overflow (1010): speed 0.90361446
Time overflow (1030): speed 0.872093
Time overflow (1050): speed 0.91463417
Time overflow (1070): speed 0.90361446
Time overflow (1090): speed 0.9259259
Time overflow (1110): speed 0.90361446
Time overflow (1130): speed 0.89285713
Time overflow (1150): speed 0.91463417
Time overflow (1170): speed 0.91463417
Time overflow (1190): speed 0.86206895
Time overflow (1210): speed 0.9259259
Time overflow (1230): speed 0.90361446
Time overflow (1250): speed 0.9375
Time overflow (1270): speed 0.89285713
Time overflow (1290): speed 0.872093
Time overflow (1310): speed 0.9375
Time overflow (1330): speed 0.9259259
Time overflow (1350): speed 0.89285713
Time overflow (1370): speed 0.86206895
Time overflow (1390): speed 0.90361446
Time overflow (1410): speed 0.91463417
Time overflow (1430): speed 0.8333333
Time overflow (1450): speed 0.91463417
Time overflow (1470): speed 0.86206895
Time overflow (1490): speed 0.86206895
Time overflow (1510): speed 0.89285713
Time overflow (1530): speed 0.872093
Time overflow (1550): speed 0.88235295
Time overflow (1570): speed 0.88235295
Time overflow (1590): speed 0.88235295
Time overflow (1610): speed 0.90361446
Time overflow (1630): speed 0.89285713
Time overflow (1650): speed 0.90361446
Time overflow (1670): speed 0.88235295
Time overflow (1690): speed 0.872093
Time overflow (1710): speed 0.89285713
Time overflow (1730): speed 0.89285713
Time overflow (1750): speed 0.89285713
Time overflow (1770): speed 0.872093
Time overflow (1790): speed 0.872093
Time overflow (1810): speed 0.90361446
Time overflow (1830): speed 0.86206895
Time overflow (1850): speed 0.86206895
Time overflow (1870): speed 0.86206895
Time overflow (1890): speed 0.85227275
Time overflow (1910): speed 0.90361446
Time overflow (1930): speed 0.872093
Time overflow (1950): speed 0.88235295
Time overflow (1970): speed 0.89285713
Time overflow (1990): speed 0.89285713
Time overflow (2010): speed 0.90361446
Time overflow (2030): speed 0.8426966
Time overflow (2050): speed 0.88235295
Time overflow (2070): speed 0.88235295
Time overflow (2090): speed 0.872093
Time overflow (2110): speed 0.872093
Time overflow (2130): speed 0.86206895
Time overflow (2150): speed 0.79787236
Time overflow (2170): speed 0.88235295
Time overflow (2190): speed 0.8333333
Time overflow (2210): speed 0.88235295
Time overflow (2230): speed 0.8426966
Time overflow (2250): speed 0.8064516
Time overflow (2270): speed 0.82417583
Time overflow (2290): speed 0.7653061
Time overflow (2310): speed 0.8333333
Time overflow (2330): speed 0.7653061
Time overflow (2350): speed 0.7894737
Time overflow (2370): speed 0.79787236
Time overflow (2390): speed 0.8064516
Time overflow (2410): speed 0.8152174
Time overflow (2430): speed 0.75
Time overflow (2450): speed 0.77319586
Time overflow (2470): speed 0.78125
Time overflow (2490): speed 0.7425743
Time overflow (2510): speed 0.75757575
Time overflow (2530): speed 0.78125
Time overflow (2550): speed 0.71428573
Time overflow (2570): speed 0.72115386
Time overflow (2590): speed 0.7075472
Time overflow (2610): speed 0.64102566
Time overflow (2630): speed 0.6818182
Time overflow (2650): speed 0.6097561
Time overflow (2670): speed 0.6147541
Time overflow (2690): speed 0.63559324
Time overflow (2710): speed 0.5597015
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
Time overflow (2730): speed 0.63559324
Time overflow (2750): speed 0.6147541
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
Time overflow (2770): speed 0.64102566
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
Time overflow (2790): speed 0.63559324
Time overflow (2810): speed 0.6465517
Time overflow (2830): speed 0.66964287
Time overflow (2850): speed 0.66964287
Time overflow (2870): speed 0.66964287
Time overflow (2890): speed 0.65217394
Time overflow (2910): speed 0.6756757
Time overflow (2930): speed 0.6637168
Time overflow (2950): speed 0.6637168
Time overflow (2970): speed 0.66964287
Time overflow (2990): speed 0.66964287
Time overflow (3010): speed 0.65217394
Time overflow (3030): speed 0.6756757
Time overflow (3050): speed 0.64102566
Time overflow (3070): speed 0.66964287
Time overflow (3090): speed 0.63559324
Time overflow (3110): speed 0.6147541
Time overflow (3130): speed 0.65217394
Time overflow (3150): speed 0.6048387
Time overflow (3170): speed 0.6147541
Time overflow (3190): speed 0.6097561
Time overflow (3210): speed 0.5859375
Time overflow (3230): speed 0.625
Time overflow (3250): speed 0.6
Time overflow (3270): speed 0.5681818
[29.01.2013 2:33:50]
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on January 28, 2013, 07:52:16 PM
Tried some different planes and at least the F4U-A  has a working flyby sounds.I guess Im not missing all of them.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 29, 2013, 01:58:21 AM
Part 2:

Code: [Select]
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

... instead of :  Playback format is set : sampling rate = 44100, num channels = 2.

... you should have: sampling rate = 22050

So try this in your conf.ini : SamplingRate=1

Apart from that you have lots of "time overflow" which I believe (I am no specialist) is related to memory ...

I remember that while beta testing with Tiger we had that kind of warning message at the beginning, but Tiger somehow fixed that ...

I used to have a few left from time to time, but now that I have upgraded to Win 7 64 bits with 8 gigs of RAM everything's OK (not even sure this is related but who knows ...)

Just a question though, did you use the x4 or x8 speed boost while testing your mission ...?

If this is the case please test again without using them, repost a log, and no need to copy the fm parts from your log (because we don't have an AC issue in your case), most of the time it is the end of the log that tells it all ...  ;)

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 29, 2013, 02:02:05 AM
Tried some different planes and at least the F4U-A  has a working flyby sounds.I guess Im not missing all of them.

... post your log mate, otherwise this will turn into a fortune teller thingie, we need data to be able to help you ...  ;)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on January 29, 2013, 08:13:50 AM
Well here it is and thank you again for your help.

Code: [Select]
[Jan 29, 2013 3:08:16 PM] ------------ BEGIN log session -------------
[3:08:16 PM] OpenGL provider: dx8wrap.dll
[3:08:16 PM] OpenGL library:
[3:08:16 PM]   Vendor: 1C.Multimedia.Dev/Maddox.
[3:08:16 PM]   Render: DirectX8.
[3:08:16 PM]   Version: 1.1
[3:08:16 PM]   Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
[3:08:16 PM] Size: 1920x1200
[3:08:16 PM] ColorBits: 32
[3:08:16 PM] DepthBits: 24
[3:08:16 PM] StencilBits: 8
[3:08:16 PM] isDoubleBuffered: true
[3:08:17 PM]
[3:08:17 PM] *** Looking for Advanced CPU Instructions...
[3:08:17 PM] [x] PentiumPro
[3:08:17 PM] [x] Multimedia (MMX)
[3:08:17 PM] [x] 3D (SSE4)
[3:08:17 PM] [x] 3D (SSE4)
[3:08:17 PM] [-] 3D (3DNow)
[3:08:17 PM] ColourBits 32, ABits 0, ZBits 24
[3:08:17 PM]
[3:08:17 PM] *** Looking for Render API Extensions ...
[3:08:17 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[3:08:17 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[3:08:17 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[3:08:17 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[3:08:17 PM] [-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[3:08:17 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[3:08:17 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[3:08:17 PM] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[3:08:17 PM] [-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[3:08:17 PM] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[3:08:17 PM] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[3:08:17 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[3:08:17 PM] [-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[3:08:17 PM]
[3:08:17 PM] Maximum texture size : 16384
[3:08:17 PM] Maximum simultaneous textures :8
[3:08:17 PM] MaxAnisotropic (1.0 = none) : 1.000000
[3:08:17 PM] WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
[3:08:17 PM] WARNING: 'Perfect' Mode required pixels shaders
[3:08:17 PM] WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
[3:08:17 PM] WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
[3:08:18 PM] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[3:08:18 PM] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[3:08:18 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[3:08:18 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[3:08:18 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[3:08:18 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[3:08:18 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[3:08:18 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[3:08:18 PM] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
[3:08:18 PM] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
[3:08:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[3:08:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[3:08:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[3:08:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[3:08:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
[3:08:19 PM] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[3:08:19 PM] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[3:08:28 PM] SectFile load failed: null
[3:08:28 PM] java.io.FileNotFoundException
[3:08:28 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[3:08:28 PM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[3:08:28 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[3:08:28 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[3:08:28 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[3:08:28 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[3:08:28 PM] at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:49)
[3:08:28 PM] at com.maddox.sound.SoundPreset.get(SoundPreset.java:65)
[3:08:28 PM] at com.maddox.il2.engine.Pre.loading(Pre.java:92)
[3:08:28 PM] at com.maddox.il2.engine.cmd.CmdPreload.exec(CmdPreload.java:37)
[3:08:28 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[3:08:28 PM] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[3:08:28 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[3:08:28 PM] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[3:08:28 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[3:08:28 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:414)
[3:08:28 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
[3:08:28 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[3:08:28 PM] at com.maddox.il2.game.Main.exec(Main.java:428)
[3:08:28 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[3:08:28 PM] Cannot load sound preset prad14flyby (java.lang.Exception: Invalid preset format)
[3:08:31 PM] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$SWORDFISH'
[3:08:35 PM] Initializing DirectSound playback device...
[3:08:35 PM] Primary buffer created.
[3:08:35 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[3:08:35 PM] Not enought hardware buffers (0), hardware disabled
[3:08:35 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[3:08:35 PM] Default speaker config is : 1310724.
[3:08:35 PM] Direct sound audio device initialized successfully :
[3:08:35 PM] DX Version : 7
[3:08:35 PM] Hardware    - disabled [buffers : 0]
[3:08:35 PM] Extensions  - enabled :
[3:08:35 PM]   EAX ver. 1 [ ]  - disabled
[3:08:35 PM]   EAX ver. 2 [ ]  - disabled
[3:08:35 PM]   EAX ver. 3 [ ]  - disabled
[3:08:35 PM]   I3D ver. 2 [ ]  - disabled
[3:08:35 PM]   ZoomFX     [ ]  - disabled
[3:08:35 PM]   MacroFX    [ ]  - disabled
[3:08:35 PM] SIMD render [X]
[3:08:35 PM] num channels 32
[3:08:35 PM]
[3:08:35 PM] Loading mission Records/Intro 04 Ed.trk...
[3:08:35 PM] Loading mission.mis defined airfields:
[3:08:35 PM] Loaded camouflage: PACIFIC
[3:08:35 PM] Loading map.ini defined airfields:
[3:08:37 PM] Load bridges
[3:08:37 PM] Load static objects
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >USN_VT_9B010<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >USN_VT_9B011<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >USN_VT_9B012<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_703z010<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_703z011<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_703z012<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_703z013<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:38 PM] ZSM_Air - Spawning new AC. Owner name is >USN_VT_9A020<
[3:08:38 PM] Checking status for resources management: 0.0, 0.0
[3:08:38 PM]   Resources management is DISABLED!
[3:08:38 PM] ZSM_Air - Spawning new AC. Owner name is >USN_VT_9A021<
[3:08:38 PM] Checking status for resources management: 0.0, 0.0
[3:08:38 PM]   Resources management is DISABLED!
[3:08:38 PM] ZSM_Air - Spawning new AC. Owner name is >USN_VT_9A022<
[3:08:38 PM] Checking status for resources management: 0.0, 0.0
[3:08:38 PM]   Resources management is DISABLED!
[3:08:38 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_701z020<
[3:08:38 PM] Checking status for resources management: 0.0, 0.0
[3:08:38 PM]   Resources management is DISABLED!
[3:08:38 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_701z021<
[3:08:38 PM] Checking status for resources management: 0.0, 0.0
[3:08:38 PM]   Resources management is DISABLED!
[3:08:38 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_701z022<
[3:08:38 PM] Checking status for resources management: 0.0, 0.0
[3:08:38 PM]   Resources management is DISABLED!
[3:08:40 PM] Searching for missing resources...
[3:08:40 PM] Done!
[3:08:40 PM] Loading RRR objects resources data...
[3:08:40 PM] Done.
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] warning: no files : music/crash
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:53 PM] Loading mission Quick/CoralSeaOnline/CoralSeaOnlineRedNoneA00.mis...
[3:08:53 PM] Loading mission.mis defined airfields:
[3:08:53 PM] Loaded camouflage: PACIFIC
[3:08:53 PM] Loading map.ini defined airfields:
[3:08:54 PM] Load bridges
[3:08:54 PM] Load static objects
[3:08:54 PM] ZSM_Air - Spawning new AC. Owner name is >usa01000<
[3:08:54 PM] Checking status for resources management: 0.0, 0.0
[3:08:54 PM]   Resources management is DISABLED!
[3:08:54 PM] ZSM_Air - Spawning new AC. Owner name is >usa01001<
[3:08:54 PM] Checking status for resources management: 0.0, 0.0
[3:08:54 PM]   Resources management is DISABLED!
[3:08:55 PM] ZSM_Air - Spawning new AC. Owner name is >ja01000<
[3:08:55 PM] Checking status for resources management: 0.0, 0.0
[3:08:55 PM]   Resources management is DISABLED!
[3:08:55 PM] ZSM_Air - Spawning new AC. Owner name is >ja01001<
[3:08:55 PM] Checking status for resources management: 0.0, 0.0
[3:08:55 PM]   Resources management is DISABLED!
[3:08:56 PM] Searching for missing resources...
[3:08:56 PM] Done!
[3:08:56 PM] Loading RRR objects resources data...
[3:08:56 PM] Done.
[3:08:56 PM] Mission: Quick/CoralSeaOnline/CoralSeaOnlineRedNoneA00.mis is Playing
[3:08:56 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'STREL_ALT_SHRT1'
[3:08:57 PM] warning: no files : music/inflight
[3:10:31 PM] ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >ja01000
[3:10:31 PM] Updated users net places!
[3:10:31 PM] ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >ja01001
[3:10:31 PM] Updated users net places!
[3:10:31 PM] ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >usa01001
[3:10:31 PM] Updated users net places!
[3:10:31 PM] ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >usa01000
[3:10:31 PM] Updated users net places!
[Jan 29, 2013 3:10:35 PM] -------------- END log session -------------
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 29, 2013, 08:51:44 AM
Part 2:

Code: [Select]
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

... instead of :  Playback format is set : sampling rate = 44100, num channels = 2.

... you should have: sampling rate = 22050

So try this in your conf.ini : SamplingRate=1

Apart from that you have lots of "time overflow" which I believe (I am no specialist) is related to memory ...

I remember that while beta testing with Tiger we had that kind of warning message at the beginning, but Tiger somehow fixed that ...

I used to have a few left from time to time, but now that I have upgraded to Win 7 64 bits with 8 gigs of RAM everything's OK (not even sure this is related but who knows ...)

Just a question though, did you use the x4 or x8 speed boost while testing your mission ...?

If this is the case please test again without using them, repost a log, and no need to copy the fm parts from your log (because we don't have an AC issue in your case), most of the time it is the end of the log that tells it all ...  ;)

Thanks Mick. 

I did use time acceleration because I thought I had to get to the part of the mission where the bombs dropped with no sound.  Not true?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 29, 2013, 09:59:18 AM
Well here it is and thank you again for your help.

Code: [Select]
[Jan 29, 2013 3:08:16 PM] ------------ BEGIN log session -------------
[3:08:16 PM] OpenGL provider: dx8wrap.dll
[3:08:16 PM] OpenGL library:
[3:08:16 PM]   Vendor: 1C.Multimedia.Dev/Maddox.
[3:08:16 PM]   Render: DirectX8.
[3:08:16 PM]   Version: 1.1
[3:08:16 PM]   Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
[3:08:16 PM] Size: 1920x1200
[3:08:16 PM] ColorBits: 32
[3:08:16 PM] DepthBits: 24
[3:08:16 PM] StencilBits: 8
[3:08:16 PM] isDoubleBuffered: true
[3:08:17 PM]
[3:08:17 PM] *** Looking for Advanced CPU Instructions...
[3:08:17 PM] [x] PentiumPro
[3:08:17 PM] [x] Multimedia (MMX)
[3:08:17 PM] [x] 3D (SSE4)
[3:08:17 PM] [x] 3D (SSE4)
[3:08:17 PM] [-] 3D (3DNow)
[3:08:17 PM] ColourBits 32, ABits 0, ZBits 24
[3:08:17 PM]
[3:08:17 PM] *** Looking for Render API Extensions ...
[3:08:17 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[3:08:17 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[3:08:17 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[3:08:17 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[3:08:17 PM] [-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[3:08:17 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[3:08:17 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[3:08:17 PM] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[3:08:17 PM] [-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[3:08:17 PM] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[3:08:17 PM] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[3:08:17 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[3:08:17 PM] [-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[3:08:17 PM]
[3:08:17 PM] Maximum texture size : 16384
[3:08:17 PM] Maximum simultaneous textures :8
[3:08:17 PM] MaxAnisotropic (1.0 = none) : 1.000000
[3:08:17 PM] WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
[3:08:17 PM] WARNING: 'Perfect' Mode required pixels shaders
[3:08:17 PM] WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
[3:08:17 PM] WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
[3:08:18 PM] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[3:08:18 PM] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[3:08:18 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[3:08:18 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[3:08:18 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[3:08:18 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[3:08:18 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[3:08:18 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[3:08:18 PM] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
[3:08:18 PM] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
[3:08:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[3:08:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[3:08:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[3:08:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[3:08:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
[3:08:19 PM] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[3:08:19 PM] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[3:08:28 PM] SectFile load failed: null
[3:08:28 PM] java.io.FileNotFoundException
[3:08:28 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[3:08:28 PM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[3:08:28 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[3:08:28 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[3:08:28 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[3:08:28 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[3:08:28 PM] at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:49)
[3:08:28 PM] at com.maddox.sound.SoundPreset.get(SoundPreset.java:65)
[3:08:28 PM] at com.maddox.il2.engine.Pre.loading(Pre.java:92)
[3:08:28 PM] at com.maddox.il2.engine.cmd.CmdPreload.exec(CmdPreload.java:37)
[3:08:28 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[3:08:28 PM] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[3:08:28 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[3:08:28 PM] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[3:08:28 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[3:08:28 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:414)
[3:08:28 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
[3:08:28 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[3:08:28 PM] at com.maddox.il2.game.Main.exec(Main.java:428)
[3:08:28 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[3:08:28 PM] Cannot load sound preset prad14flyby (java.lang.Exception: Invalid preset format)
[3:08:31 PM] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$SWORDFISH'
[3:08:35 PM] Initializing DirectSound playback device...
[3:08:35 PM] Primary buffer created.
[3:08:35 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[3:08:35 PM] Not enought hardware buffers (0), hardware disabled
[3:08:35 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[3:08:35 PM] Default speaker config is : 1310724.
[3:08:35 PM] Direct sound audio device initialized successfully :
[3:08:35 PM] DX Version : 7
[3:08:35 PM] Hardware    - disabled [buffers : 0]
[3:08:35 PM] Extensions  - enabled :
[3:08:35 PM]   EAX ver. 1 [ ]  - disabled
[3:08:35 PM]   EAX ver. 2 [ ]  - disabled
[3:08:35 PM]   EAX ver. 3 [ ]  - disabled
[3:08:35 PM]   I3D ver. 2 [ ]  - disabled
[3:08:35 PM]   ZoomFX     [ ]  - disabled
[3:08:35 PM]   MacroFX    [ ]  - disabled
[3:08:35 PM] SIMD render [X]
[3:08:35 PM] num channels 32
[3:08:35 PM]
[3:08:35 PM] Loading mission Records/Intro 04 Ed.trk...
[3:08:35 PM] Loading mission.mis defined airfields:
[3:08:35 PM] Loaded camouflage: PACIFIC
[3:08:35 PM] Loading map.ini defined airfields:
[3:08:37 PM] Load bridges
[3:08:37 PM] Load static objects
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >USN_VT_9B010<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >USN_VT_9B011<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >USN_VT_9B012<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_703z010<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_703z011<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_703z012<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:37 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_703z013<
[3:08:37 PM] Checking status for resources management: 0.0, 0.0
[3:08:37 PM]   Resources management is DISABLED!
[3:08:38 PM] ZSM_Air - Spawning new AC. Owner name is >USN_VT_9A020<
[3:08:38 PM] Checking status for resources management: 0.0, 0.0
[3:08:38 PM]   Resources management is DISABLED!
[3:08:38 PM] ZSM_Air - Spawning new AC. Owner name is >USN_VT_9A021<
[3:08:38 PM] Checking status for resources management: 0.0, 0.0
[3:08:38 PM]   Resources management is DISABLED!
[3:08:38 PM] ZSM_Air - Spawning new AC. Owner name is >USN_VT_9A022<
[3:08:38 PM] Checking status for resources management: 0.0, 0.0
[3:08:38 PM]   Resources management is DISABLED!
[3:08:38 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_701z020<
[3:08:38 PM] Checking status for resources management: 0.0, 0.0
[3:08:38 PM]   Resources management is DISABLED!
[3:08:38 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_701z021<
[3:08:38 PM] Checking status for resources management: 0.0, 0.0
[3:08:38 PM]   Resources management is DISABLED!
[3:08:38 PM] ZSM_Air - Spawning new AC. Owner name is >IJN_H_701z022<
[3:08:38 PM] Checking status for resources management: 0.0, 0.0
[3:08:38 PM]   Resources management is DISABLED!
[3:08:40 PM] Searching for missing resources...
[3:08:40 PM] Done!
[3:08:40 PM] Loading RRR objects resources data...
[3:08:40 PM] Done.
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] warning: no files : music/crash
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:46 PM] Updated users net places!
[3:08:53 PM] Loading mission Quick/CoralSeaOnline/CoralSeaOnlineRedNoneA00.mis...
[3:08:53 PM] Loading mission.mis defined airfields:
[3:08:53 PM] Loaded camouflage: PACIFIC
[3:08:53 PM] Loading map.ini defined airfields:
[3:08:54 PM] Load bridges
[3:08:54 PM] Load static objects
[3:08:54 PM] ZSM_Air - Spawning new AC. Owner name is >usa01000<
[3:08:54 PM] Checking status for resources management: 0.0, 0.0
[3:08:54 PM]   Resources management is DISABLED!
[3:08:54 PM] ZSM_Air - Spawning new AC. Owner name is >usa01001<
[3:08:54 PM] Checking status for resources management: 0.0, 0.0
[3:08:54 PM]   Resources management is DISABLED!
[3:08:55 PM] ZSM_Air - Spawning new AC. Owner name is >ja01000<
[3:08:55 PM] Checking status for resources management: 0.0, 0.0
[3:08:55 PM]   Resources management is DISABLED!
[3:08:55 PM] ZSM_Air - Spawning new AC. Owner name is >ja01001<
[3:08:55 PM] Checking status for resources management: 0.0, 0.0
[3:08:55 PM]   Resources management is DISABLED!
[3:08:56 PM] Searching for missing resources...
[3:08:56 PM] Done!
[3:08:56 PM] Loading RRR objects resources data...
[3:08:56 PM] Done.
[3:08:56 PM] Mission: Quick/CoralSeaOnline/CoralSeaOnlineRedNoneA00.mis is Playing
[3:08:56 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'STREL_ALT_SHRT1'
[3:08:57 PM] warning: no files : music/inflight
[3:10:31 PM] ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >ja01000
[3:10:31 PM] Updated users net places!
[3:10:31 PM] ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >ja01001
[3:10:31 PM] Updated users net places!
[3:10:31 PM] ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >usa01001
[3:10:31 PM] Updated users net places!
[3:10:31 PM] ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >usa01000
[3:10:31 PM] Updated users net places!
[Jan 29, 2013 3:10:35 PM] -------------- END log session -------------



.... phew !! several worrying things ...  ???

1) looks like you are not running your game in perfect mode (several guys recovered flyby sounds only after they switched their graphics settings from DirectX to OpenGL, and perfect mode is only available in OpenGL ...)

2) you are running your sound settings with a (probably) too high sampling rate (Playback format is set : sampling rate = 44100)

So same as Rhinofilms,  try this in your conf.ini : SamplingRate=1

3) you are not using the highly recommended 64 channels but only 32 channels

num channels 32 ...

So set Channels=2 to Channels=4 in your conf.ini sounds section (make sure you have the AudioDevice folder that comes with UV3 somewhere in your MODS folder (or whatever its name is #UP; #DBW etc ...)

4) take a deep breath, cross as many fingers as you have, give all this a try and report back please ...  :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on January 29, 2013, 11:57:14 AM
Did all that and got it working only when Perfect mode is enabled so its solved now :), only thing is that when Im using OpenGL and forcing AA and AF through  Catalyst Control Center I get black patches on land.Ill check elsewhere if I can manage to get AA with OpenGL without introducing those artifacts. Once again thank you for all the help.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 29, 2013, 12:11:06 PM
http://www.sas1946.com/main/index.php/topic,16872.0.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on January 29, 2013, 12:22:23 PM
Thanks again, I was just reading about this solution.Ill report back with the results.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 29, 2013, 04:21:55 PM
... do you get only patches of black here and there or all ground is black ?

In that case it could be a conf.ini setting ...  ;)

If you currently have TexFlags.PolygonStipple=0 in your conf.ini try with =1
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 29, 2013, 07:03:26 PM
Hi Mick.

Sampling rate change did not make a difference unfortunately.

Here is the log file with no time accel or any flight model stuff.  Thanks again for your help -- I appreciate it very much.

Code: [Select]
[30.01.2013 2:05:27] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 560/PCIe/SSE2
  Version: 4.3.0
  Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1680x1050
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[x] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
sFMDir = gui/game/buttons

m_lastFMFile = gui/game/buttons
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Loading mission Quick/Net8Islands/Net8IslandsRedScramble02.mis...
Loaded camouflage: PACIFIC
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *695529504*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
sFMDir = gui/game/buttons
s1 = flightmodels/allison_p40.emd
s = FlightModels/Allison_P40.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pw_r-1830_series.emd
s = FlightModels/PW_R-1830_Series.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/allison_v1700_reeks.emd
s = FlightModels/Allison_V1700_Reeks.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/nakajima.emd
s = FlightModels/Nakajima.emd
m_lastFMFile = gui/game/buttons
Mission: Quick/Net8Islands/Net8IslandsRedScramble02.mis is Playing
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.

INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
warning: no files : music/takeoff
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.01 (delta = 0.01) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.01 (delta = 0.01) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.01 (delta = 0.01) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.01 (delta = 0.01) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.01 (delta = 0.01) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.01 (delta = 0.01) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[30.01.2013 2:09:00] -------------- END log session -------------
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 30, 2013, 03:50:56 AM

... well Rhinofilms, I am afraid we have already used every trick in the book (at least those I know about), and there's nothing in your latest log that rings a bell ...

One last try may be:

Fixes for ALL versions of UV3


Here is a fix for those who have static tracers in the sky + heavy lag and a very heavy log.lst

Replace the original buggy class (BD3EFC060DE09938) by this modified one :

http://www.checksix-forums.com/attachment.php?attachmentid=28570&d=1341520042

... the thing is you do have flyby sounds, well until there are "too many" planes and bomb explosions etc ... so that should point to an harware limitation ... are your sound drivers up to date ...??
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Anders_And on January 30, 2013, 05:22:30 AM
For those who are here for the first time, here is a video I made of how these sounds sound like!
Crank up the volume!

http://www.youtube.com/watch?v=H0vrl6Zl5ws&feature=youtube_gdata_player
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on January 30, 2013, 10:02:35 PM
Came back to report that after some fiddling with the config Im now fully enjoying this mod at last :) Those fly by sounds are terrific, cant imagine anyone going back to anything other than this. :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on January 31, 2013, 06:49:26 PM

... well Rhinofilms, I am afraid we have already used every trick in the book (at least those I know about), and there's nothing in your latest log that rings a bell ...

One last try may be:

Fixes for ALL versions of UV3


Here is a fix for those who have static tracers in the sky + heavy lag and a very heavy log.lst

Replace the original buggy class (BD3EFC060DE09938) by this modified one :

http://www.checksix-forums.com/attachment.php?attachmentid=28570&d=1341520042

... the thing is you do have flyby sounds, well until there are "too many" planes and bomb explosions etc ... so that should point to an harware limitation ... are your sound drivers up to date ...??

Thanks Mick.

Tried it and still no change.  I don't know why it would be hardware if I hear all the sounds with Jiver, but maybe I'll buy a soundcard just for yucks.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on January 31, 2013, 07:00:31 PM
I think it is worth mentioning, when in Directx mode I can get flyby sounds when I press CTRL+f2
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 01, 2013, 01:35:20 AM
I don't know why it would be hardware if I hear all the sounds with Jiver, but maybe I'll buy a soundcard just for yucks.

... since UV3 is rather harware demanding because of all the samples that may be played at the same time (so no wonder Jiver's sound mod works OK for you) it won't do any harm if you can afford a proper sound card (around 40$ is enough, be careful between PCI and PCI-E according to your motherboard) ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on February 02, 2013, 10:06:04 AM
In the bottom of your conf file add this 

[Mods]
Flyby=0

Doing this eliminated the flyby sounds entirely for me, and I tried using FlybyFov= x in conf.ini but it had no effect regardless of the value of x.

Is there a way to eliminate the zoom in the flyby view with DBW?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: 352nd_Hoss on February 02, 2013, 10:18:41 AM
I had to move UV3 to the very first mod in #DBW lineup, if it's below the newest Engines/AI mod it does not work for some reason.  Anyone know why?

Cheers

Hoss
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: hguderian on February 02, 2013, 12:26:54 PM
They share some files which conflict together.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 08, 2013, 01:43:47 PM
This is what I call engine music ...!!  :D

Tiger did it again ...  :P

http://vimeo.com/58826952
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: royraiden on February 09, 2013, 03:05:23 PM
This is what I call engine music ...!!  :D

Tiger did it again ...  :P

http://vimeo.com/58826952

Simply superb!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: =NIK= on February 10, 2013, 01:43:38 PM
Hi!
Unfortunately, only now discovered that when the engine is off, the sound of flight (Flyby) remains unchanged! How to remove sound when the engine shut off? Thanks for the reply.
PS Using mod with UP-3.0RC4  :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 10, 2013, 03:07:40 PM
... sorry =NIK=, but I have never heard about that bug before ...  ???

May be you should post your log ...  ;)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: =NIK= on February 10, 2013, 03:15:16 PM
I'll try to create a log, he can help. I think the problem is in the file 27DC3BB001752070
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 10, 2013, 03:29:42 PM
... I'll take a look at that java class tomorrow ... ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: =NIK= on February 10, 2013, 03:50:43 PM
Thanks for participating!  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on February 10, 2013, 06:52:03 PM
I don't know why it would be hardware if I hear all the sounds with Jiver, but maybe I'll buy a soundcard just for yucks.

... since UV3 is rather harware demanding because of all the samples that may be played at the same time (so no wonder Jiver's sound mod works OK for you) it won't do any harm if you can afford a proper sound card (around 40$ is enough, be careful between PCI and PCI-E according to your motherboard) ...  ;)

What sound card do you use?  Any recommendations or specs I should definitely include?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 11, 2013, 01:35:17 AM

... well I have an Asus Xonar DS (but since my motherboard is rather old now, this is a PCI model sound card, if your puter is recent then you'll need a PCI-E (express) model)

May be you should avoid Creative stuff since it looks like they have rather buggy drivers...

http://www.amazon.co.uk/s/ref=nb_sb_ss_i_0_10?url=search-alias%3Daps&field-keywords=asus+xonar&sprefix=asus+xonar%2Caps%2C291
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 11, 2013, 03:55:03 AM
Thanks for participating!  ;)

... well I opened the java class, but unfortunately not being a java guru myself, I couldn't determine what this class is made for ...  :'(

So I have no idea what to tell you ...  :-[
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: =NIK= on February 11, 2013, 05:26:33 AM
Thanks for participating!  ;)

... well I opened the java class, but unfortunately not being a java guru myself, I couldn't determine what this class is made for ...  :'(

So I have no idea what to tell you ...  :-[
This class Flyby fix for easy installation UP3RC4    ;D
http://www.sas1946.com/main/index.php/topic,3258.0.html
http://www.mediafire.com/?0c3a9s2fs9sh6bl
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 11, 2013, 05:56:38 AM
... THX =NIKI=, that one made my day ...!!  8)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: =NIK= on February 11, 2013, 06:11:34 AM
Sorry Micki, but I'm not quite understand you.  ;D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 11, 2013, 06:58:11 AM
... I mean I should have known, since I am the one who posted Tiger's UV3, so you gave me a lesson ...  :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: =NIK= on February 11, 2013, 07:05:28 AM
 ;)  ;)  ;)
I still hope for your help!?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 11, 2013, 09:07:46 AM
... sure, no problem, as long as I know how to fix your problem(s) ...!  8)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on February 11, 2013, 02:45:39 PM

... well I have an Asus Xonar DS (but since my motherboard is rather old now, this is a PCI model sound card, if your puter is recent then you'll need a PCI-E (express) model)

May be you should avoid Creative stuff since it looks like they have rather buggy drivers...

http://www.amazon.co.uk/s/ref=nb_sb_ss_i_0_10?url=search-alias%3Daps&field-keywords=asus+xonar&sprefix=asus+xonar%2Caps%2C291

Thanks Mick.

I bought an ASUS Xonar DG and installed it.  I have been fiddling with every permutation of the sound settings in conf.ini but still no luck.  It's a shame because it would be so great to hear multiple planes flying by, bombs dropping, etc.

In any case, I'm very happy with the sound card - significantly better for a lousy $30 bucks.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 11, 2013, 03:01:45 PM
... rhinofilms there is no way I am going to let you down, could you please post a new log now that you changed your sound card ...?  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: =NIK= on February 11, 2013, 03:40:01 PM
... sure, no problem, as long as I know how to fix your problem(s) ...!  8)
You can ask for advice from Tiger_33?   ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 11, 2013, 04:00:03 PM
... well the problem is there are so many different versions of the game, and also so many different packs and mods, and also so many different computers ... that Tiger decided he would only support the HSFX version of UV3, otherwise he could spend all his spare time doing AGS (After Gift Service) ...  ???

The other problem is I am not a modder myself, and only beta tested the 4.09m version of UV3, and I have no other version of the game ... so it is very difficult for me to help you guys ...  :-[

Doing my very best though ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: =NIK= on February 11, 2013, 04:15:55 PM
Hmm! It is not clear why it was necessary to spread cake mix that has no future life?
Thank you for your attention!  >:(
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: CWMV on February 11, 2013, 07:39:39 PM
The correct attitude to have in this situation nik is to be thankful that he even bothered to release versions for installs other than what he intended to support.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on February 11, 2013, 07:47:39 PM
... rhinofilms there is no way I am going to let you down, could you please post a new log now that you changed your sound card ...?  ;)

Thanks very sincerely Mick.  Perhaps somehow I'm not using all 64 channels?  It seems every time that if there are multiple planes in the air, other sounds get sacrificed.  Then again I have no idea what I'm talking about.  Here is my logfile:

Code: [Select]
[12.02.2013 2:40:47] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 560/PCIe/SSE2
  Version: 4.3.0
  Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1680x1050
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[x] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
No spawner for 'com.maddox.il2.objects.vehicles.planes

Code: [Select]
emd
m_lastFMFile = gui/game/buttons
Mission: Quick/Net8Islands/Net8IslandsRedScramble00.mis is Playing
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.

INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
warning: no files : music/takeoff
[12.02.2013 2:44:22] -------------- END log session -------------
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 12, 2013, 01:28:25 AM
... sorry but there is no sound section in your log ...  ;)

We should have someting like :

Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Also please post your conf.ini ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 12, 2013, 01:43:42 AM
The correct attitude to have in this situation nik is to be thankful that he even bothered to release versions for installs other than what he intended to support.

... you are totally right CWMV, and it is because I feel somewhat responsible for that (several versions of UV3 instead of only one or two) that I am still here, after Tiger's mod was released, doing my very best to help guys get UV3 working in case they have problems with it ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: flightdok74 on February 12, 2013, 09:26:15 PM
I have version 4.11.01 with Modact 4.0, is there any way to adapt Tiger's great sound mod. to this version?...... :(
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on February 12, 2013, 11:24:32 PM
... sorry but there is no sound section in your log ...  ;)

We should have someting like :

Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Also please post your conf.ini ...  ;)

Ok here's the section I should have posted before:

Code: [Select]
fmd
m_lastFMFile = gui/game/buttons
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Loading mission Quick/Net8Islands/Net8IslandsRedScramble00.mis...
Loaded camouflage: PACIFIC
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *695463968*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
sFMDir = gui/game/buttons
s1 = flightmodels/allison_p40.emd
s = FlightModels/Allison_P40.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pw_r-1830_series.emd
s = FlightModels/PW_R-1830_Series.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/allison_v1700_reeks.emd
s = FlightModels/Allison_V1700_Reeks.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/nakajima.emd
s = FlightModels/Nakajima.emd
m_lastFMFile = gui/game/buttons
Mission: Quick/Net8Islands/Net8IslandsRedScramble00.mis is Playing
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.

INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADL12_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'RADR12_D0'
warning: no files : music/takeoff
[13.02.2013 6:21:07] -------------- END log session -------------


and here's my conf.ini:
Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1680
height=1050
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=25000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
remoteHost_000=

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)
adr0=ALL

[game]
Arcade=0
HighGore=0
mapPadX=0.6692857
mapPadY=-0.046666667
viewSet=57
Intro=0
NoSubTitles=1
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=0
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
mapPadMode=6
mapZoomMode=0
mapWheelMode=-1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=0
LOGFILE=logfile.log
LOGKEEP=1

[sound]
SoundUse=1
SoundEngine=1
Speakers=2
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=0
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=0
MasterVolume=8
Attenuation=7
SoundMode=3
SamplingRate=1
NumChannels=4
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=2
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=2
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=30 0 3 9 14 22 32 43 56 70 87 40 0
1Y=0 6 16 25 33 39 44 46 49 56 82 26 0
1RZ=30 0 4 10 16 25 36 48 62 78 97 40 0
1U=0 6 6 10 16 24 37 51 68 85 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Mods]
TracersPlayer=400
TracersAircrafts=300
TracersWorld=100
TracersWirbelwind=50
FOV=130

[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=
SAVE=
LOG=1
LOGTIME=0
LOGFILE=logfile.log
LOGKEEP=1
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: AbortedMan on February 13, 2013, 12:53:07 AM
Just an FYI, this mod makes it so other players see your aircraft as smoking at all times (but you don't), also removes canopies from certain aircraft and all 109s when externally viewing other players.

Tested with and with 3do folder, 4.11.1, HSFX/GurnersFX. Great quality mod, just has some bugs that can possibly make you an easy target.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 13, 2013, 03:39:25 AM
... THX for reporting AbortedMan, this bug only appears online of course ...  ;)

All HSFX + UV3 issues should be reported here:

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&start=0&postdays=0&postorder=asc&highlight=
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 13, 2013, 01:37:12 PM
@ rhinofilms,

I can see nothing that rings a bell in your latest log except this:

Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7

in your log dated january 29 th you had this:

Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7

I am not a hardware geek myself, so may be you should ask around you if someone can explain the difference and consequences of this message;

"Not enought hardware buffers" hardware disabled ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: flightdok74 on February 14, 2013, 09:23:29 AM
I now have Tiger's Ultimate Sound Mod. 3 (v. 409) now working in v.4.11.01 with SAS. Modact. 4.0, SAS-BravoFxTrt. thankyou for your help......... ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Hans-Joachim Marseille on February 20, 2013, 09:14:08 AM
I am trying to use this now (DBW) but since I do not see the "64" in the settings it might be wrong. Is there a way to check if I have the mod working e.g. one very special sound that maybe I can check?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on February 20, 2013, 12:11:52 PM
Hans  put this in your Conf.ini   In game go to    Hardware Set Up/Sound   you will see  64

[sound]
NumChannels=4
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Hans-Joachim Marseille on February 20, 2013, 11:28:53 PM
Nope. When doing that my game goes crazy changes, resolution to 640...  even though conf.  is "read only". No "64" can be seen atm. Is there a specific single sound that I could try to find out if the mod is working at all -  I do think when actívated the sound is quiete different to the DBW ones !?  :-\
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on February 21, 2013, 12:38:06 AM
That I dont know.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 21, 2013, 01:29:12 AM
... there are a lot of specific sounds, try the flap sounds for ex, there are very different ...

For ex BF109 and FW190 have the same, and the Spit has a pneumatic sound ...

And of course flyby sounds are unmistakable ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Hans-Joachim Marseille on February 21, 2013, 02:16:23 AM
Yeah then it is working and it seems  without the "64" and even on full 44100 khz settings - must be  - since I tried the sounds u mentioned they are there and overall it is awesome. (Also for ex. gunfire sounds are different right?) -  Now there's just the issue with the WesternFront Mappack - but that's another more mysterious or even  sad story... :(
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Hangman on February 24, 2013, 08:41:02 AM
When I fly missions with many planes flyby sounds are late plane is on the horizon and then comes flyby sound also every ground unit sound dissapear when flying with many planes. Any fix for this problem?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on February 24, 2013, 09:04:48 AM
Hangman: See all my posts above.  I have been struggling with the same problem and never found a solution, despite Mick's heroic efforts to assist.  Let me know if you have any luck.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Hangman on February 24, 2013, 09:17:10 AM
Damn these bad days I should have read earlier posts to get information I needed :-[ and I am using DBW 1.71 forgot to tell that too :-[ :-[

Anyway "good" to hear I am not only one having this problem.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 24, 2013, 10:11:00 AM
UV3 uses a lot of different samples, so especially in "heavy" missions, you need the 64 channels (instead of the 32 max by default) otherwise you get missing sounds, and also set your sample frequency to 22050 Hz (instead of 44100)

You just need to check the [sound] section of your conf.ini settings to be sure your game complies with these requirements :

[sound]
.....................
.....................
SamplingRate=1
NumChannels=4

If you don't have those values, then something is wrong in your sound settings and/or install ...  ;)

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Hangman on February 24, 2013, 12:38:19 PM
I made those changes and now I hear flybys huge thank's Mick :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on February 24, 2013, 01:03:00 PM
Did the ground unit sounds reappear as well?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Hangman on February 25, 2013, 03:15:03 AM
Ground units have sounds now thanks again :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Rabb03 on February 28, 2013, 01:51:50 PM
Simply awesome. First time I'm using Tiger's sounds.

However, there is one thing that should be corrected: sound of .50s. Their rate of fire sounds way too low. They didn't fire at same time, but in pairs, so the perceptive noise is almost like growling thunder.

E.g:
http://www.youtube.com/watch?v=niJ82YCiuYU (http://www.youtube.com/watch?v=niJ82YCiuYU)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on March 01, 2013, 01:06:08 AM
Glad you like Tiger's work, and THX for the nice video ...  ;)

Your vid shows a Mustang shooting on the ground, so the sounds we can hear have nothing to do with the sound the pilot could hear with his helmet on, engine running (+ sound of the wind) and canopy closed, bearing in mind that the machine guns are situated in the middle of the wings and inside of them, so somewhat far from the cockpit ...

All this lead to a very muffled sound when heard from inside the pit ...  ;)

May be you could try some of the stand alone weapons sounds from here:

http://www.sas1946.com/main/index.php/board,96.0.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: osaka0235 on March 03, 2013, 03:48:43 AM
Hello, I am on UP3.0 RC4 but have sound issues on flyby view.

Tried almost everything that you metion on this thread, but seems like it doesn't work.

I tried perfect mode on OpenGL and worked once, but I would prefer usuing DirectX mode since few objects in OpenGL perfect mode turns out white or black.

Thank you.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on March 03, 2013, 09:02:53 AM
... well, several guys only managed to get the fly by sounds working after they switched from DirectX to OpenGL, and it looks like this was also the case for you ...

Then if you have problems with objects when you are using OpenGL this probably comes from a wrong setting in your conf.ini and/or graphics card ...

So please give it another try in OpenGL mode and post both your log and conf.ini (using the # insert code just above the crying smiley while you are writing your post)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: osaka0235 on March 03, 2013, 01:27:33 PM
Okay I tried again on Perfect Mode with OpenGL and as expected.... Sound mod works but graphics doesn't load.

This time I was able to see my aircraft clearly but not the skies and terrains. It was just black.

I don't know about other aircrafts and maps, since I only tested this on Bf109G6 on Normandy map.

Previously when I ran the games on OpenGL such as Finland mission and Fw190 will turn out was just bunch of white objects and whole map won't load just being black. That is reason why I use DirectX before I found this great sound mod.

And I went your link in order to get my log and config file.... and it made me even confusing.... sorry I am bad at English since I am not a native speaker.... It would be great if you can put those steps in a simpler ways?

Thank you for yor help.

I really feel appreciated.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: osaka0235 on March 03, 2013, 01:59:18 PM
Allright, some good news....

I touched my config.ini about OpenGL, so anything loooks good for now.

My Bf.109G6 is fully loaded. Normandy map loaded well. No black or white loaded objects for now.

However, it tends to crash if I put maximum RAM size over than 256 MB.

So bascially if i set my maximum RAM size 512 MB , mission will load and cockpit will appear.

Then it will freeze and game will crash to the desktop.

And I do have terrible lag also....

I mean it is so awful that I do have problem especially taking off and landing.

When I am on the sky it reduces the lag, but still it's laggy.

I didn't have any problem like this before. So I thought if I put the resolution down to 800x600 32bits will reduce the lag.

However, game will end up crashing if it is smaller than 1024 resoultion 32bit.

Maybe something to do with max RAM size or my laptop spec? (My laptop is old one...)

I don't know. I applied all the fixes that I saw on the first post of this thread.

And I am still confused....

Thanks for your attenton BTW!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on March 03, 2013, 03:13:13 PM
... OK, I didn't know you were using an (old) laptop, most probably your problems come from its specs not being sufficient to run the game with UV3 ...

Could you give your laptop specs and most important tell if your audio drivers are updated ...

In your conf.ini [sound] section, do you have this :


[sound]
......................
......................
SamplingRate=1
NumChannels=4

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: osaka0235 on March 03, 2013, 03:22:54 PM
Well here is my laptop spec.

Model :Samsang Sens R61 Plus

Specs :

Intel(R) Core(TM)2 Duo CPU
T7250 @ 2.00GHz
1.20GHz, 2.75GB RAM

ATI Radeon Xpress 1200 Series

Realtek HD Audio output


Here you go. And BTW Tiger's sound mod works fine now. Just it is laggy, and sometimes it crashes due to 'can't not bring memory' or something.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on March 04, 2013, 02:00:15 AM
... OK, just make sure your audio drivers are updated, and check your conf.ini, do you have:

[sound]
......................
......................
SamplingRate=1
NumChannels=4
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: osaka0235 on March 04, 2013, 02:51:26 AM
Config.ini was exactly what you said it should be like.

And I will try to install lastest sound drivers. I will let you know anything happens.

Thanks for your help. :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Hangman on March 08, 2013, 02:22:01 AM
I noticed small problem there's no bomb whistle. Anyway I extracted them from Jiver's soundmod and have those sounds now
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: dark_jak on March 08, 2013, 10:02:40 AM
Hello there...

I'm new in this mod world, I just installed the HSFX 6 and now running the 6.0.17, so I installed the UV3, and it all went well untill I hit the famous FlyBy View and the silence install lol.
I have read the topic http://www.sas1946.com/main/index.php/topic,27302.0.html
But no solution so far, thought it was a maps prob but alredy try every map and its the same, also change the Conf.ini and the sampling rate.
So if anyone could help fix this little last prob.

Best Regards
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Maven on March 18, 2013, 08:58:46 PM
Just an FYI, this mod makes it so other players see your aircraft as smoking at all times (but you don't), also removes canopies from certain aircraft and all 109s when externally viewing other players.

Tested with and with 3do folder, 4.11.1, HSFX/GurnersFX. Great quality mod, just has some bugs that can possibly make you an easy target.

... THX for reporting AbortedMan, this bug only appears online of course ...  ;)

All HSFX + UV3 issues should be reported here:

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&start=0&postdays=0&postorder=asc&highlight=

Unfortunately for me, I fly online 98% of the time.  I also fly 109s a lot, so the no-canopy bug is is a deal-breaker for me.  This is a great mod for offline, but its too bad it doesn't work properly online.

~S~
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on March 19, 2013, 02:19:46 AM
... well HSFX being mainly "online" oriented, and Tiger now only supporting the HSFX version of his UV3 sound mod, I am very surprised that this "bug" (that is if everyone using UV3 has got it) has not yet been fixed since it totally porks one's flying experience with Bf109s ...  :'(

Did you post your worries there ...?

Since I don't fly online and neither use HSFX myself, I'll post your worries at French site C6, I know a guy down there that is an HSFX guru and uses UV3 ...  :D

So stay tuned (... and be patient ...)...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on March 19, 2013, 04:34:42 AM
...  first fix attempt, try this in your conf.ini in the [Mods] section, if you don't have one, just create it :

[Mods]
SmokeEffect = 1 (with smoke)
                  = 0 (without smoke)

... and please report back ... ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on March 19, 2013, 09:41:21 PM
What Buttons are working for HSFX 6.17?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on March 20, 2013, 01:51:55 AM

The latests and updated buttons should be found here :

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&start=0&postdays=0&postorder=asc&highlight=
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on March 20, 2013, 02:19:28 AM
I just installed HSFX yesterday. So Thank you Mick!

Edit. Very Cool i get it working, Thanks Tiger and Mick!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on March 30, 2013, 10:42:05 AM
Totally Awesome, this Mod totally works in HSFX 6.17

I SO Approve of this statement!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Maven on March 31, 2013, 06:10:28 PM
...  first fix attempt, try this in your conf.ini in the [Mods] section, if you don't have one, just create it :

[Mods]
SmokeEffect = 1 (with smoke)
                  = 0 (without smoke)

... and please report back ... ;)

Thanks Mick!

There is still hope ;)  I will give it a try sir...

S!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: odessa on April 16, 2013, 04:04:47 AM
Hallo!
I use yours saund mod for 4111 + HSFX 6. Sounds cool, thanks for work!
Only there is have problem. On I16 instead of an engine M62 sound an engine M85 sound. Specify as it is possible to correct this error?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on April 16, 2013, 06:09:17 AM
Please post your request here at HSFX site:

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&start=0&postdays=0&postorder=asc&highlight=
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: victor639514 on April 27, 2013, 04:22:49 PM
There is this one particular problem I face with this sound mod in HSFX 6.0. I followed all the steps, yet for some reason, whenever I press any External View key (like F2, F3, F8, etc.) while playing the game, it crashes.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: victor639514 on April 28, 2013, 08:19:56 AM
Hello. :)

Pardon if I'm bringing up this complaint but, can anyone give me some help with this problem?

The problem is that I have HSFX 6 all installed and patched up, but whenever I enable UV3 here's what happens:

= The game plays great from the cockpit, but whenever I click an external view button (like F2, F3, F8, etc.) the game for whatever reason crashes. I followed all the steps to installing UV3, yet I keep getting this.

If anyone can help me with this problem, I would appreciate it very much. :) Thank you.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on April 29, 2013, 01:10:15 AM
Victor have you tried installing Buttons 10.3, and or Engine Mod 2.6? Try it see if it fixes your CTD's!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on April 29, 2013, 02:45:37 AM
HSFX6 + UV3 has his personal buttons.
This is the buttons/UV3 6015 release.
The buttons SAS is not suitable for UV3.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Gann on April 29, 2013, 03:31:06 AM
This soundmod is great. Really. The only problem I have so far is when I shut down engine after taxiing, it still sounds as the engine is starting up, and the sound never stops... Anyone has it lake that? 
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on April 29, 2013, 05:41:55 AM
... never heard of that "bug" before ...  ???

Do you have the same problem with ALL aircraft ...??
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on April 29, 2013, 11:36:36 AM
Yes Gann Iv that same problem , but Iv just ignored it any more, dont know weather there is a fix for it.

@ Epervier, I meant for his Game Version STD/gui/game/buttons.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: HotelAlpha on May 03, 2013, 07:40:30 PM
OK I have tried every single thing I could but still no flyby sounds with DBW.  :-[ 
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on May 04, 2013, 12:49:23 AM
... please post your log, otherwise no way to guess why you don't have flyby sounds ...  ;)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: StG77_HaDeS on May 04, 2013, 01:57:42 PM
We are experiencing the no-flyby sounds for some players in UP 3.1 beta, for some people and for SOME planes, they have to use Both F2 AND F3 keys and hold them down in order to have fly-by sounds.

The HookViewFly.class looks like it has issues. We haven't try to possible fix this in Java, as we are focused elsewhere, but i am 90% sure that the problem lies there.

Press the F2 key first, hold it and then press F3 and hold it too. You'll have Flyby sounds.

Cheers :)




Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: victor639514 on May 05, 2013, 12:55:33 PM
Finally managed to fix the problem. Thanks. ^^

However, is there any way you can increase the engine sounds on this mod. The machine gun sounds always stand above the engine ones. /:\
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on May 05, 2013, 01:18:33 PM
Please post your request here at HSFX site:

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&start=0&postdays=0&postorder=asc&highlight=
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: tmansteve on May 12, 2013, 07:42:32 AM
Would love to get this mod working.  Installed both for DBW & UP3 but not working.  Should i just install for DBW or UP3? After removing the mod, everything worked fine again.  I have no added planes or mods.  All i wanted was some great sounds.  Any help?

Steve
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: tmansteve on May 12, 2013, 09:03:34 AM
I read and read.  Put the SFS files in the root.  Extracted the folders to jsgmemods folder, updated, fixed but didn't add to .rc. As i am using UP3RC4 i didn't read where you had to update the rc file.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Bonez on May 12, 2013, 09:17:59 AM
I don't use this exact version, but it's my understanding that the game has to mount the sound files in order for them to work.

This is done by adding the following to the .rc file.

@sfs MOUNT tigersounds_1.sfs
@sfs MOUNT tigersounds_2.sfs
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: tmansteve on May 12, 2013, 10:06:47 AM
Checked .rc files and both were already inserted. So not sure what the problem is.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on May 12, 2013, 10:14:34 AM
Tmansteve, did you delete the .rc file in your #UV3 Folder? But you must have the 2 lines in your Mods Folder .rc File
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: vpmedia on May 12, 2013, 11:11:43 AM
If its not working that means missing sfs or mod files or wrong folder structure.

Its very simple to install this mod for DBW, you place two files and a folder into your game folder to the correct location.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: tmansteve on May 13, 2013, 09:31:05 AM
I realise its a simple install.  I just extracted it to my Root of the game and it installed the folders ok.  I inserted the sfs files to the root of the game.  The mounted lines were already inserted in both DBW & UP in jsgmemods folder.  Didn't delete the .rc file in UV3!!!!

Checked and rechecked the folder structure and it seemed ok.  Did another install to see the type of errors and got : -

DBW - "Mission loading failed: mesh 3do/humans/paratroopers/russia/mono.sim not created"
UP3 - "The instruction at "0x0c4c1147" reference memory at "0x0dd67f98". The memory could not be read" "Click to terminate the program"

I'm using XP with 2gig memory, dual core i5 3.2, nvidia GTX460 1gig memory.
Everything has been working great so far!!

Cheers for any help received.

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Bonez on May 13, 2013, 09:56:39 AM

DBW - "Mission loading failed: mesh 3do/humans/paratroopers/russia/mono.sim not created"

Cheers for any help received.

FULL STOP!!!

Check THIS POST (http://www.sas1946.com/main/index.php/topic,6494.0.html)
You may also wish to review this forum search from the home page /mono.sim not created

Good Luck.  :) Report back whether or not you get it fixed.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: tmansteve on May 13, 2013, 11:04:50 AM
Thanks for the link.  Will do.

Cheers
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on May 13, 2013, 02:33:05 PM
... most of the time when you get the "Russian paratroopers" warning it is because your graphics card can't cope with the amount of textures to be loaded, either heavy map and /or mission ...

The fix to this issue is simple and lies in your conf.ini settings :


[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=1
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: tmansteve on May 14, 2013, 10:40:10 AM
Will look at the conf.ini file and see if this helps.  Cheers.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: tmansteve on May 14, 2013, 11:15:58 AM
After editing the Conf.ini file it loaded but now i can't hear Flyby even though i added the patch. Will check the forum. Very slow loading compared to before.  I also adjusted the amount of RAM to use from 1024 to 768meg.  Will try some new adjustments and see what happens. A little happier.  I noticed the blue flames for the engine, if i disabled this would it help.  Getting good FPS at mo but no big numbers of planes.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: tmansteve on May 14, 2013, 11:55:32 AM
Tried Flyby fix but still no sound.  I get in cockpit sounds and guns. Even in Flyby i get the guns sound but no engines.  Tried a couple of planes :(
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: ElmarBoehl on May 17, 2013, 06:48:09 AM
hello everybody! Does there a kind of extension exist? For example the soundmod doesnt work with the super sabre or the cougar...I fly with DBW 1.71 , using CLEAN DBW Modding JGME Packs (RE-RELEASE!)-not the full Monty, cause my rig´s too slow. Unfortunately I lost the link showing all the aircraft supported by Tiger´s mod.

Is there any extension?

Greetings Elmar
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: 4ent on May 17, 2013, 12:54:45 PM
Hello , my installation is DBW 1.71 with FullMonty straight to #DBW folder.All sound conf as per read me.In all versions of Bf-109 cocpit engine sound is still like idle no matter throttle position and persists even after engine switch off and fly-by sound is very weak.Other planes are ok.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: tmansteve on May 18, 2013, 09:22:22 AM
I've been trying to get this to work for ages now with no joy so I decided to try Jivers Sound Mod.  The install was a breeze and now I have everything on Full and DirectX with no loss of FPS or graphics.  I feel that the mod needs to be looked at especially when so many are having problems.  Is it 4.101 or should everyone update to 4.11.1?

As the sound mod didn't work and now everything's ok, i think the issue lies elsewhere, maybe the 64 channel option is a bit much for some soundcards. I will keep trying as the sounds are just fantastic. Keep up the good work.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on May 18, 2013, 11:35:14 AM
... there are so many different versions of the game, so many different parts of hardware (onboard sound chips or "real" souncards), with or without updated drivers, that if you don't post your log.lst, file nobody will be able to give you a hand, unless he's got a cristal ball that is ...  ;)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: tmansteve on May 19, 2013, 12:55:47 PM
OK Mick

If i do install this again i will post my log.  Just forget. I just wish it would drop in nice and easy and voila! I keep seeing the sounds on youtube and I'm envious.  The real problem was that the flyby didn't work.  I installed the patch but nothing.  All the effects worked ok.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: gioeco on June 12, 2013, 09:14:01 PM
The engine start sounds on all my planes are being looped and won't stop playing.
This sound mod used to work perfectly until I added some mods. I suspect the culprit of this issue is the SAS engine mod. I would remove it but whenever I try to disable/remove the engine mod my game crashes.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: CWMV on June 12, 2013, 10:24:13 PM
I had this as well, make sure UV_3 loads before the engine mod. Should solve the issue.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: SAS~Anto on June 14, 2013, 07:05:00 AM
If you do that, it will cause other issues as UV3 will disable parts of the SAS Engine Mod.

Unfortunately, SAS Engine Mod is not compatible with UV3 nor do we have plans to make it compatible (as it does't use the common sound matrix adopted by SAS, UP and HSFX). However, Tiger33, as I've stated before, is welcome to use our code and adapt it to UV3.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Wulfy on June 14, 2013, 09:24:35 AM
well there is this class AF5F8A326C3FA53C in UV3. Remove that from UV3 and load it right under the engine mod and its all good.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Wulfy on June 15, 2013, 05:32:28 AM
Oh what exactly will i lose? I have UV3 over engine mod and right now i dont seem to have any issues?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: CWMV on June 16, 2013, 12:14:04 AM
Im going to hazard a guess here and say you will have trouble with AI aircraft engines starting.
About 1/5 of the ai aircraft in my game will fail to start engines with UV3 over Engine mod.

If I recall correctly, Tiger said that he changed the start procedure of the aircraft so the sound samples wouldn't run out or run past startup. But I'm sure the engine mod effects them as well.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Wulfy on June 16, 2013, 06:43:16 AM
mmmm no issues here. ;D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: steven197106 on June 20, 2013, 09:08:14 AM
Got Tiger 33's Ultimate Sound mod v3 to work with 4.12 SAS Mod Activator v5.1, but can not set channels to 4 , any ideas
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: hguderian on June 20, 2013, 09:22:34 AM
If you use also the classfiles you should be able to do it
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: The_Alaska_Man on June 27, 2013, 12:03:08 AM
Got Tiger 33's Ultimate Sound mod v3 to work with 4.12 SAS Mod Activator v5.1, but can not set channels to 4 , any ideas

Hello!

How did you get it to work?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on June 27, 2013, 12:16:04 AM
AK Man, if you remove the Button File it works in 4.12 but you loose some sounds.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: VII.Racetrack on July 01, 2013, 06:47:40 AM
Hey guys, sorry for my "old-issue-question".
I'm using this Mod and  from when I installed it to now it has always worked well.
But for unknow reason actually i can hear only my ( F3 )  flyby.
I mean: If I press F3 on MY PLANE i can hear all engine sounds perfectly, but
if I press F3 while watching another plane I don't hear any sound...
Any idea?
I have 4.11.1 and HSFX 6.017 ( or something similar XD )
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on July 02, 2013, 03:26:53 AM
... and  from when I installed it to now it has always worked well...
But for unknow reason ...

... well you are most probably the only one who's got an idea about the "unknown reason" ...  :P

Since it perfectly worked before, then you must have changed something in your game that for sure explains it all, and since you didn't post any log.lst file then who knows ..??  ???

Best thing is to post your request here  ;) :

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&start=0&postdays=0&postorder=asc&highlight=
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: VII.Racetrack on July 02, 2013, 03:43:43 AM
... and  from when I installed it to now it has always worked well...
But for unknow reason ...

... well you are most probably the only one who's got an idea about the "unknown reason" ...  :P

Since it perfectly worked before, then you must have changed something in your game that for sure explains it all, and since you didn't post any log.lst file then who knows ..??  ???

Best thing is to post your request here  ;) :

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&start=0&postdays=0&postorder=asc&highlight=

I Mick and thk for answer!
So i've to post my eventlog.lst?
I'll try to redownload the Mod from the site u've posted... I'll report the result here ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on July 02, 2013, 03:48:32 AM

... not the eventlog, that one :

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: VII.Racetrack on July 02, 2013, 05:18:42 AM

... not the eventlog, that one :

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722

I Mick, first I say THANK YOU... I can't write here my log.. too long I don't wanna flood the forum :P
But I sa this error..

This is my log.lst

Time overflow (76): tickLen 43
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/SBD-5/SBD5_RJaeger_usaf6147th000.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/SBD-5/Void.bmp height=1024 width=1024 bpp=8
warning: no files : music/inflight
warning: no files : music/crash
ERROR !Exception in rt tick!
ERROR !Exception in rt tick!
ERROR !Exception in rt tick!
Capture stopped
DSound capture finished.

[02.07.2013 11:11:59] -------------- END log session -------------
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on July 03, 2013, 03:10:13 AM
... well interpreting a log.lst file is not that easy, and there are a few specialists out there (and I am not one of them... :D) ... but as far as I know, I can't see anything related to UV3 in yours that would explain your "bug"

You can use the insert code button (the # sign just above the crying smiley) to post the whole log.lst file, just in case the "bug" is somewhere else in your log and your extract didn't show it ...  ;)

The other solution would be to try and remember if you recently installed a new mod or whatever, in your game, that could create that bug or conflict ...

The best "fix" would then be to deactivate that new mod (just put the minus sign (-) in front of the mod folder) and check if UV3 works like a charm now ...

Just my 2 cents ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: VII.Racetrack on July 03, 2013, 05:54:20 AM
I'll try Mick! But I've tested the same mission on a NON-MODDED version of the game ( my backup version ) and i Found that the bug i still there. Myabe is the map that cause bug..
Other mission works fine ;)
Thank you for answer ;);)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on July 03, 2013, 07:17:54 AM
... ah OK, I see, if it is a winter map then there is a known bug with UV3 and several winter maps , and a fix too ...  ;)

http://www.sas1946.com/main/index.php/topic,27302.0.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: VII.Racetrack on July 03, 2013, 07:39:33 AM
It's Okinawa ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on July 03, 2013, 07:47:13 AM
... then sorry, but I never fly in the PTO (... too much water, too many sharks ... :D)

This is a very strange bug, I have never heard about that one, and trust me I have heard about many "bugs" ...  :'(
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: VII.Racetrack on July 03, 2013, 07:58:25 AM
Ehhe
I have 4 carriers and at least 60 plane taking off from those carriers. Usually ( right now too ) i can hear my fly-by sound in any other map.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: VII.Racetrack on July 03, 2013, 05:16:29 PM
Hey Mick! It seems that the only fix that work is screaming badwords on the monitor!
Ahaha
It seems that once away from the fleet the flyby sounds return to work...  :-X :-X mmah
Mistery...
Maybe because on/near the fleet there are too many aircraft ( at least 60  :P ).
Anyhow... The bug seems fixed!
Thanks for the help my friend!!
 :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on July 04, 2013, 02:39:53 AM
...  ;), not sure this is a mystery, many, many planes + the fleet, if you have an onboard sound chip (a proper sound card would be preferable) with outdated drivers and/or you are not using the 64 channels now allowed by UV3 then no wonder you have "mysterious" flyby sounds ...  ;)

Check this in your conf.ini :


[sound]
SoundUse=1
SoundEngine=1
Speakers=1
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=2
ObjectVolume=10
MusState.takeoff=1
MusState.inflight=0
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=5
SoundMode=1
SamplingRate=1
NumChannels=4
SoundExt.occlusions=1
SoundFlags.hardware=0
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=3
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: VII.Racetrack on July 04, 2013, 02:53:52 AM
My conf.ini it's ok for what concern channels and Samplingrate.
I tried another mission with to many HE-111
I press F3 and it's ok
I press anothertime and it's ok
I press anothertime and i have no flyby... -.-
I increase time X4 for a few second and then retry to press F3
and it's ok...
Mistery
Also ( and it happen since the first time I installed the mod )
Whyle in dogfight i can't hear other engine plane from inside the cockpit..
But I think that is a known bug..
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on July 04, 2013, 04:09:02 AM

Also ( and it happen since the first time I installed the mod )
Whyle in dogfight i can't hear other engine plane from inside the cockpit..
But I think that is a known bug..

... this is not a bug, this is like in reality, when you fly a real plane you can't hear other planes around you ...

Tiger has made it possible to hear explosions for ex from your cockpit, but only if you are very close to them, like in real life, so now you have to check your six more often than with the stock game, or rely on your wingman, or take evasive actions when you see tracers around you ...  :D

Of course you can hear other planes around you in the stock game but this is a bug ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: VII.Racetrack on July 04, 2013, 04:22:24 AM
Oook.. I was thinking about that but not really sure for saying... 
Thank you Mick!! Thank you very much or help and support  :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: steph12 on July 11, 2013, 02:55:01 AM
Thanks a lot for this mod! Gonna try this right away!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on July 11, 2013, 12:16:25 PM
Steph12, be aware there are a few limitations with UV3 depending on what Game Version you are using.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mad026 on July 16, 2013, 11:24:13 AM
hi

I have installed this pack and it's almost worked correct but I noticed two interesting conflicts, first one is that I lost open canopy for almost every plane and its not working with the focke wulf pack, it loads but then you see the sky and can't control the plane.

I'm using DBW 1.71 with 4.101.

Is this a known bug or am I the only one who has it? 
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on July 17, 2013, 01:01:00 AM
... come on Mad026, you are not new here with more than 400 posts, so you should know that without posting your log.lst, nobody will be able to help you ...  ;)

http://www.sas1946.com/main/index.php/topic,13457.0.html

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722

I run a 4.09 version of UV3 (and IL2 of course) and I don't have any prob with opening canopies and/or Claymore's FW190/Ta152 pack ...  ;)

May be try Monty's new TFM pack with UV3 included ...  ;)

http://www.sas1946.com/main/index.php/topic,35424.0.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: too-cool on July 17, 2013, 09:38:47 AM
Mick, are there plans to make this sound mod compatible with Hsfx/4.12? I've tried the vanilla 4.12 and I sure do miss Tiger's 33 Ultimate Sound mod and Gurner Effects mod. I hope they will be compatible with the new HSFX when released.  Thanks TC
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on July 17, 2013, 11:47:01 AM
... well I don't know, in fact I have not heard of Tiger since a very long time ... but I suppose since UV3 has in a way become HSFX's "default" sound mod may be either Tiger or Charlie Chap will port it to 4.12 ...  ;)

May be you should ask here ...  ;)

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&postdays=0&postorder=asc&start=60&sid=48072f4a65c144f13d0f84100aab0b2f
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: too-cool on July 17, 2013, 12:56:32 PM
I know at times he was very pissed about some of the comments levied against him and I would have been also but I hope there's still hope for this to be made compatible or incorporated into HSFX / 4.12.  Thanks for the reply Mick and I also followed you suggestion. TC
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: steph12 on July 18, 2013, 04:07:17 AM
Hi Bravo!

Thanks for the heads up, but the mod seems to work flawlessly at this time...

But I am still a bit disappointed by the Allison sound on the P-40s... Maybe one of the limitations you were talking about?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: flightdok74 on July 20, 2013, 03:53:34 PM
Steph12, what version of the game are you using?.....Has anyone been able to get it to work in Version 4.12 or with Modact 5.11?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on July 20, 2013, 04:01:28 PM
if you would read through the thread then you wouldnt ask that same old question flightdok
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: CWMV on July 20, 2013, 04:14:56 PM
I know at times he was very pissed about some of the comments levied against him and I would have been also but I hope there's still hope for this to be made compatible or incorporated into HSFX / 4.12.  Thanks for the reply Mick and I also followed you suggestion. TC

I cant imagine anyone had a critical word for the monumental amount of work he did with UV3.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on July 20, 2013, 04:20:15 PM
Roger that CWMV, I still use Tigers Fly By Sounds, no matter what, Tiger, you Rock Man!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: too-cool on July 20, 2013, 06:16:34 PM
CWMV you know that it doesn't matter how much work the modder put into a project there is always someone with some smart ass comment about their work ie, why you didn't do it this way or that. If I recall correctly, Tiger got pretty piss off about a few of the comments. Mick I believe can verify this because he on behalf of the community talk Tiger into finishing the project. TC
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on July 21, 2013, 02:26:44 AM
... yes you're right, in fact the release of UV3 is a kind of a miracle, because in fact Tiger already got pissed about some comments when UV2 was released, so he decided to put and end to all this even though UV2 "Evo" (which later became UV3) was already on it's way ...

But one day I received a WIP copy of UV2 "Evo" from a modder friend, and it was such a shock that I decided to write a PM to Tiger, and well to make a long story short, I somehow managed to make him change his mind regarding the completion of his astounding sound mod that was around 80 % already completed ...

I can tell you that during beta testing (I was in charge of the 4.09 version) it quickly appeared that Tiger is very open to constructive (and documented) criticism, and we spent hours chatting about this and that, polishing details etc ...

After several months of beta testing and java coding and debugging, perfectionist Tiger, who's got a family, job etc and had spent all his leisure time, week ends and evenings working on UV3 (like many modders do ...)  was very tired to say the least and needed a break ...

There was a moment of doubt, and it was not even sure UV3 would be publicly released, especially because of the adaptations needed for the different versions of the game, 4.09, 4.10, HSFX, and UP3 (Histomod would never see the light because of the stock sound code changes made in it) ...

But well as is fine now and I am really glad I could take part in this adventure and convince Tiger to share his work with us ...  ;)

Since Tiger didn't want to spend the rest of his free time doing what I call AGS (After Gift Service) I decided to take over, but not being a modder myself and "only" running a 4.09m version of the game, I very soon realised that it was the craziest decision of my life ...  :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on July 21, 2013, 03:27:06 AM
Since Tiger didn't want to spend the rest of his free time doing what I call AGS (After Gift Service) I decided to take over, but not being a modder myself and "only" running a 4.09m version of the game, I very soon realised that it was the craziest decision of my life ...  :D
Ca c'est sûr ! Tu aurais dû prendre une biture au lieu de prendre cette décision !  :D
Perso ma version 409 est un délice des Dieux... une raison de plus pour rester (http://gvla.perso.neuf.fr/Img_forum/409_forever.gif)

... my 409 version is a delight of the Gods ... one more reason to stay 409 forever!
 :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: dark_jak on July 23, 2013, 10:03:36 AM
Hello fellas.

Just been wondering wich one of the UV3 works with the 4.12 SAS Mod?

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: hguderian on July 23, 2013, 04:13:07 PM
Many thanks Mick...to take over this beautiful Mammoth!!!

Best Regards!!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: flightdok74 on July 23, 2013, 04:44:51 PM
After spending several hours working with different setups, I now have Tiger's Sound Mod. 3 working great on my V4.12 with Modact 5.1..... ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: too-cool on July 23, 2013, 06:55:35 PM
After spending several hours working with different setups, I now have Tiger's Sound Mod. 3 working great on my V4.12 with Modact 5.1..... ;)
Please post what you did to get it working.  Thanks TC
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: flightdok74 on July 23, 2013, 08:45:21 PM
Hi TC., I put the 2 SFS files in the main game folder, then removed the buttons file and the rc. file from the #_UV3 folder in the jsgmemods 4.09+Up2.01 option and placed that #_UV3 folder directly into the #SAS folder, making sure that it is the first folder in the #SAS folder to load. Then I added  @sfs MOUNT tigersounds_1.sfs and @sfs MOUNT tigersounds_2.sfs to the rc. file in the STD folder inside the #SAS folder.  Make sure you have the HardwareShaders=1 in your conf.ini.   I'm using a mostly vanilla version of v.412 with Modact 5.1.  And that should do it....good luck...... ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on July 24, 2013, 04:02:39 AM
Many THX for posting this flightdok74, those flying a 4.12 version will now be able to enjoy Tiger's UV3  ...!!  :P

I modified the first page of this thread to include your findings, with of course due credit ...  ;)

EDIT :

... since I don't have 4.12, could somebody who already has UV3 working in another version of the game please make sure that if you remove the buttons file and the rc. file from the #_UV3 folder you however get UV3 to work ... ??  ???
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on July 24, 2013, 06:22:21 AM
I confirm, Iv been using UV3 in 4.12 shortly after release, "with out the Buttons"   http://www.sas1946.com/main/index.php/topic,3258.msg387273.html#msg387273
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: dark_jak on July 24, 2013, 06:37:36 AM
In the #_UV3 paste wich one its the buttons file?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: too-cool on July 24, 2013, 06:49:57 AM
I confirm, Iv been using UV3 in 4.12 shortly after release, "with out the Buttons"   http://www.sas1946.com/main/index.php/topic,3258.msg387273.html#msg387273
Bravo are you using this in a clean 4.12 with any mod-act package?  Thanks TC
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on July 24, 2013, 06:52:44 AM
#UV3\gui\game\Buttons
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on July 24, 2013, 06:53:37 AM
No TC, Im using SAS MA 5.11
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: dark_jak on July 24, 2013, 07:13:36 AM
Something its not right...

I've done as flightdok told and the game freeze at 100%.

I put the .sfs in the main folder, put the #_UV3 without .rc and buttons on the #SAS folder at the top, and added the .sfs files to the STD folder and also change the hardwareshaders to 1.

Am I doing something wrong here?!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on July 24, 2013, 07:27:28 AM
Dark jak, just put the .SFS Files in your main folder, open #UV3\gui\game\delete the buttons If you have ModAct 5.11 then put tigers .SFS Files in the Auto_SFS Folder, thats all.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: dark_jak on July 24, 2013, 07:29:09 AM
Ok I think I solve the prob, I tought I just need to put the .sfs files in the STD folder and then I saw I need to @sfs MOUNT...

All ok tks a lot for the info
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on July 24, 2013, 07:42:41 AM
Ok. good
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: dark_jak on July 24, 2013, 07:46:11 AM
Yeah Bravo that way its mutch easyer...

BTW wich one of the UV3 are you using?

Only asking because I can only get the breath sounds with the HSFX but with that I don't have the metal torsion sound...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on July 24, 2013, 07:47:55 AM
Im using the HSFX Version, and with out the buttons you may loose some sounds.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: dark_jak on July 24, 2013, 07:49:36 AM
Just asking because I saw a video on youtube with a guy using SAS and UV3 with all the sounds... check it.

http://www.youtube.com/watch?v=VoqDiYToIp8
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: dark_jak on July 24, 2013, 08:05:55 AM
Ok now I have another issue dammit, playing Single Player everything its fine, when connecting to some servers, it freezes at 85%, for exemple Skies Of Valor server.

It's this some issue with the maps on the servers or something?!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on July 24, 2013, 09:51:31 AM
I have all those sounds from the video in my game.

I dont play on line so I dont know about any of that, sorry.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on July 24, 2013, 10:05:13 AM
Im using the HSFX Version, and without the buttons you may loose some sounds.

... Ok, I agree with you Bravo, because Tiger's buttons may not call exactly the same sounds as any other buttons ...

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on July 24, 2013, 10:18:58 AM
Personally, I cant tell what sounds Im missing, it all sounds great with UV3.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: dark_jak on July 24, 2013, 12:07:35 PM
Well I'm also using the HSFX UV3 but I been missing some sounds, the extrem brethings G's and some others... I've done the way you told me Bravo.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on July 24, 2013, 01:22:12 PM
Try naming your #UV3 Folder like this:  !#_UV3
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: dark_jak on July 24, 2013, 02:01:12 PM
Still the same, only got weapons sounds and brething but no metal streching or external view souns, only in flybyview.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: WindWpn on July 24, 2013, 07:56:10 PM
I dont really think UV3 will work for 4.12, at least for shipping targets/objects.  I am finding that chiefs are not rendering and I receiving the following java error:
java.lang.NoClassDefFoundError: com/maddox/il2/ai/ground/TgtFactory

which may tie to the hitbox associated with a ground target?  in the mission I am attempting to fly (DCG stock New Guinea 42) with UV3 enabled (buttons and rc/preload deleted), there is a java conflict causing the chiefs to not be created and freezing il2. 
Code: [Select]
[4:41:13 AM] Mission: Can't create chief '5_Chief' [class:ships.Ship$Tramp]
[4:41:13 AM] Mission: Can't create chief '6_Chief' [class:ships.Ship$Tramp]
[4:41:13 AM] Mission: Can't create chief '8_Chief' [class:ships.Ship$Tramp]
[4:41:13 AM] Mission: Can't create chief '9_Chief' [class:ships.Ship$IJNAkizukiDD42]
[4:41:14 AM] Mission: Can't create chief '10_Chief' [class:ships.Ship$USSWardDD139]

When trying a simple quick mission, UV3 seems to work ok, and for some other DCG camps it works... perhaps its only ships?

All in all, with so many encrypted class files in the UV3 mod, its tough to find the culprit.  I searched all the ones outside the sfs files, but the sfs files contain even more encrypted java files.  quite a task!

Note, also tried all flavors of UV3 though the 4.09 version made it a little further but still froze with an java error.  All in all, its pretty buggy and I guess will have to stick with the other sound mod working in 412. 

if someone finds the buggy files to remove/comment out for UV3, that would be excellent.  Looks like effort would start with extracting both tiger sfs packs and starting search there.

~S~
wind

UPDATE:   got it to work by disabling a number of encrypted files in the root uv3 folder set.  Searched on key terms that were causing IL2 freezes and by commenting out the files which had reference to the failing java, I was able to load mission(s) with no freeze.  Plane sounds appear unaffected, though unsure of ground sounds.  No matter though since ground is not really heard anyway.  However, noticed that most chiefs fail to load which is not good because then there will be no ground targets anyway.  Further testing underway.  Hoping to allow chiefs to load correctly though further analysis needed.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Atoka220 on August 17, 2013, 04:25:53 AM
I have deleted buttons filen and rc file it's vorking but i only can play none mission in QMB. Other missions are going to crash at loading. The ships are static but when destroyed they are "teleported"  ???  :'( Pls help! I use 4.12.1 sas modact 5.20.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: too-cool on August 17, 2013, 06:01:11 AM
Im using the HSFX Version, and without the buttons you may loose some sounds.

... Ok, I agree with you Bravo, because Tiger's buttons may not call exactly the same sounds as any other buttons ...
Mick have you heard anything from Tiger about patching his sound mod to 4.12.1?  Thanks TC
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on August 17, 2013, 07:31:35 AM
... I have not heard of Tiger for months ...  :'(

... but since he said he would only support the HSFX version of UV3, which was based on 4.11 at the time, then may be he will make a 4.12 version, provided HSFX moves to 4.12 ...

Who knows ...??
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Benny on August 18, 2013, 05:51:09 PM
Hi, I have Il2 with the DBW mod installed, I have no sound when I go into flyby view, I tried to copy the conf.ini codes that was given in the main page and it didn't work, then I tried to change the existing codes to the ones in the main page and that still didn't work. Help??
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on August 18, 2013, 11:34:26 PM
... no help is possible if you don't post your log.lst ...  :(

http://www.sas1946.com/main/index.php/topic,13457.0.html

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Drewm3i on August 20, 2013, 01:10:53 AM
I put the 2 SFS files in the main game folder, then removed the buttons file and the rc. file from the #_UV3 folder in the jsgmemods 4.09+Up2.01 option and placed that #_UV3 folder directly into the #SAS folder, making sure that it is the first folder in the #SAS folder to load. Then I added  @sfs MOUNT tigersounds_1.sfs and @sfs MOUNT tigersounds_2.sfs to the rc. file in the STD folder inside the #SAS folder.  Make sure you have the HardwareShaders=1 in your conf.ini.

I did this.

If you have ModAct 5.11 then put tigers .SFS Files in the Auto_SFS Folder, thats all.

And this.

Quote
Maybe if all else fails Realtek users could give this one a try too:

http://codecpack.co/download/Realtek-High-Definition-Audio-Codec-Driver.html

And I did this. All my sounds are working perfectly except the flyby! I have a Lenovo y500 with a gt 750m and an i7. I have Realtek HD Audio with updated drivers. My flybys sound better, but aren't even close to this: http://www.youtube.com/watch?v=FBFjrzSULyY. I don't get it.

Here is my config:
Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=en

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=25000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
remoteHost_000=:21000

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.815278
mapPadY=-0.22037037
viewSet=57
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
TypeClouds=3
ScreenshotType=0
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
mapPadMode=1

[Mods]
BombSightAssist=1
BombSightAssistConf=3
MixedSpeedbar=1
FullSpeedbar=1
PALMODsColor=1
ShowSIToo=1
3DGunners=1
SpeedbarUnits=3
SpeedbarSpdKMH=1
SpeedbarSpdMPH=1
SpeedbarSpdKnots=1
SpeedbarAltMeters=1
SpeedbarAltFeet=1
SpeedbarTAS=1
DumpFuel=1
ToggleMusic=1
SeparateRadiatorOpenClose=1
SeparateHookUpDown=0
SideDoor=1
BombBayDoors=1
CatapultAllow=1
CatapultAllowAI=1
CatapultBoost=1
StandardDeckCVL=1
CatapultAI_CVE=1
CatapultAI_CVL=1
CatapultAI_EssexClass=1
CatapultAI_LexingtonClass=1
CatapultAI_AkagiClass=1
CatapultAI_IllustriousClass=1
CatapultAI_CasablancaClass=1
CatapultAI_ShokakuClass=1
CatapultAI_GrafZep=1
NoNavLightsAI=1
PALQMBLinesPl0=24
WepEffect=1
Flyby=0
FlybyFov=60.0
PALQMBLinesMap=24
PALQMBLinesPl0=24
PALQMBLinesPl1=18
PALQMBLinesPl2=18
PALQMBLinesPl3=17
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=24
PALQMBLinesPl7=24
AFACDelay=15
FACDelay=15
GCIRange=150
GCIVarAlt=1
SARDelay=12
RESCAPDelay=12
AirShowSmoke=1
/AirShowSmoke=2       <----- white smoke
/AirShowSmoke=3       <----- blue smoke
TracersPlayer=400
TracersAircrafts=300
TracersWorld=100
TracersWirbelwind=50


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.39999998
LeanS=0.39999998
Raise=0.2
RubberBand=0.5

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=4
Placement=3
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=3
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=1
MasterVolume=12
Attenuation=7
SoundMode=2
SamplingRate=1
NumChannels=4
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=85
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
JoyProfile=0
UseSmartAxis=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=1 3 6 12 21 32 44 61 81 100
Y=1 4 8 15 24 33 44 60 77 100
Z=0 10 19 32 43 54 63 74 86 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 30 30 40 52 64 73 87 100 100 100 0 0
1Y=0 40 40 50 60 66 73 85 96 100 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

[DGen]
AirIntensity=High
GroundIntensity=High
MissionDistance=75
NoAirfieldHighlight=1
RandomFlights=3
MaxFLAK=10
CampaignAI=Normal
[rts_joystick3]
1X=0 30 30 40 52 64 73 87 100 100 100 0 0
1Y=0 40 40 50 60 66 73 85 96 100 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0
FF=0
[QMB]
PlaneList=0

Here is my log.lst:
Code: [Select]
2013-08-20 02:55:13:054 (dinput.dll) : IL-2 Process ID = 00000DE0
2013-08-20 02:55:13:054 (dinput.dll) : Starting Watchdog at C:\Games\IL-2 Sturmovik 1946 Stock Version\bin\selector\basefiles\IL-2 Watchdog.exe
2013-08-20 02:55:13:054 (dinput.dll) : Watchdog process started.
2013-08-20 02:55:13:054 (dinput.dll) : JVM Parameters injector activated
2013-08-20 02:55:13:054 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2013-08-20 02:55:13:054 (dinput.dll) : Adding JVM Option: -Xms444M
2013-08-20 02:55:13:054 (dinput.dll) : Adding JVM Option: -Xmx444M
2013-08-20 02:55:13:070 (dinput.dll) : Adding JVM Option: -Xss4096K
2013-08-20 02:55:13:070 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2013-08-20 02:55:13:070 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2013-08-20 02:55:13:070 (dinput.dll) : Checking duplicate JVM Options...
2013-08-20 02:55:13:070 (dinput.dll) : Checking mandatory JVM Options...
2013-08-20 02:55:13:070 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2013-08-20 02:55:13:070 (dinput.dll) : Adding JVM Option: -Xincgc
2013-08-20 02:55:13:070 (dinput.dll) : Adding JVM Option: -Xverify:none
2013-08-20 02:55:13:070 (dinput.dll) : Adding JVM Option: -Xcomp
2013-08-20 02:55:13:070 (dinput.dll) : Final JVM Option List:
2013-08-20 02:55:13:070 (dinput.dll) : -Xms444M
2013-08-20 02:55:13:070 (dinput.dll) : -Xmx444M
2013-08-20 02:55:13:070 (dinput.dll) : -Xss4096K
2013-08-20 02:55:13:070 (dinput.dll) : -XX:PermSize=64M
2013-08-20 02:55:13:070 (dinput.dll) : -XX:MaxPermSize=64M
2013-08-20 02:55:13:070 (dinput.dll) : -Djava.class.path=.
2013-08-20 02:55:13:070 (dinput.dll) : -Xincgc
2013-08-20 02:55:13:086 (dinput.dll) : -Xverify:none
2013-08-20 02:55:13:086 (dinput.dll) : -Xcomp
2013-08-20 02:55:13:070   (watchdog) : IL-2 Parent Process Handle = 00000088, ID=00000DE0
2013-08-20 02:55:13:117   (watchdog) : IL-2 Watchdog started.
2013-08-20 02:55:13:117   (watchdog) : Message Window Created.
2013-08-20 02:55:13:220 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2013-08-20 02:55:13:224   (watchdog) : Splash Screen Created.
2013-08-20 02:55:13:232 (dinput.dll) : JVM Parameters injected successfully
2013-08-20 02:55:13:236    (wrapper) : ProcessAttach, attached Processes =  1
2013-08-20 02:55:13:240    (wrapper) : Calling GetCommandLineParams()
2013-08-20 02:55:13:240    (wrapper) : MODS Folder = "#SAS"
2013-08-20 02:55:13:240    (wrapper) : No FILES Folder set.
2013-08-20 02:55:13:244    (wrapper) : Calling LinkIl2fbExe()
2013-08-20 02:55:13:244    (wrapper) : Trying to link back to C:\Games\IL-2 Sturmovik 1946 Stock Version\il2fb.exe through LoadLibrary()
2013-08-20 02:55:13:244    (wrapper) : Calling CreateModsFolderList()
2013-08-20 02:55:13:324    (wrapper) : Scanning #SAS folder took 76 milliseconds.
2013-08-20 02:55:13:324    (wrapper) : Total number of modded files = 5132.
2013-08-20 02:55:13:324    (wrapper) : Calling SortList()
2013-08-20 02:55:13:328    (wrapper) : Sorting modded files list took 0.805 milliseconds.
2013-08-20 02:55:13:328    (wrapper) : Calling RemoveDuplicates()
2013-08-20 02:55:13:328    (wrapper) : Removing 0 Duplicates took 0.020 milliseconds.
2013-08-20 02:55:16:024    (wrapper) : ThreadAttach, attached Threads =  1
2013-08-20 02:55:16:132   (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x000F035A
2013-08-20 02:55:16:132   (watchdog) : Activating IL-2 Main Window (0x000F035A) using SwitchToThisWindow()
2013-08-20 02:55:16:136    (wrapper) : ThreadAttach, attached Threads =  2
2013-08-20 02:55:16:136    (wrapper) : ThreadAttach, attached Threads =  3
2013-08-20 02:55:16:136    (wrapper) : ThreadDetach, attached Threads =  2
2013-08-20 02:55:16:152    (wrapper) : ThreadAttach, attached Threads =  3
2013-08-20 02:55:16:332    (wrapper) : ThreadAttach, attached Threads =  4
2013-08-20 02:55:16:362    (wrapper) : ThreadAttach, attached Threads =  5
2013-08-20 02:55:16:388    (wrapper) : ThreadAttach, attached Threads =  6
2013-08-20 02:55:16:397    (wrapper) : ThreadAttach, attached Threads =  7
2013-08-20 02:55:16:409    (wrapper) : ThreadAttach, attached Threads =  8
2013-08-20 02:55:16:413    (wrapper) : ThreadAttach, attached Threads =  9
2013-08-20 02:55:16:422    (wrapper) : ThreadAttach, attached Threads =  10
2013-08-20 02:55:17:120   (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x000F035A)
2013-08-20 02:55:22:423    (wrapper) : ThreadDetach, attached Threads =  9
2013-08-20 02:55:29:525    (wrapper) : ThreadAttach, attached Threads =  10
2013-08-20 02:55:29:536    (wrapper) : ThreadAttach, attached Threads =  11
2013-08-20 02:55:29:538    (wrapper) : ThreadAttach, attached Threads =  12
2013-08-20 02:55:29:539    (wrapper) : ThreadAttach, attached Threads =  13
2013-08-20 02:55:47:039    (wrapper) : ThreadAttach, attached Threads =  14
2013-08-20 02:55:48:600    (wrapper) : ThreadAttach, attached Threads =  15
2013-08-20 02:55:48:602    (wrapper) : ThreadDetach, attached Threads =  14
2013-08-20 02:56:36:541    (wrapper) : ThreadDetach, attached Threads =  13
2013-08-20 02:56:54:040    (wrapper) : ThreadDetach, attached Threads =  12
2013-08-20 02:56:54:042    (wrapper) : ThreadDetach, attached Threads =  11
2013-08-20 02:57:12:796    (wrapper) : ThreadAttach, attached Threads =  12
2013-08-20 02:58:06:184    (wrapper) : ThreadAttach, attached Threads =  13
2013-08-20 02:58:06:191    (wrapper) : ThreadDetach, attached Threads =  12
2013-08-20 02:58:34:066    (wrapper) : ThreadAttach, attached Threads =  13
2013-08-20 02:58:34:068    (wrapper) : ThreadDetach, attached Threads =  12
2013-08-20 02:58:55:590    (wrapper) : ThreadAttach, attached Threads =  13
2013-08-20 02:58:55:596    (wrapper) : ThreadDetach, attached Threads =  12
2013-08-20 02:59:03:677    (wrapper) : ThreadDetach, attached Threads =  11
2013-08-20 02:59:03:685    (wrapper) : ThreadAttach, attached Threads =  12
2013-08-20 02:59:03:687    (wrapper) : ThreadDetach, attached Threads =  11
2013-08-20 02:59:03:688    (wrapper) : ThreadDetach, attached Threads =  10
2013-08-20 02:59:03:690    (wrapper) : ThreadDetach, attached Threads =  9
2013-08-20 02:59:03:993    (wrapper) : ThreadDetach, attached Threads =  8
2013-08-20 02:59:04:039    (wrapper) : ThreadDetach, attached Threads =  7
2013-08-20 02:59:04:100   (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x000F035A
2013-08-20 02:59:04:103   (watchdog) : IL-2 main window (handle 0x000F035A) disappeared, checking process status.
2013-08-20 02:59:04:169    (wrapper) : ProcessDetach, attached Processes =  0
2013-08-20 02:59:04:171    (wrapper) : Total files opened = 62126
2013-08-20 02:59:04:172    (wrapper) : Total search time consumed = 0.510 milliseconds (0.000509742589 Seconds)
2013-08-20 02:59:04:173    (wrapper) : Search Time per File = 8.205 nanoseconds (0.000000008205 Seconds)
2013-08-20 02:59:04:175    (wrapper) : Average Search Iterations required per File = 7.2
2013-08-20 02:59:04:177 (dinput.dll) : JVM Parameters injector deactivated

Please help me get the flyby sounds lol I crave them!  :o
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on August 20, 2013, 02:03:28 AM
.. this is not a log.lst ... in fact you posted your initlog.lst that is related to your Selector ...  ;)

The log.lst looks like that :

Code: [Select]
[19.08.2013 17:06:46] ------------ BEGIN log session -------------
[17:06:46] OpenGL provider: Opengl32.dll
[17:06:46] OpenGL library:
[17:06:46]   Vendor: NVIDIA Corporation
[17:06:46]   Render: GeForce GTX 260/PCIe/SSE2
[17:06:46]   Version: 3.3.0
[17:06:46]   Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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
[17:06:46] Size: 1920x1080
[17:06:46] ColorBits: 32
[17:06:46] DepthBits: 24
[17:06:46] StencilBits: 8
[17:06:46] isDoubleBuffered: true
[17:06:46]
[17:06:46] *** Looking for Advanced CPU Instructions...
[17:06:46] [x] PentiumPro
[17:06:46] [x] Multimedia (MMX)
[17:06:46] [x] 3D (SSE4)
[17:06:46] [x] 3D (SSE4)
[17:06:46] [-] 3D (3DNow)
[17:06:46] ColourBits 32, ABits 0, ZBits 24
[17:06:46]
[17:06:46] *** Looking for Render API Extensions ...
[17:06:46] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[17:06:46] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[17:06:46] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[17:06:46] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[17:06:46] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[17:06:46] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[17:06:46] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[17:06:46] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[17:06:46] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[17:06:46] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[17:06:46] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[17:06:46] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[17:06:46] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[17:06:46]
[17:06:46] Maximum texture size : 8192
[17:06:46] Maximum simultaneous textures :4
[17:06:46] MaxAnisotropic (1.0 = none) : 16.000000
[17:06:47] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
[17:06:47] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
[17:06:50] Bigship: Unknown shot caliber for 'SubTypeVIIB_Sub:Part0'
[17:06:50] Can't register Bigship object
[17:06:50] java.lang.RuntimeException: Can't register Bigship object
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:353)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:479)
[17:06:50] at com.maddox.il2.objects.ships.Ship412.<clinit>(Ship412.java:74)
[17:06:50] at java.lang.Class.forName0(Native Method)
[17:06:50] at java.lang.Class.forName(Unknown Source)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[17:06:50] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:428)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[17:06:50] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[17:06:50] at com.maddox.il2.game.Main.exec(Main.java:419)
[17:06:50] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:06:50] Problem in spawn: com.maddox.il2.objects.ships.Ship412$SubTypeVIIB_Sub
[17:06:50] Bigship: Unknown shot caliber for 'SubTypeIXB_Sub:Part0'
[17:06:50] Can't register Bigship object
[17:06:50] java.lang.RuntimeException: Can't register Bigship object
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:353)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:479)
[17:06:50] at com.maddox.il2.objects.ships.Ship412.<clinit>(Ship412.java:76)
[17:06:50] at java.lang.Class.forName0(Native Method)
[17:06:50] at java.lang.Class.forName(Unknown Source)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[17:06:50] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:428)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[17:06:50] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[17:06:50] at com.maddox.il2.game.Main.exec(Main.java:419)
[17:06:50] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:06:50] Problem in spawn: com.maddox.il2.objects.ships.Ship412$SubTypeIXB_Sub
[17:06:50] Ship: Value of [Ship0]:<Mesh> not foundCan't set property
[17:06:50] java.lang.RuntimeException: Can't set property
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:229)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:307)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:479)
[17:06:50] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:975)
[17:06:50] at java.lang.Class.forName0(Native Method)
[17:06:50] at java.lang.Class.forName(Unknown Source)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[17:06:50] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:428)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[17:06:50] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[17:06:50] at com.maddox.il2.game.Main.exec(Main.java:419)
[17:06:50] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:06:50] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship0
[17:06:50] Ship: Value of [Ship1]:<Mesh> not foundCan't set property
[17:06:50] java.lang.RuntimeException: Can't set property
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:229)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:307)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:479)
[17:06:50] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:976)
[17:06:50] at java.lang.Class.forName0(Native Method)
[17:06:50] at java.lang.Class.forName(Unknown Source)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[17:06:50] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:428)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[17:06:50] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[17:06:50] at com.maddox.il2.game.Main.exec(Main.java:419)
[17:06:50] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:06:50] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship1
[17:06:50] Ship: Value of [Ship2]:<Mesh> not foundCan't set property
[17:06:50] java.lang.RuntimeException: Can't set property
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:229)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:307)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:479)
[17:06:50] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:977)
[17:06:50] at java.lang.Class.forName0(Native Method)
[17:06:50] at java.lang.Class.forName(Unknown Source)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[17:06:50] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:428)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[17:06:50] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[17:06:50] at com.maddox.il2.game.Main.exec(Main.java:419)
[17:06:50] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:06:50] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship2
[17:06:50] Ship: Value of [Ship3]:<Mesh> not foundCan't set property
[17:06:50] java.lang.RuntimeException: Can't set property
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:229)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:307)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:479)
[17:06:50] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:978)
[17:06:50] at java.lang.Class.forName0(Native Method)
[17:06:50] at java.lang.Class.forName(Unknown Source)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[17:06:50] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:428)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[17:06:50] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[17:06:50] at com.maddox.il2.game.Main.exec(Main.java:419)
[17:06:50] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:06:50] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship3
[17:06:50] Ship: Value of [Ship4]:<Mesh> not foundCan't set property
[17:06:50] java.lang.RuntimeException: Can't set property
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:229)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:307)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:479)
[17:06:50] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:979)
[17:06:50] at java.lang.Class.forName0(Native Method)
[17:06:50] at java.lang.Class.forName(Unknown Source)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[17:06:50] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:428)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[17:06:50] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[17:06:50] at com.maddox.il2.game.Main.exec(Main.java:419)
[17:06:50] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:06:50] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship4
[17:06:50] Ship: Wrong std yaw angle in gun #0 of 'DestroyerKM'
[17:06:50] Ship: Wrong std yaw angle in gun #1 of 'DestroyerKM'
[17:06:50] Ship: Wrong std yaw angle in gun #2 of 'DestroyerKM'
[17:06:50] Ship: Wrong std yaw angle in gun #3 of 'DestroyerKM'
[17:06:50] Ship: Wrong std yaw angle in gun #4 of 'DestroyerKM'
[17:06:50] Ship: Wrong std yaw angle in gun #5 of 'DestroyerKM'
[17:06:50] Ship: Wrong std yaw angle in gun #11 of 'DestroyerKM'
[17:06:50] Ship: Value of [Carrier0]:<Mesh> not foundCan't set property
[17:06:50] java.lang.RuntimeException: Can't set property
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:229)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:307)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:479)
[17:06:50] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:987)
[17:06:50] at java.lang.Class.forName0(Native Method)
[17:06:50] at java.lang.Class.forName(Unknown Source)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[17:06:50] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:428)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[17:06:50] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[17:06:50] at com.maddox.il2.game.Main.exec(Main.java:419)
[17:06:50] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:06:50] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Carrier0
[17:06:50] Ship: Value of [HMSTribal]:<Mesh> not foundCan't set property
[17:06:50] java.lang.RuntimeException: Can't set property
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:229)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:307)
[17:06:50] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:479)
[17:06:50] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:992)
[17:06:50] at java.lang.Class.forName0(Native Method)
[17:06:50] at java.lang.Class.forName(Unknown Source)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[17:06:50] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[17:06:50] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:428)
[17:06:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[17:06:50] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[17:06:50] at com.maddox.il2.game.Main.exec(Main.java:419)
[17:06:50] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:06:50] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$HMSTribal
[17:06:50] Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/a-20c.fmd
[17:06:51] s = FlightModels/A-20C.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/a-20g.fmd
[17:06:51] s = FlightModels/A-20G.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/ar-196a-3.fmd
[17:06:51] s = FlightModels/Ar-196A-3.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/tbm-3.fmd
[17:06:51] s = FlightModels/TBM-3.fmd
[17:06:51] m_lastFMFile = gui/game/buttsFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/p-39q-10.fmd
[17:06:51] s = FlightModels/P-39Q-10.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/p-40b.fmd
[17:06:51] s = FlightModels/P-40B.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/p-40e.fmd
[17:06:51] s = FlightModels/P-40E.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/p-40m.fmd
[17:06:51] s = FlightModels/P-40M.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/p-47d-27_late.fmd
[17:06:51] s = FlightModels/P-47D-27_late.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/p-47d-10.fmd
[17:06:51] s = FlightModels/P-47D-10.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/p-47d-22.fmd
[17:06:51] s = FlightModels/P-47D-22.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/p-47d-27.fmd
[17:06:51] s = FlightModels/P-47D-27.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/p-51b.fmd
[17:06:51] s = FlightModels/P-51B.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/p-51c.fmd
[17:06:51] s = FlightModels/P-51C.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/p-51d-20.fmd
[17:06:51] s = FlightModels/P-51D-20.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/p-63c.fmd
[17:06:51] s = FlightModels/P-63C.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/pbn-1.fmd
[17:06:51] s = FlightModels/PBN-1.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/r-10.fmd
[17:06:51] s = FlightModels/R-10.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/re-2000.fmd
[17:06:51] s = FlightModels/RE-2000.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = re2001_fm
[17:06:51] s1 = flightmodels/re_2001.fmd
[17:06:51] s = FlightModels/Re_2001.fmd:RE2001_FM
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] opening new fm file re2001_fm
[17:06:51] sFMDir = sb2_fm
[17:06:51] s1 = flightmodels/sb-2m-100a.fmd
[17:06:51] s = FlightModels/SB-2M-100A.fmd:SB2_FM
[17:06:51] m_lastFMFile = re2001_fm
[17:06:51] opening new fm file sb2_fm
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/sbd-3.fmd
[17:06:51] s = FlightModels/SBD-3.fmd
[17:06:51] m_lastFMFile = sb2_fm
[17:06:51] getting fm file gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/sbd-5.fmd
[17:06:51] s = FlightModels/SBD-5.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/seafirefmkiii.fmd
[17:06:51] s = FlightModels/SeafireFMkIII.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/seafireiii.fmd
[17:06:51] s = FlightModels/SeafireIII.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/sm79.fmd
[17:06:51] s = FlightModels/SM79.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = sm81_fm
[17:06:51] s1 = flightmodels/sm81.fmd
[17:06:51] s = FlightModels/SM81.fmd:SM81_FM
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] opening new fm file sm81_fm
[17:06:51] sFMDir = sm81_fm
[17:06:51] s1 = flightmodels/sm81l.fmd
[17:06:51] s = FlightModels/SM81L.fmd:SM81_FM
[17:06:51] m_lastFMFile = sm81_fm
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/spitfirelf-ix-25.fmd
[17:06:51] s = FlightModels/SpitfireLF-IX-25.fmd
[17:06:51] m_lastFMFile = sm81_fm
[17:06:51] getting fm file gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/spitfirelf_ixc.fmd
[17:06:51] s = FlightModels/SpitfireLF_IXC.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/spitfirelf_ixcclipped.fmd
[17:06:51] s = FlightModels/SpitfireLF_IXCclipped.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/spitfirehf_ixc.fmd
[17:06:51] s = FlightModels/SpitfireHF_IXC.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/spitfirevb.fmd
[17:06:51] s = FlightModels/SpitfireVB.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/spitfirevbclipped.fmd
[17:06:51] s = FlightModels/SpitfireVBclipped.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/spitfirelfvb.fmd
[17:06:51] s = FlightModels/SpitfireLFVB.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/spitfirelfvbclipped.fmd
[17:06:51] s = FlightModels/SpitfireLFVBclipped.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/spitfireviii.fmd
[17:06:51] s = FlightModels/SpitfireVIII.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/spitfireviiiclipped.fmd
[17:06:51] s = FlightModels/SpitfireVIIIclipped.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/su-2.fmd
[17:06:51] s = FlightModels/Su-2.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/swordfish.fmd
[17:06:51] s = FlightModels/Swordfish.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/ta-152b.fmd
[17:06:51] s = FlightModels/Ta-152B.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/ta-152c.fmd
[17:06:51] s = FlightModels/Ta-152C.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/ta-152c0.fmd
[17:06:51] s = FlightModels/Ta-152C0.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/ta-152c1.fmd
[17:06:51] s = FlightModels/Ta-152C1.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/ta-152c3.fmd
[17:06:51] s = FlightModels/Ta-152C3.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/ta-152h.fmd
[17:06:51] s = FlightModels/Ta-152H.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/ta-152h-1.fmd
[17:06:51] s = FlightModels/Ta-152H-1.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/tbf-1c.fmd
[17:06:51] s = FlightModels/TBF-1C.fmd
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] sFMDir = typhoon_fm
[17:06:51] s1 = flightmodels/tempestmkv11.fmd
[17:06:51] s = FlightModels/TempestMkV11.fmd:TYPHOON_FM
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] opening new fm file typhoon_fm
[17:06:51] sFMDir = typhoon_fm
[17:06:51] s1 = flightmodels/tempestmkii.fmd
[17:06:51] s = FlightModels/TempestMkII.fmd:TYPHOON_FM
[17:06:51] m_lastFMFile = typhoon_fm
[17:06:51] sFMDir = typhoon_fm
[17:06:51] s1 = flightmodels/typhoon1b.fmd
[17:06:51] s = FlightModels/Typhoon1B.fmd:TYPHOON_FM
[17:06:51] m_lastFMFile = typhoon_fm
[17:06:51] sFMDir = typhoon_fm
[17:06:51] s1 = flightmodels/typhoon1blate.fmd
[17:06:51] s = FlightModels/Typhoon1BLate.fmd:TYPHOON_FM
[17:06:51] m_lastFMFile = typhoon_fm
[17:06:51] sFMDir = typhoon_fm
[17:06:51] s1 = flightmodels/typhoon1blate4.fmd
[17:06:51] s = FlightModels/Typhoon1BLate4.fmd:TYPHOON_FM
[17:06:51] m_lastFMFile = typhoon_fm
[17:06:51] sFMDir = gui/game/buttons
[17:06:51] s1 = flightmodels/u-2vs.fmd
[17:06:51] s = FlightModels/U-2VS.fmd
[17:06:51] m_lastFMFile = typhoon_fm
[17:06:51] getting fm file gui/game/buttons
[17:06:51] sFMDir = welly_fm
[17:06:51] s1 = flightmodels/wellington3.fmd
[17:06:51] s = FlightModels/Wellington3.fmd:WELLY_FM
[17:06:51] m_lastFMFile = gui/game/buttons
[17:06:51] opening new fm file welly_fm
[17:06:52] Initializing DirectSound playback device...
[17:06:52] Primary buffer created.
[17:06:52] Playback format is set : sampling rate = 22050, num channels = 2.
[17:06:52] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[17:06:52] Default speaker config is : 1310724.
[17:06:52] Direct sound audio device initialized successfully :
[17:06:52] DX Version : 7
[17:06:52] Hardware    - disabled [buffers : 0]
[17:06:52] Extensions  - disabled :
[17:06:52]   EAX ver. 1 [ ]  - disabled
[17:06:52]   EAX ver. 2 [ ]  - disabled
[17:06:52]   EAX ver. 3 [ ]  - disabled
[17:06:52]   I3D ver. 2 [ ]  - disabled
[17:06:52]   ZoomFX     [ ]  - disabled
[17:06:52]   MacroFX    [ ]  - disabled
[17:06:52] SIMD render [X]
[17:06:52] num channels 64
[17:06:52]
[17:07:01] Loading mission single/de/!FW190-Uuff-Afrika/LWP_028a.mis...
[17:07:02] Detected Vertex Shaders 3.0.
[17:07:02] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[17:07:02] Vertex texture units: 32
[17:07:02]
[17:07:02] PBuffer: suitable formats: 6
[17:07:02]
[17:07:02] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[17:07:02] Depth = 24, stencil = 8
[17:07:02] PBuffer: suitable formats: 6
[17:07:02]
[17:07:02] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[17:07:02] Depth = 24, stencil = 8
[17:07:03] Loading vertex/fragment programs: *707198216*
[17:07:03] *** Loading: [vpFogFar2Tex2D]
[17:07:03] *** Loading: [vpFog2Tex2DBlend]
[17:07:03] *** Loading: [vpFogFar4Tex2D]
[17:07:03] *** Loading: [vpFogFar8Tex2D]
[17:07:03] *** Loading: [vpFogNoTex]
[17:07:03] *** Loading: [vpFog4Tex2D]
[17:07:03] *** Loading: [vpFog4Tex2D_UV2]
[17:07:03] *** Loading: [vp4Tex2D]
[17:07:03] *** Loading: [vp6Tex2D]
[17:07:03] *** Loading: [vpTexUVTex2D]
[17:07:03] *** Loading: [vpWaterGrid_NV]
[17:07:03] *** Loading: [vpWaterSunLight_NV]
[17:07:03] *** Loading: [vpWaterSunLight_ATI]
[17:07:03] *** Loading: [vpWaterSunLight_FP]
[17:07:03] *** Loading: [vpTreeSprite]
[17:07:03] *** Loading: [vpTreeTrunk]
[17:07:03] *** Loading: [vpVAObjectsN]
[17:07:03] *** Loading: [vpVAObjectsL0]
[17:07:03] *** Loading: [vpSprites]
[17:07:03] *** Loading: [vpSimpleGL]
[17:07:03] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[17:07:03] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[17:07:03] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[17:07:03] *** Loading: [fpCoastBump] -> NV3X Optimized!
[17:07:03] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[17:07:03] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[17:07:03] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[17:07:03] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[17:07:03] *** Loading: [fpCaustic] -> NV3X Optimized!
[17:07:03] *** Loading: [fpSprites] -> NV3X Optimized!
[17:07:03] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[17:07:03] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[17:07:03] *** Loading: [fpSimpleGL]
[17:07:03] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[17:07:03] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[17:07:03] *** Loading: [fpRiverCoastAA]
[17:07:03] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[17:07:03] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[17:07:03] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[17:07:03] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[17:07:03] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[17:07:03] *** Loading: [vpWaterDM_CPU]
[17:07:03] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[17:07:03] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[17:07:03] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[17:07:03] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[17:07:03] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[17:07:03] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[17:07:03] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[17:07:03] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[17:07:03] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[17:07:03] *** Loading: [fpWaterLFogDM]
[17:07:03] *** Loading: [fpIceWater] -> NV3X Optimized!
[17:07:03] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[17:07:03] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[17:07:03] *** Loading: [fpNearBlend] -> NV3X Optimized!
[17:07:03] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[17:07:03] *** Loading: [fpFarBlend] -> NV3X Optimized!
[17:07:03] *** Loading: [fpForestPlane] -> NV3X Optimized!
[17:07:03] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[17:07:03] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[17:07:03] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[17:07:04] Load bridges
[17:07:04] Load static objects
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse02/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse03/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse02_noroof/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse03_noroof/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse_blasted01/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse08/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse10/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse01_noroof/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse04_noroof/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse11/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse01/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse06_noroof/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse06/live.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/dead.sim)
[17:07:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse_blasted02/live.sim)
[17:07:04] sFMDir = gui/game/buttons
[17:07:04] s1 = flightmodels/bmw_800_series.emd
[17:07:04] s = FlightModels/BMW_800_Series.emd
[17:07:04] m_lastFMFile = welly_fm
[17:07:04] getting fm file gui/game/buttons
[17:07:05] sFMDir = gui/game/buttons
[17:07:05] s1 = flightmodels/allison_p40.emd
[17:07:05] s = FlightModels/Allison_P40.emd
[17:07:05] m_lastFMFile = gui/game/buttons
[17:07:06] sFMDir = gui/game/buttons
[17:07:06] s1 = flightmodels/db-601-110fam.emd
[17:07:06] s = FlightModels/DB-601-110fam.emd
[17:07:06] m_lastFMFile = gui/game/buttons
[17:07:08] sFMDir = gui/game/buttons
[17:07:08] s1 = flightmodels/ju-87d-5.fmd
[17:07:08] s = FlightModels/Ju-87D-5.fmd
[17:07:08] m_lastFMFile = gui/game/buttons
[17:07:09] sFMDir = gui/game/buttons
[17:07:09] s1 = flightmodels/ju-87d-3.fmd
[17:07:09] s = FlightModels/Ju-87D-3.fmd
[17:07:09] m_lastFMFile = gui/game/buttons
[17:07:13] Mission: single/de/!FW190-Uuff-Afrika/LWP_028a.mis is Playing
[17:07:49] Time overflow (6688): speed 0.89285713
[17:07:52] warning: no files : music/inflight
[17:08:24] Time overflow (16002): speed 0.16519824
[17:08:24] Time overflow (16131): speed 0.37878788
[17:08:51] cannot open file for reading
[17:08:51] Cannot open audio file samples/Speech/de/Actor9/Ninth.wav
[17:08:51]
[17:09:05] cannot open file for reading
[17:09:05] Cannot open audio file samples/Speech/de/Actor9/Ninth.wav
[17:09:05]
[17:09:07] cannot open file for reading
[17:09:07] Cannot open audio file samples/Speech/de/Actor6/Fifth.wav
[17:09:07]
[17:09:09] cannot open file for reading
[17:09:09] Cannot open audio file samples/Speech/de/Actor9/Ninth.wav
[17:09:09]
[19.08.2013 17:09:37] -------------- END log session -------------

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Drewm3i on August 20, 2013, 12:38:45 PM
Oops, well here it is: [code]OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GT 750M/PCIe/SSE2
  Version: 4.3.0
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...


Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
Command not found:  sfs MOUNT fb410_clay01.sfs
Command not found:  sfs MOUNT fb410_clay02.sfs
Command not found:  sfs MOUNT tigersounds_1.sfs
Command not found:  sfs MOUNT tigersounds_2.sfs
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\fb410_clay01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\fb410_clay02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_ai_3do01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Blender Waves by Herra Tohtori.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Cowling Engines & Prop by PA_Jeronimo.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - German Gunpods by PA_Jeronimo.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Gore For All Planes by Wolfighter.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Guncam Tracers by santobr.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - New Mod Wheels by PA_Jeronimo.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\tigersounds_1.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\tigersounds_2.sfs... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
FM called 'FlightModels/P-40Q.fmd:P40Q_FM' is being loaded from File: 'p40q_fm'
FM called 'FlightModels/P-40Q.fmd:P40Q_FM' is being loaded from File: 'p40q_fm'
FM called 'FlightModels/P-40Q.fmd:P40Q_FM' is being loaded from File: 'p40q_fm'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Loading mission QuickQMBPro/NWEurope/NWEuropeRedNone00.mis...
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

WARNING: Moon load problem Moon2\Moon0000.tga !
PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *700526216*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
House: Section House$frenchtown2 not found
com.maddox.il2.objects.buildings.House$frenchtown2.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$frenchtown1 not found
com.maddox.il2.objects.buildings.House$frenchtown1.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$ukvillage2 not found
com.maddox.il2.objects.buildings.House$ukvillage2.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$ukvillage4 not found
com.maddox.il2.objects.buildings.House$ukvillage4.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$cbridgeshortmid not found
com.maddox.il2.objects.buildings.House$cbridgeshortmid.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$Hangar_beton_vieux not found
com.maddox.il2.objects.buildings.House$Hangar_beton_vieux.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$generic_HQ not found
com.maddox.il2.objects.buildings.House$generic_HQ.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$semi not found
com.maddox.il2.objects.buildings.House$semi.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$ukvillage3 not found
com.maddox.il2.objects.buildings.House$ukvillage3.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$RussiaKievHangar_Lrge2 not found
com.maddox.il2.objects.buildings.House$RussiaKievHangar_Lrge2.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$ukvillage7 not found
com.maddox.il2.objects.buildings.House$ukvillage7.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$ukvillage1 not found
com.maddox.il2.objects.buildings.House$ukvillage1.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$ukvillage6 not found
com.maddox.il2.objects.buildings.House$ukvillage6.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$openwoodenbarn not found
com.maddox.il2.objects.buildings.House$openwoodenbarn.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$churchsteeple not found
com.maddox.il2.objects.buildings.House$churchsteeple.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$semi2 not found
com.maddox.il2.objects.buildings.House$semi2.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$eng_stonebarn not found
com.maddox.il2.objects.buildings.House$eng_stonebarn.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$ukvillage8 not found
com.maddox.il2.objects.buildings.House$ukvillage8.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$ukpub not found
com.maddox.il2.objects.buildings.House$ukpub.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$ukvillageshop not found
com.maddox.il2.objects.buildings.House$ukvillageshop.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$terrace not found
com.maddox.il2.objects.buildings.House$terrace.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$churchtower not found
com.maddox.il2.objects.buildings.House$churchtower.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$ukvillage5 not found
com.maddox.il2.objects.buildings.House$ukvillage5.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$rbridgeshortend not found
com.maddox.il2.objects.buildings.House$rbridgeshortend.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$terrace2 not found
com.maddox.il2.objects.buildings.House$terrace2.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
   at com.maddox.il2.objects.Statics._load(Statics.java:186)
   at com.maddox.il2.objects.Statics.load(Statics.java:94)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:448)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$LuftwaffeHalfMoon not found
com.maddox.il2.objects.buildings.House$LuftwaffeHalfMoon.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
   at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
   at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.objects.Statics._load(Statics.java:180)
   at c[
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Drewm3i on August 20, 2013, 12:42:57 PM
Oops, well here it is:
I tried to use the editors function (#) and it kept saying server error. Sorry.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on August 20, 2013, 01:15:01 PM
... well your log is partial, the end (in most cases the most "speaking" part) is missing ...

The prob is there is a limit to the number of characters you can post, so please post the last third part of it, still using the # symbol

Your log should end with :


example :[19.08.2013 17:09:37] -------------- END log session -------------


"Playback format is set : sampling rate = 44100, num channels = 2."

Sample rate should read 22050 not 44100 (just change settings in your conf.ini from SamplingRate=2 >>>  to =1


"Not enough hardware buffers (0), hardware disabled":

Are you running the game in OpenGL mode or in DirectX ...??  ???



Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Drewm3i on August 20, 2013, 01:18:34 PM
Here's the complete latest one:
Code: [Select]
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GT 750M/PCIe/SSE2
  Version: 4.3.0
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
Command not found:  sfs MOUNT fb410_clay01.sfs
Command not found:  sfs MOUNT fb410_clay02.sfs
Command not found:  sfs MOUNT tigersounds_1.sfs
Command not found:  sfs MOUNT tigersounds_2.sfs
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\fb410_clay01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\fb410_clay02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_ai_3do01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Blender Waves by Herra Tohtori.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Cowling Engines & Prop by PA_Jeronimo.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - German Gunpods by PA_Jeronimo.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Gore For All Planes by Wolfighter.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Guncam Tracers by santobr.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - New Mod Wheels by PA_Jeronimo.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\tigersounds_1.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\tigersounds_2.sfs... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
FM called 'FlightModels/P-40Q.fmd:P40Q_FM' is being loaded from File: 'p40q_fm'
FM called 'FlightModels/P-40Q.fmd:P40Q_FM' is being loaded from File: 'p40q_fm'
FM called 'FlightModels/P-40Q.fmd:P40Q_FM' is being loaded from File: 'p40q_fm'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Loading mission QuickQMBPro/Burma/BurmaRedNone00.mis...
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *700133000*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Burma/BurmaRedNone00.mis is Playing
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.

[Aug 20, 2013 7:06:02 PM] -------------- END log session -------------
[Aug 20, 2013 7:06:43 PM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GT 750M/PCIe/SSE2
  Version: 4.3.0
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
Command not found:  sfs MOUNT fb410_clay01.sfs
Command not found:  sfs MOUNT fb410_clay02.sfs
Command not found:  sfs MOUNT tigersounds_1.sfs
Command not found:  sfs MOUNT tigersounds_2.sfs
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\fb410_clay01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\fb410_clay02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_ai_3do01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Blender Waves by Herra Tohtori.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Cowling Engines & Prop by PA_Jeronimo.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - German Gunpods by PA_Jeronimo.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Gore For All Planes by Wolfighter.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Guncam Tracers by santobr.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - New Mod Wheels by PA_Jeronimo.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\tigersounds_1.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\tigersounds_2.sfs... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
FM called 'FlightModels/P-40Q.fmd:P40Q_FM' is being loaded from File: 'p40q_fm'
FM called 'FlightModels/P-40Q.fmd:P40Q_FM' is being loaded from File: 'p40q_fm'
FM called 'FlightModels/P-40Q.fmd:P40Q_FM' is being loaded from File: 'p40q_fm'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Loading mission QuickQMBPro/Burma/BurmaRedNone00.mis...
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *700329608*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Burma/BurmaRedNone00.mis is Playing
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.

-------------------------------- MISSION FAILED ---------------------
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.SfxExplosion.shell(SfxExplosion.java:141)
at com.maddox.il2.objects.effects.Explosions.generateSound(Explosions.java:1315)
at com.maddox.il2.objects.effects.Explosions.generateExplosion(Explosions.java:1648)
at com.maddox.il2.objects.weapons.Bullet.showExplosion(Bullet.java:51)
at com.maddox.il2.objects.weapons.Bullet.collided(Bullet.java:164)
at com.maddox.il2.engine.MsgBulletCollision.invokeListener(MsgBulletCollision.java:39)
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:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Time overflow (3175): speed 0.63424945
[Aug 20, 2013 7:09:06 PM] -------------- END log session -------------
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Drewm3i on August 20, 2013, 01:21:10 PM
Are you running the game in OpenGL mode or in DirectX ...??  ???
Sound DirectX, video OpenGL and I have changed sampling rate back and forth, neither has worked. I've also changed numchannels from 4 to 2.  :-X
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on August 20, 2013, 01:42:02 PM
@Mick
Regarde son log...
Quote
Command not found:  sfs MOUNT fb410_clay01.sfs
Command not found:  sfs MOUNT fb410_clay02.sfs
Command not found:  sfs MOUNT tigersounds_1.sfs
Command not found:  sfs MOUNT tigersounds_2.sfs
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on August 20, 2013, 01:49:51 PM
@Mick
Regarde son log...
Quote
Command not found:  sfs MOUNT fb410_clay01.sfs
Command not found:  sfs MOUNT fb410_clay02.sfs
Command not found:  sfs MOUNT tigersounds_1.sfs
Command not found:  sfs MOUNT tigersounds_2.sfs

... yep exactly what I was looking at ...  ;)

Your log either says you don't have these 4 folders at the root of your game or the proper lines in your .rc file if you've got one ...  :'(

So you neither have Claymore's FW190/Ta152 pack nor Tiger's UV3 working ...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Drewm3i on August 20, 2013, 02:01:40 PM
So you neither have Claymore's FW190/Ta152 pack nor Tiger's UV3 working ...

Okay I've managed to fix everything. Here's how, yes as you said I had Claymore's in my .rc, but not in my game. So, I removed his lines from the .rc and went to my config file [Mods] section and changed flyby=0 to flyby=1. Now I have great flyby sounds even though they're pre-recorded I think. Just to let you guys know I'm using 44100 sampling rate and numchannels=4. Thanks for the help!  :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on August 20, 2013, 02:14:04 PM
... glad you could fix it and now can enjoy Tiger's marvelous UV3 sound mod ...  :D

44100 sampling rate is useless and might even be too demanding for your sound chip/card ...  :(

numchannels=4 is mandatory if you don't want to lose several samples in the midst of a big battle ...  ;)

It's a real pity you deleted Claymore's FW/Ta pack ...  :'(
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Drewm3i on August 20, 2013, 02:22:20 PM
... glad you could fix it and now can enjoy Tiger's marvelous UV3 sound mod ...  :D
It's a real pity you deleted Claymore's FW/Ta pack ...  :'(
I could add it back in. The flyby=1 is what fixed it, but where would I find the sfs files for Claymore's? Is there a thread?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on August 20, 2013, 03:26:40 PM
... sure, and a big one ...  ;)

http://www.sas1946.com/main/index.php/topic,20351.0.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Drewm3i on August 20, 2013, 03:49:15 PM
... sure, and a big one ...  ;)

http://www.sas1946.com/main/index.php/topic,20351.0.html

Thanks!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: too-cool on August 22, 2013, 12:50:43 PM
... I have not heard of Tiger for months ...  :'(

... but since he said he would only support the HSFX version of UV3, which was based on 4.11 at the time, then may be he will make a 4.12 version, provided HSFX moves to 4.12 ...

Who knows ...??
Mick has anyone gotten this to work in 4.12.1? I mean all the sounds.  Thanks TC
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on August 22, 2013, 01:03:59 PM
... sorry, I have no idea since I only use a 4.09 version of the game, I have not yet read about somebody succeeding to make UV3 working with 4.12, may be Bravo gave it a try ...?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: c_jephcott on September 06, 2013, 03:23:33 AM
Ok, I'm back. And I still don't have the flyby sounds, which is driving me ever so slightly crazy. I've created a log.lst file, that maybe somebody can help me with? I'm noticing a few errors on it but I've never done this before so please bear with me!

I'm operating the game with DBW bld 1.71, and I have a number of questions... but first of all, I'll start by posting my log file:

[code][06.09.2013 9:11:00] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: Intel
  Render: Intel(R) HD Graphics
  Version: 2.1.0 - Build 8.15.10.2622
  Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_ARB_framebuffer_object GL_EXT_texture_array GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_draw_elements_base_vertex GL_EXT_gpu_program_parameters GL_ARB_compatibility GL_ARB_vertex_array_object
Size: 1024x768
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...


Maximum texture size : 8192
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: 'Perfect' Mode required pixels shaders
WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
sFMDir = gui/game/buttons
s1 = flightmodels/s-199.fmd
s = FlightModels/S-199.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/generic.fmd
s = FlightModels/Generic.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109b-1sas.fmd
s = FlightModels/Bf-109B-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109b-2sas.fmd
s = FlightModels/Bf-109B-2SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109c-1sas.fmd
s = FlightModels/Bf-109C-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109d-1sas.fmd
s = FlightModels/Bf-109D-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-1.fmd
s = FlightModels/Bf-109E-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-3.fmd
s = FlightModels/Bf-109E-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4.fmd
s = FlightModels/Bf-109E-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4b.fmd
s = FlightModels/Bf-109E-4B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4n.fmd
s = FlightModels/Bf-109E-4N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7.fmd
s = FlightModels/Bf-109E-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7nz.fmd
s = FlightModels/Bf-109E-7NZ.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7n.fmd
s = FlightModels/Bf-109E-7N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-2_mod.fmd
s = FlightModels/Bf-109F-2_Mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-2.fmd
s = FlightModels/Bf-109F-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-4.fmd
s = FlightModels/Bf-109F-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-4z.fmd
s = FlightModels/Bf-109F-4Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-1.fmd
s = FlightModels/Bf-109G-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-2trop.fmd
s = FlightModels/Bf-109G-2trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-3.fmd
s = FlightModels/Bf-109G-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-4.fmd
s = FlightModels/Bf-109G-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-5.fmd
s = FlightModels/Bf-109G-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6asn.fmd
s = FlightModels/Bf-109G-6ASN.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6early.fmd
s = FlightModels/Bf-109G-6Early.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6erla.fmd
s = FlightModels/Bf-109G-6Erla.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6mid.fmd
s = FlightModels/Bf-109G-6Mid.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6late.fmd
s = FlightModels/Bf-109G-6Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10.fmd
s = FlightModels/Bf-109G-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10erla.fmd
s = FlightModels/Bf-109G-10Erla.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10c3.fmd
s = FlightModels/Bf-109G-10C3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-14.fmd
s = FlightModels/Bf-109G-14.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-14as.fmd
s = FlightModels/Bf-109G-14AS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-4.fmd
s = FlightModels/Bf-109K-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-4-c3.fmd
s = FlightModels/Bf-109K-4-C3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109z.fmd
s = FlightModels/Bf-109Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109t-4.fmd
s = FlightModels/Bf-109T-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110cvroeg.fmd
s = FlightModels/Bf-110Cvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110c-4.fmd
s = FlightModels/Bf-110C-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110c-4b.fmd
s = FlightModels/Bf-110C-4b.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110evroeg.fmd
s = FlightModels/Bf-110Evroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110fvroeg.fmd
s = FlightModels/Bf-110Fvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110g-2.fmd
s = FlightModels/Bf-110G-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110g-4.fmd
s = FlightModels/Bf-110G-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-196a-3.fmd
s = FlightModels/Ar-196A-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234b-2.fmd
s = FlightModels/Ar-234B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234c.fmd
s = FlightModels/Ar-234C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-1.fmd
s = FlightModels/Do217K-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-2.fmd
s = FlightModels/Do217K-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do-335.fmd
s = FlightModels/Do-335.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do-335v-13.fmd
s = FlightModels/Do-335V-13.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fi-156b-2.fmd
s = FlightModels/Fi-156B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-189a-2.fmd
s = FlightModels/Fw-189A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-2.fmd
s = FlightModels/Fw-190A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-3.fmd
s = FlightModels/Fw-190A-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-4.fmd
s = FlightModels/Fw-190A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5.fmd
s = FlightModels/Fw-190A-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5-165.fmd
s = FlightModels/Fw-190A-5-165.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-7.fmd
s = FlightModels/Fw-190A-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-7sturm.fmd
s = FlightModels/Fw-190A-7sturm.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-8.fmd
s = FlightModels/Fw-190A-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-9.fmd
s = FlightModels/Fw-190A-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9.fmd
s = FlightModels/Fw-190D-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9late.fmd
s = FlightModels/Fw-190D-9Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-11.fmd
s = FlightModels/Fw-190D-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-13.fmd
s = FlightModels/Fw-190D-13.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152h-1.fmd
s = FlightModels/Ta-152H-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152c.fmd
s = FlightModels/Ta-152C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190f-8.fmd
s = FlightModels/Fw-190F-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-200c-3u4.fmd
s = FlightModels/FW-200C-3U4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ho-229.fmd
s = FlightModels/Ho-229.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he45.fmd
s = FlightModels/He45.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he51c.fmd
s = FlightModels/He51C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111p2.fmd
s = FlightModels/He-111P2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-2.fmd
s = FlightModels/He-111H-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-6.fmd
s = FlightModels/He-111H-6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-12.fmd
s = FlightModels/He-111H-12.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-21.fmd
s = FlightModels/He-111H-21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111z.fmd
s = FlightModels/He-111Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162a-2.fmd
s = FlightModels/He-162A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162c.fmd
s = FlightModels/He-162C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162b.fmd
s = FlightModels/He-162B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-219.fmd
s = FlightModels/He-219.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-lercheiiib2.fmd
s = FlightModels/He-LercheIIIB2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs123.fmd
s = FlightModels/HS123.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs-129b-2.fmd
s = FlightModels/Hs-129B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs-129b-3.fmd
s = FlightModels/Hs-129B-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-52_3mg4e.fmd
s = FlightModels/Ju-52_3mg4e.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-52_3mg5e.fmd
s = FlightModels/Ju-52_3mg5e.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87b-1.fmd
s = FlightModels/Ju-87B-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87b-2m.fmd
s = FlightModels/Ju-87B-2m.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-3j.fmd
s = FlightModels/Ju-87D-3j.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-5j.fmd
s = FlightModels/Ju-87D-5j.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-7.fmd
s = FlightModels/Ju-87D-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-8.fmd
s = FlightModels/Ju-87D-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-1j.fmd
s = FlightModels/Ju-87G-1j.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-2.fmd
s = FlightModels/Ju-87G-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87c.fmd
s = FlightModels/Ju-87C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4.fmd
s = FlightModels/Ju-88A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4mistel.fmd
s = FlightModels/Ju-88A-4Mistel.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-17.fmd
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s = FlightModels/La-7R.fmd
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s1 = flightmodels/li-2.fmd
s = FlightModels/Li-2.fmd
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s1 = flightmodels/mbr-2-am-34.fmd
s = FlightModels/MBR-2-AM-34.fmd
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s = FlightModels/MiG-3.fmd
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s1 = flightmodels/mig-9.fmd
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s1 = flightmodels/pe-2series1.fmd
s = FlightModels/Pe-2series1.fmd
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s = FlightModels/Pe-2series32.fmd
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s1 = flightmodels/pe-2series84.fmd
s = FlightModels/Pe-2series84.fmd
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s1 = flightmodels/pe-2series110.fmd
s = FlightModels/Pe-2series110.fmd
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s = FlightModels/R-10.fmd
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s = FlightModels/SB-2M-103.fmd
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s1 = flightmodels/su-2.fmd
s = FlightModels/Su-2.fmd
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s1 = flightmodels/tb-3-4m-17.fmd
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s1 = flightmodels/tu-2s.fmd
s = FlightModels/Tu-2S.fmd
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sFMDir = gui/game/buttons
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s = FlightModels/B-29.fmd
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m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m7_model62.fmd
s = FlightModels/A6M7_Model62.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m7_model63.fmd
s = FlightModels/A6M7_Model63.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b5n2.fmd
s = FlightModels/B5N2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b6n2.fmd
s = FlightModels/B6N2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/d3a1.fmd
s = FlightModels/D3A1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/d3a2.fmd
s = FlightModels/D3A2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g4m1-11.fmd
s = FlightModels/G4M1-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/h8k1.fmd
s = FlightModels/H8K1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/j2m3_mod.fmd
s = FlightModels/J2M3_mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/j2m5_mod.fmd
s = FlightModels/J2M5_mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-21-i.fmd
s = FlightModels/Ki-21-I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-21-ii.fmd
s = FlightModels/Ki-21-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-27.fmd
s = FlightModels/Ki-27.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-ia.fmd
s = FlightModels/Ki-43-Ia.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-ii.fmd
s = FlightModels/Ki-43-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-iii.fmd
s = FlightModels/Ki-43-III.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-44-iiko.fmd
s = FlightModels/Ki-44-IIko.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-46-iiikai.fmd
s = FlightModels/Ki-46-IIIKai.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-46-iiirecce.fmd
s = FlightModels/Ki-46-IIIRecce.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-iko.fmd
s = FlightModels/Ki-61-IKo.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-ihei.fmd
s = FlightModels/Ki-61-IHei.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-iotsu.fmd
s = FlightModels/Ki-61-IOtsu.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-84-ia.fmd
s = FlightModels/Ki-84-Ia.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-100-i.fmd
s = FlightModels/Ki-100-I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mxy-7-11.fmd
s = FlightModels/MXY-7-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1k1-j.fmd
s = FlightModels/N1K1-J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1ks.fmd
s = FlightModels/N1Ks.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1k2-ja_mod.fmd
s = FlightModels/N1K2-Ja_mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1k3-a.fmd
s = FlightModels/N1K3-A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cr32.fmd
s = FlightModels/CR32.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cr42.fmd
s = FlightModels/CR42.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g50.fmd
s = FlightModels/G50.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-55.fmd
s = FlightModels/G-55.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-55-late.fmd
s = FlightModels/G-55-late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-55_ss0.fmd
s = FlightModels/G-55_ss0.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-55_ss0-late.fmd
s = FlightModels/G-55_ss0-late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mc-200.fmd
s = FlightModels/MC-200.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mc-202.fmd
s = FlightModels/MC-202.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mc-205.fmd
s = FlightModels/MC-205.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/re-2000.fmd
s = FlightModels/RE-2000.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cantz1007.fmd
s = FlightModels/CantZ1007.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sm79.fmd
s = FlightModels/SM79.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/aviab-534.fmd
s = FlightModels/AviaB-534.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkerg1.fmd
s = FlightModels/FokkerG1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkerdk.fmd
s = FlightModels/FokkerDK.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkerdu.fmd
s = FlightModels/FokkerDU.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers3early.fmd
s = FlightModels/FokkerS3Early.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers3late.fmd
s = FlightModels/FokkerS3LATE.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers4.fmd
s = FlightModels/FokkerS4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/r-xiiid.fmd
s = FlightModels/R-XIIID.fmd
m_lastFMFile
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 06, 2013, 03:36:49 AM
... well first thing is your log.lst is only partial, and the most "speaking" part is missing, that is the last third of it ...  :-[

You should repost a log with all the "FM"(sFMDir = gui/game/buttons) parts deleted and also all your "House" errors deleted as they take a lot of space ...

You will know that your log is complete when you see that line :

-------------- END log session -------------


Then it looks like you are not running the game in "perfect mode" :

"WARNING: 'Perfect' Mode required pixels shaders
WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers."
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: c_jephcott on September 06, 2013, 03:40:03 AM
Mick,

I'm trying to post the entire thing, and it's not letting me!! I've just tried to use code for it - if you could give a couple of minutes, I might be able to do something about that!!!

Many thanks,

Chris
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: c_jephcott on September 06, 2013, 03:43:39 AM
[06.09.2013 9:11:00] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: Intel
  Render: Intel(R) HD Graphics
  Version: 2.1.0 - Build 8.15.10.2622
  Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_ARB_framebuffer_object GL_EXT_texture_array GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_draw_elements_base_vertex GL_EXT_gpu_program_parameters GL_ARB_compatibility GL_ARB_vertex_array_object
Size: 1024x768
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...


Maximum texture size : 8192
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: 'Perfect' Mode required pixels shaders
WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Loading mission Records/Intro 04 Ed.trk...
Loaded camouflage: PACIFIC
Loading map.ini defined airfields:
Load bridges
Load static objects
sFMDir = gui/game/buttons
s1 = flightmodels/pw_r-1830_series.emd
s = FlightModels/PW_R-1830_Series.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sakae.emd
s = FlightModels/Sakae.emd
m_lastFMFile = gui/game/buttons
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
SectFile load failed: null
java.io.FileNotFoundException
   at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
   at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
   at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
   at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
   at com.maddox.rts.SectFile.<init>(SectFile.java:108)
   at com.maddox.rts.SectFile.<init>(SectFile.java:68)
   at com.maddox.il2.gui.GUIBWDemoPlay.gameBegin(GUIBWDemoPlay.java:305)
   at com.maddox.il2.gui.GUIBWDemoPlay.gameBeginNet(GUIBWDemoPlay.java:272)
   at com.maddox.il2.gui.GUIBWDemoPlay.access$1200(GUIBWDemoPlay.java:22)
   at com.maddox.il2.gui.GUIBWDemoPlay$MissionListener.netMissionState(GUIBWDemoPlay.java:201)
   at com.maddox.il2.game.Mission.netInput(Mission.java:2770)
   at com.maddox.il2.game.Mission.access$300(Mission.java:129)
   at com.maddox.il2.game.Mission$NetMissionObj.netInput(Mission.java:2884)
   at com.maddox.rts.NetObj.msgNet(NetObj.java:375)
   at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:56)
   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:180)
   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:437)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Time overflow (1347): speed 0.5244755
Loading mission single/gb/BoverB/Hurricane_17.mis...
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
Load bridges
Load static objects
sFMDir = gui/game/buttons
s1 = flightmodels/rolls-royce-merlin.emd
s = FlightModels/Rolls-Royce-Merlin.emd
m_lastFMFile = gui/game/buttons
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkIIb/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkIIb/Default' size: 0 != 512 | 1024
Mission: single/gb/BoverB/Hurricane_17.mis is Playing
Speaker config restored.
Audio finished.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

[06.09.2013 9:13:27] -------------- END log session -------------

That's a bit better I hope!! Sorry about that, being quite new to all this, I'm still making many mistakes - and wasn't expecting an answer quite so quickly!!!

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 06, 2013, 03:44:57 AM
... you can't, and won't be able to post your entire log.lst because there is a forum limit ...  ;)

Anyway, in most cases the interesting part of a log lies near the end ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: c_jephcott on September 06, 2013, 03:48:32 AM
Typical!! Makes perfect sense though, and I can understand why there is such a limit!

It might be that I can't run the game in perfect mode then as my graphics card won't support it?

I remember a user saying that if they pressed a certain combination of keys in flyby mode, it worked perfectly. But only as long as the keys were pressed. This worked for me too, although I can't remember what it actually was!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 06, 2013, 03:50:42 AM
... well I ain't no log.lst specialist, the only prob I can see that would explain why you can't have UV3 is that you are not running the game in "perfect mode", this is rather weird that UV3 needs it since it is a sound mod, but previous guys who had such probs fixed them by turning their game into the "perfect mode" ...

Another thing could be your onboard sound chip drivers not being updated (unless you have a proper sound card ...) ...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: c_jephcott on September 06, 2013, 03:57:37 AM
Mick, thank you very much. I don't know if I'll be able to get perfect mode using my setup! So it might be lost on this...

However, I've also got my jsgme here, could anything be amiss here by any chance?

(http://i7.photobucket.com/albums/y269/c_jephcott/jsgme_zps3ab46c0c.jpg) (http://s7.photobucket.com/user/c_jephcott/media/jsgme_zps3ab46c0c.jpg.html)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 06, 2013, 04:05:52 AM
... I can't see why you wouldn't be able to use "perfect mode", may be the word "perfect" is misleading, but in fact you only need to run the game in OpenGL instead of DirectX to get the "perfect mode" (see graphics settings section of the game)

One thing I am not sure of is if UV3 works with DBW1.71 ...  :-[

May be you should try The Full Monty pack, which is based upon DBW and includes UV3 ...  ;)

http://www.sas1946.com/main/index.php/topic,35424.0.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 06, 2013, 04:07:16 AM
... sorry, forgot to comment your JSGME screen, the thing is I don't use JSGME and besides your screenie is blurred so I can't read it ...  :'(
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: c_jephcott on September 06, 2013, 04:10:32 AM
hahaha. Not having a very good day of this am I?  :D Hopefully this is better!

(http://i7.photobucket.com/albums/y269/c_jephcott/jsgme_zpsd633c302.jpg) (http://s7.photobucket.com/user/c_jephcott/media/jsgme_zpsd633c302.jpg.html)

And on my way to download the Full Monty pack right now!! Thanks for the pointer, something has got to work somehow!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Paulo Hirth on September 06, 2013, 06:32:33 AM
... I can't see why you wouldn't be able to use "perfect mode", may be the word "perfect" is misleading, but in fact you only need to run the game in OpenGL instead of DirectX to get the "perfect mode" (see graphics settings section of the game)

One thing I am not sure of is if UV3 works with DBW1.71 ...  :-[

May be you should try The Full Monty pack, which is based upon DBW and includes UV3 ...  ;)

http://www.sas1946.com/main/index.php/topic,35424.0.html

Hi Mick! I have it working perfect in my DBW171.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 06, 2013, 06:40:09 AM
... THX Paulo, I'll remember your reply ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: too-cool on September 06, 2013, 04:22:21 PM
Mick do you know of anyone who's gotten Tigers 33's sound mod v3 (UV3) to work in 412.1m? Thanks TC
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: flightdok74 on September 06, 2013, 10:16:50 PM
Yes Too-cool, I have it working in v. 4.12.1m with Modact 5.22......just put Tigersounds 1 and 2 sfs. into the SFS_Auto file of Modact 5.22 and put the Tigers UV3 folder into the #SAS folder......make sure the UV3 folder loads first in your #SAS folder and you delete the buttons file in the UV3 GUI folder and set your textures to "perfect Textures" in the video mode section of your game.......:)......
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: too-cool on September 07, 2013, 05:47:55 PM
Thanks for the fast reply.  TC
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on September 13, 2013, 04:08:02 PM
Is there a simple way to substitute gun sounds from one plane to another?  I like flying the bf110s, but the machine gun sounds like a snare drum in a marching band.

Anyone?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 13, 2013, 11:40:27 PM
... why don't you try CWMV's weapons sounds ...?

http://www.sas1946.com/main/index.php/topic,30267.0.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: RDDR Hangar19 on September 14, 2013, 02:45:21 PM
  Some of the info on Tiger I'm afraid just isn't so. Perhaps I might be able to help you
 I'll be backi....Hey Mick  got yer massage :D :De
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Freelansir on September 19, 2013, 11:23:57 AM
Me and my friends have been using your sound mod since the beginning and thoroughly enjoying them.

But the other night as we were chatting away someone mentioned that he didn't hear the "loud clang" of bullet hits to the fuselage anymore.

It was a moment of "gosh, you're right". We all agreed that we couldn't hear them (tested on shooting each other  ;D) and missed their sound.

Is it just us or are the "bullet hits" sounds absent ?

We are using HSFX 6.017.

Thanks,

Freelansir
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on September 19, 2013, 12:51:20 PM

... well this isn't "my" soundmod by any means (... unfortunately ...  :'() it is Tiger's ...  ;)

Since I don't use HSFX, the only piece of advice I can give you is to post your request where your version of the game is supported, here:

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&postdays=0&postorder=asc&start=0

If you get a reply and a fix, please post them here too ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on September 19, 2013, 02:08:53 PM
I use 6.17, and I agree that those sounds are not present in my game either. I use the same one Mick linked.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Freelansir on September 19, 2013, 08:34:54 PM

... well this isn't "my" soundmod by any means (... unfortunately ...  :'() it is Tiger's ...  ;)

Since I don't use HSFX, the only piece of advice I can give you is to post your request where your version of the game is supported, here:

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&postdays=0&postorder=asc&start=0

If you get a reply and a fix, please post them here too ...  ;)

Okay Mick, posted as suggested at http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&postdays=0&postorder=asc&start=60&sid=dfa952f095167cecfc48dee79b48a0a3

I hope to get a response.  It should be a simple item to add but then again it might be complex.

Fingers crossed  :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Atoka220 on October 03, 2013, 06:38:20 AM
Hi folks!
My sfs package isn't working only the jsgme package.
I have put it in my root il-2 folder. What can i do?  ???

(http://kepfeltoltes.hu/131003/tiger_www.kepfeltoltes.hu_.jpg)

4.11.1 HSFX6
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on October 03, 2013, 10:32:45 AM
C:\Program Files not good idea !

[EDIT]
3do folder in folder Main ? Not good idea ! Very not good !
It seems to me that the HSFX use MODS folder to place the external mods (with an intermediate file).

ex :
IL-2 Sturmovik 1946\MODS\External_Mod_PlaneorOthers\3do\...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Atoka220 on October 03, 2013, 01:04:45 PM
So for example:

Il-2 sturmovik 1946/MODS/UV3/3do?

I really don't know how did that folder got there :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on October 03, 2013, 01:15:04 PM
... there is a 3Do folder in UV3, that has nothing to do with sounds but is related with the engine blue flame effect ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Atoka220 on October 03, 2013, 01:21:33 PM
Ok! 1 question:
Where can i put the sfs files? I have read readme and it says: Put the sfs files to your root il-2 folder. I think...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on October 03, 2013, 01:46:19 PM
Where can i put the sfs files?
Facile !
With all others SFS files !
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Atoka220 on October 04, 2013, 06:25:33 AM
Ok problem solved  :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: CWMV on October 14, 2013, 03:31:05 AM
Mick, out of curiosity is there a plan for an HSFX 7 release or has tiger stopped development with version 6?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on October 14, 2013, 04:40:05 AM
... sorry mate, I have no idea, and no contact with Tiger, and it looks like the dedicated thread at HSFX is rather "sleepy" ...  :'(

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&postdays=0&postorder=asc&start=60&sid=05794204a1b6b5ad4fa5df73d1efcaaa
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: marcost on October 18, 2013, 01:54:30 PM
Hi all,

I hope Tiger doesn't mind but I fixed the 'no hits sounds from bullets in cockpit' mentioned a few posts previously. Looks like one of Tiger's original .prs files was corrupted. Here is a fixed version to hear the sounds, hopefully as Tiger intended  :)

And they do sound good too, now I can enjoy getting shot down again  ;D

Put this corrected  .prs in the presets/sounds folder of Tiger's mod

http://www.mediafire.com/?a7jm6r4s04uxm5b

Regards,

M
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on October 19, 2013, 04:09:00 PM
Many THX Marcost, since I never had that bug I had no idea how to fix it ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on October 20, 2013, 08:12:51 AM
Thanks Marcost.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: marcost on October 21, 2013, 02:16:35 PM
Thanks Mick and Bravo, you are welcome
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: too-cool on October 21, 2013, 05:19:47 PM
By chance have you gotten tiger 33 sound to work in HSFX 7 ?  TC
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on October 22, 2013, 01:34:38 AM
... sorry I don't have any idea, if ever Tiger stopped updating UV3 (which I am not sure of) I am sure Charlie Chap will see to it that UV3 be ported to HSFX 7 ...

Anyway, the first place where this much awaited update will be available is here :

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&postdays=0&postorder=asc&start=0
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: victor639514 on October 25, 2013, 09:56:59 AM
Is it possible that we can have the samples of all the sounds that this sound mod uses?

I would love to hear them on their own.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on October 25, 2013, 10:41:41 AM
... then you'd have to extract them from their SFS format using an SFS extractor, there is one here :

http://www.sas1946.com/main/index.php/topic,16581.0.html
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on November 01, 2013, 09:16:53 PM
Is it possible to adjust the timing of the delay?  It never seems to quite match when the plane actually flies by..
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: bomberkiller on November 02, 2013, 09:51:48 AM
Hello rhinofilms,

change your settings in the "conf.ini":

[HookViewFly Config]
timeFirstStep=4
deltaZ=5.0

For me this settings are right.
But you will try different settings maybe...

Gerhard
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: md11spotter98 on November 03, 2013, 06:36:06 PM
I have this issue when I use this soundpack with Battle Sounds... With this mod disabled, the bomb explosions from Battle Sounds are nice and loud both inside and outside. With this mod enabled though, I can still hear the explosions outside, but they are very quiet inside (different sound). Is there any way to change this so I hear the explosions inside?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on November 03, 2013, 11:16:26 PM
Hello rhinofilms,

change your settings in the "conf.ini":

[HookViewFly Config]
timeFirstStep=4
deltaZ=5.0

For me this settings are right.
But you will try different settings maybe...

Gerhard

Thanks bomberkiller.  Played with the values and it worked great.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 04, 2013, 12:09:46 AM
I have this issue when I use this soundpack with Battle Sounds... With this mod disabled, the bomb explosions from Battle Sounds are nice and loud both inside and outside. With this mod enabled though, I can still hear the explosions outside, but they are very quiet inside (different sound). Is there any way to change this so I hear the explosions inside?

... in real life, from inside your closed cockpit, and with the engine(s) running, the outside explosions will be very muffled, and that's what Tiger has rendered...  ;)

Same thing with the inside/outside cockpit engine sounds ...  :)

You want to get deaf from the sound of explosions or what ...??  :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on November 04, 2013, 04:09:04 AM
I have this issue when I use this soundpack with Battle Sounds... With this mod disabled, the bomb explosions from Battle Sounds are nice and loud both inside and outside. With this mod enabled though, I can still hear the explosions outside, but they are very quiet inside (different sound). Is there any way to change this so I hear the explosions inside?

... in real life, from inside your closed cockpit, and with the engine(s) running, the outside explosions will be very muffled, and that's what Tiger has rendered...  ;)

Same thing with the inside/outside cockpit engine sounds ...  :)

You want to get deaf from the sound of explosions or what ...??  :D
Un véritable régal pour les yeux ce genre de demande !  :D
J'espère qu'ils vont la conserver pour le "zapping" !  ;D 8)
Il est vrai que dans "Red Baron I" on avait le même son partout... même après avoir arrêter le jeu !
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: md11spotter98 on November 04, 2013, 02:06:39 PM
I have this issue when I use this soundpack with Battle Sounds... With this mod disabled, the bomb explosions from Battle Sounds are nice and loud both inside and outside. With this mod enabled though, I can still hear the explosions outside, but they are very quiet inside (different sound). Is there any way to change this so I hear the explosions inside?

... in real life, from inside your closed cockpit, and with the engine(s) running, the outside explosions will be very muffled, and that's what Tiger has rendered...  ;)

Same thing with the inside/outside cockpit engine sounds ...  :)

You want to get deaf from the sound of explosions or what ...??  :D

For the most part, I guess the sounds would be muffled... Ok. ;D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 04, 2013, 11:46:20 PM
... but if you fly an open cockpit plane, or if you are in your plane on the ground with the cockpit open (after landing or before take off for ex) and that your base is attacked by the ennemy, you'll hear the sound of bombs/rockets explosions ...!! trust me ...  ;)

Also if you fly very low and that a plane that you've just shot down exploses on the ground, you'll hear it, and if you fly amidst Flak and that a shell explodes near you you'll hear that too ...  :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: md11spotter98 on November 06, 2013, 02:09:02 PM
Yeah, I noticed that... I love how the sound changes when you open the canopy.. :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Cristy on November 10, 2013, 05:24:58 AM
Hi guys i have a problem maybe someone can help me.. It is my 3rd time when i am trying Uv 3 but his time i am trying to use also HSFX 7.0 but i got a problem i added the Uv 3 and the game crashes. My question here does Uv 3 work with his own effects work on HSFx 7.0 with il-2 4.12 or i just a waste of time trying. Please reply anyone who knows a fix or atleast who have been in the same situation:D Thx SAS Rulez
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 10, 2013, 06:00:01 AM
... the best place to ask your question is here ...  ;)

http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&postdays=0&postorder=asc&start=60
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Telmo on November 16, 2013, 03:32:12 AM
Hi guys. I'm back in IL-2 !! I see that a lot of airplanes was released in my absence. It's very nice :) I hope everyone is well !

I have a question. Since I have installed the 1.3 version of Jet Era to use the Mig 21, the sound of the Tiger 33's Ultimate Sound mod don't work. Now I have the basic sound of the game ... :( And it's the same for the blue flames of my engines.

I someone can help me, I thank him a lot !!!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 16, 2013, 03:41:42 AM
... salut Telmo,

Pour le Jet Era je ne sais pas car je n'utilise aucun mod de jets, pour les flammes bleues elles se trouvent dans le dossier 3D de l'UV3, mais le mieux et de loin pour qu'on puisse éventuellement de venir en aide c'est que tu postes ton log.lst ...

Voir ici si tu n'as pas déjà ce mod :

http://www.sas1946.com/main/index.php/topic,13457.0.html

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722

@ +  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Telmo on November 16, 2013, 04:07:05 AM
Salut Mike, merci pour ta réponse super rapide !!!! J'espère que tu y trouveras quelque chose d'utile !! Car revenir avec les sons de base du jeu, oh mon Dieu !!

Thanks a lot !!

Quote
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Size: 1600x900
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
DirectX Joystick NOT created: DirectX joystick driver: device not attached

*** Looking for Advanced CPU Instructions...
  • PentiumPro
  • Multimedia (MMX)
  • 3D (SSE)
  • 3D (SSE2)
  • [-] 3D (3DNow)
    ColourBits 32, ABits 8, ZBits 24

    *** Looking for Render API Extensions ...
    [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
    [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
    [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
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  • 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
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  • 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.


Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
FM called 'FlightModels/AlbatrosD3.fmd:AlbatrosD3' is being loaded from File: 'albatrosd3'
FM called 'FlightModels/Do-335A-6.fmd:DO_335' is being loaded from File: 'do_335'
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FM called 'FlightModels/Me-209-II.fmd:ME209II' is being loaded from File: 'me209ii'
FM called 'FlightModels/Me-262C-1a.fmd:Me-262C' is being loaded from File: 'me-262c'
FM called 'FlightModels/Me-262C-3a.fmd:Me-262C' is being loaded from File: 'me-262c'
FM called 'FlightModels/Me-262SB1a.fmd:Me-262SB' is being loaded from File: 'me-262sb'
FM called 'FlightModels/Me-323.fmd:323' is being loaded from File: '323'
FM called 'FlightModels/SeafireXVII.fmd:Seafire17_FM' is being loaded from File: 'seafire17_fm'
FM called 'FlightModels/Spitfire-MK14-CRP.fmd:SpitMK14CRP_FM' is being loaded from File: 'spitmk14crp_fm'
FM called 'FlightModels/F8F-2.fmd:URA' is being loaded from File: 'ura'
FM called 'FlightModels/RareBear.fmd:URA' is being loaded from File: 'ura'
FM called 'FlightModels/F2G.fmd:URA' is being loaded from File: 'ura'
FM called 'FlightModels/XFV.fmd:XFV_FM' is being loaded from File: 'xfv_fm'
FM called 'FlightModels/OV10.fmd:OV_10' is being loaded from File: 'ov_10'
FM called 'FlightModels/OV1.fmd:OV1' is being loaded from File: 'ov1'
FM called 'FlightModels/P_36A.fmd:P_36A_FM' is being loaded from File: 'p_36a_fm'
FM called 'FlightModels/P-47C-5.fmd:P-47C-5_FM' is being loaded from File: 'p-47c-5_fm'
FM called 'FlightModels/P-47N15.fmd:P47N_FM' is being loaded from File: 'p47n_fm'
FM called 'FlightModels/A7M2.fmd:A7M2_FM' is being loaded from File: 'a7m2_fm'
FM called 'FlightModels/J4M2.fmd:J4M2_FM' is being loaded from File: 'j4m2_fm'
FM called 'FlightModels/J7W1mod.fmd:J7W1mod_FM' is being loaded from File: 'j7w1mod_fm'
FM called 'FlightModels/J7W1_II.fmd:J7W1_II_FM' is being loaded from File: 'j7w1_ii_fm'
FM called 'FlightModels/J7W2.fmd:J7W2_FM' is being loaded from File: 'j7w2_fm'
FM called 'FlightModels/J7M3.fmd:J7M3_FM' is being loaded from File: 'j7m3_fm'
FM called 'FlightModels/Ki67-I.fmd:Ki67-I_FM' is being loaded from File: 'ki67-i_fm'
FM called 'FlightModels/M6A1.fmd:M6A1_FM' is being loaded from File: 'm6a1_fm'
FM called 'FlightModels/CaudronCR714.fmd:gui/game/CaudronCR714_FM' is being loaded from File: 'gui/game/caudroncr714_fm'
FM called 'FlightModels/D520.fmd:D520' is being loaded from File: 'd520'
FM called 'FlightModels/H_75A1.fmd:H_75A1_FM' is being loaded from File: 'h_75a1_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MB-152.fmd:MB152' is being loaded from File: 'mb152'
FM called 'FlightModels/VG-33.fmd:VG-33_FM' is being loaded from File: 'vg-33_fm'
FM called 'FlightModels/Huey.fmd:Huey_FM' is being loaded from File: 'huey_fm'
FM called 'FlightModels/AH1.fmd:AH1FM' is being loaded from File: 'ah1fm'
FM called 'FlightModels/AH1AI.fmd:AH1FM' is being loaded from File: 'ah1fm'
FM called 'FlightModels/A7A.fmd:A7_FM' is being loaded from File: 'a7_fm'
FM called 'FlightModels/A7B.fmd:A7_FM' is being loaded from File: 'a7_fm'
FM called 'FlightModels/A7D_E.fmd:A7_FM' is being loaded from File: 'a7_fm'
FM called 'FlightModels/A7D_E.fmd:A7_FM' is being loaded from File: 'a7_fm'
FM called 'FlightModels/F9F6.fmd:Cougars' is being loaded from File: 'cougars'
FM called 'FlightModels/F9F8.fmd:Cougars' is being loaded from File: 'cougars'
FM called 'FlightModels/F9F8T.fmd:Cougars' is being loaded from File: 'cougars'
FM called 'FlightModels/TF9J.fmd:TF9J_FM' is being loaded from File: 'tf9j_fm'
FM called 'FlightModels/F-86C.fmd:F-86C' is being loaded from File: 'f-86c'
FM called 'FlightModels/F-100D.fmd:F100D' is being loaded from File: 'f100d'
FM called 'FlightModels/F4B.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4D.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4E.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4J.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F8A.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
FM called 'FlightModels/F8E.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
FM called 'FlightModels/RF8A.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
FM called 'FlightModels/FFR-41MR.fmd:FAF' is being loaded from File: 'faf'
FM called 'FlightModels/Go229-1956.fmd:Go229-1956_FM' is being loaded from File: 'go229-1956_fm'
FM called 'FlightModels/Go229-1966.fmd:Go229-1966_FM' is being loaded from File: 'go229-1966_fm'
FM called 'FlightModels/JB.fmd:J_B' is being loaded from File: 'j_b'
FM called 'FlightModels/L-39C.fmd:L39' is being loaded from File: 'l39'
FM called 'FlightModels/L-39A.fmd:L39A' is being loaded from File: 'l39a'
FM called 'FlightModels/L-39C.fmd:L39C' is being loaded from File: 'l39c'
FM called 'FlightModels/L-159F.fmd:L159F' is being loaded from File: 'l159f'
FM called 'FlightModels/L-159G.fmd:L159G' is being loaded from File: 'l159g'
FM called 'FlightModels/L-39N.fmd:L39N' is being loaded from File: 'l39n'
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MiG-15UTI.fmd:UTI' is being loaded from File: 'uti'
FM called 'FlightModels/Mig-19.fmd:MIG19' is being loaded from File: 'mig19'
FM called 'FlightModels/MiG-21PF.fmd:MIG21' is being loaded from File: 'mig21'
FM called 'FlightModels/MiG-21PFM.fmd:MIG21' is being loaded from File: 'mig21'
FM called 'FlightModels/MiG-21FL.fmd:MIG21' is being loaded from File: 'mig21'
FM called 'FlightModels/AlbatrosD3.fmd:AlbatrosD3' is being loaded from File: 'albatrosd3'
FM called 'FlightModels/Do-335A-6.fmd:DO_335' is being loaded from File: 'do_335'
FM called 'FlightModels/He-280.fmd:HE280_FM' is being loaded from File: 'he280_fm'
FM called 'FlightModels/Me-209-II.fmd:ME209II' is being loaded from File: 'me209ii'
FM called 'FlightModels/Me-262C-1a.fmd:Me-262C' is being loaded from File: 'me-262c'
FM called 'FlightModels/Me-262C-3a.fmd:Me-262C' is being loaded from File: 'me-262c'
FM called 'FlightModels/Me-262SB1a.fmd:Me-262SB' is being loaded from File: 'me-262sb'
FM called 'FlightModels/Me-323.fmd:323' is being loaded from File: '323'
FM called 'FlightModels/SeafireXVII.fmd:Seafire17_FM' is being loaded from File: 'seafire17_fm'
FM called 'FlightModels/Spitfire-MK14-CRP.fmd:SpitMK14CRP_FM' is being loaded from File: 'spitmk14crp_fm'
FM called 'FlightModels/F8F-2.fmd:URA' is being loaded from File: 'ura'
FM called 'FlightModels/RareBear.fmd:URA' is being loaded from File: 'ura'
FM called 'FlightModels/F2G.fmd:URA' is being loaded from File: 'ura'
FM called 'FlightModels/XFV.fmd:XFV_FM' is being loaded from File: 'xfv_fm'
FM called 'FlightModels/OV10.fmd:OV_10' is being loaded from File: 'ov_10'
FM called 'FlightModels/OV1.fmd:OV1' is being loaded from File: 'ov1'
FM called 'FlightModels/P_36A.fmd:P_36A_FM' is being loaded from File: 'p_36a_fm'
FM called 'FlightModels/P-47C-5.fmd:P-47C-5_FM' is being loaded from File: 'p-47c-5_fm'
FM called 'FlightModels/P-47N15.fmd:P47N_FM' is being loaded from File: 'p47n_fm'
FM called 'FlightModels/A7M2.fmd:A7M2_FM' is being loaded from File: 'a7m2_fm'
FM called 'FlightModels/J4M2.fmd:J4M2_FM' is being loaded from File: 'j4m2_fm'
FM called 'FlightModels/J7W1mod.fmd:J7W1mod_FM' is being loaded from File: 'j7w1mod_fm'
FM called 'FlightModels/J7W1_II.fmd:J7W1_II_FM' is being loaded from File: 'j7w1_ii_fm'
FM called 'FlightModels/J7W2.fmd:J7W2_FM' is being loaded from File: 'j7w2_fm'
FM called 'FlightModels/J7M3.fmd:J7M3_FM' is being loaded from File: 'j7m3_fm'
FM called 'FlightModels/Ki67-I.fmd:Ki67-I_FM' is being loaded from File: 'ki67-i_fm'
FM called 'FlightModels/M6A1.fmd:M6A1_FM' is being loaded from File: 'm6a1_fm'
FM called 'FlightModels/CaudronCR714.fmd:gui/game/CaudronCR714_FM' is being loaded from File: 'gui/game/caudroncr714_fm'
FM called 'FlightModels/D520.fmd:D520' is being loaded from File: 'd520'
FM called 'FlightModels/H_75A1.fmd:H_75A1_FM' is being loaded from File: 'h_75a1_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MB-152.fmd:MB152' is being loaded from File: 'mb152'
FM called 'FlightModels/VG-33.fmd:VG-33_FM' is being loaded from File: 'vg-33_fm'
FM called 'FlightModels/Huey.fmd:Huey_FM' is being loaded from File: 'huey_fm'
FM called 'FlightModels/AH1.fmd:AH1FM' is being loaded from File: 'ah1fm'
FM called 'FlightModels/AH1AI.fmd:AH1FM' is being loaded from File: 'ah1fm'
FM called 'FlightModels/A7A.fmd:A7_FM' is being loaded from File: 'a7_fm'
FM called 'FlightModels/A7B.fmd:A7_FM' is being loaded from File: 'a7_fm'
FM called 'FlightModels/A7D_E.fmd:A7_FM' is being loaded from File: 'a7_fm'
FM called 'FlightModels/A7D_E.fmd:A7_FM' is being loaded from File: 'a7_fm'
FM called 'FlightModels/F9F6.fmd:Cougars' is being loaded from File: 'cougars'
FM called 'FlightModels/F9F8.fmd:Cougars' is being loaded from File: 'cougars'
FM called 'FlightModels/F9F8T.fmd:Cougars' is being loaded from File: 'cougars'
FM called 'FlightModels/TF9J.fmd:TF9J_FM' is being loaded from File: 'tf9j_fm'
FM called 'FlightModels/F-86C.fmd:F-86C' is being loaded from File: 'f-86c'
FM called 'FlightModels/F-100D.fmd:F100D' is being loaded from File: 'f100d'
FM called 'FlightModels/F4B.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4D.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4E.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4J.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F8A.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
FM called 'FlightModels/F8E.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
FM called 'FlightModels/RF8A.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
FM called 'FlightModels/FFR-41MR.fmd:FAF' is being loaded from File: 'faf'
FM called 'FlightModels/Go229-1956.fmd:Go229-1956_FM' is being loaded from File: 'go229-1956_fm'
FM called 'FlightModels/Go229-1966.fmd:Go229-1966_FM' is being loaded from File: 'go229-1966_fm'
FM called 'FlightModels/JB.fmd:J_B' is being loaded from File: 'j_b'
FM called 'FlightModels/L-39C.fmd:L39' is being loaded from File: 'l39'
FM called 'FlightModels/L-39A.fmd:L39A' is being loaded from File: 'l39a'
FM called 'FlightModels/L-39C.fmd:L39C' is being loaded from File: 'l39c'
FM called 'FlightModels/L-159F.fmd:L159F' is being loaded from File: 'l159f'
FM called 'FlightModels/L-159G.fmd:L159G' is being loaded from File: 'l159g'
FM called 'FlightModels/L-39N.fmd:L39N' is being loaded from File: 'l39n'
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MiG-15UTI.fmd:UTI' is being loaded from File: 'uti'
FM called 'FlightModels/Mig-19.fmd:MIG19' is being loaded from File: 'mig19'
FM called 'FlightModels/MiG-21PF.fmd:MIG21' is being loaded from File: 'mig21'
FM called 'FlightModels/MiG-21PFM.fmd:MIG21' is being loaded from File: 'mig21'
FM called 'FlightModels/MiG-21FL.fmd:MIG21' is being loaded from File: 'mig21'
FM called 'FlightModels/AlbatrosD3.fmd:AlbatrosD3' is being loaded from File: 'albatrosd3'
FM called 'FlightModels/Do-335A-6.fmd:DO_335' is being loaded from File: 'do_335'
FM called 'FlightModels/He-280.fmd:HE280_FM' is being loaded from File: 'he280_fm'
FM called 'FlightModels/Me-209-II.fmd:ME209II' is being loaded from File: 'me209ii'
FM called 'FlightModels/Me-262C-1a.fmd:Me-262C' is being loaded from File: 'me-262c'
FM called 'FlightModels/Me-262C-3a.fmd:Me-262C' is being loaded from File: 'me-262c'
FM called 'FlightModels/Me-262SB1a.fmd:Me-262SB' is being loaded from File: 'me-262sb'
FM called 'FlightModels/Me-323.fmd:323' is being loaded from File: '323'
FM called 'FlightModels/SeafireXVII.fmd:Seafire17_FM' is being loaded from File: 'seafire17_fm'
FM called 'FlightModels/Spitfire-MK14-CRP.fmd:SpitMK14CRP_FM' is being loaded from File: 'spitmk14crp_fm'
FM called 'FlightModels/F8F-2.fmd:URA' is being loaded from File: 'ura'
FM called 'FlightModels/RareBear.fmd:URA' is being loaded from File: 'ura'
FM called 'FlightModels/F2G.fmd:URA' is being loaded from File: 'ura'
FM called 'FlightModels/XFV.fmd:XFV_FM' is being loaded from File: 'xfv_fm'
FM called 'FlightModels/OV10.fmd:OV_10' is being loaded from File: 'ov_10'
FM called 'FlightModels/OV1.fmd:OV1' is being loaded from File: 'ov1'
FM called 'FlightModels/P_36A.fmd:P_36A_FM' is being loaded from File: 'p_36a_fm'
FM called 'FlightModels/P-47C-5.fmd:P-47C-5_FM' is being loaded from File: 'p-47c-5_fm'
FM called 'FlightModels/P-47N15.fmd:P47N_FM' is being loaded from File: 'p47n_fm'
FM called 'FlightModels/A7M2.fmd:A7M2_FM' is being loaded from File: 'a7m2_fm'
FM called 'FlightModels/J4M2.fmd:J4M2_FM' is being loaded from File: 'j4m2_fm'
FM called 'FlightModels/J7W1mod.fmd:J7W1mod_FM' is being loaded from File: 'j7w1mod_fm'
FM called 'FlightModels/J7W1_II.fmd:J7W1_II_FM' is being loaded from File: 'j7w1_ii_fm'
FM called 'FlightModels/J7W2.fmd:J7W2_FM' is being loaded from File: 'j7w2_fm'
FM called 'FlightModels/J7M3.fmd:J7M3_FM' is being loaded from File: 'j7m3_fm'
FM called 'FlightModels/Ki67-I.fmd:Ki67-I_FM' is being loaded from File: 'ki67-i_fm'
FM called 'FlightModels/M6A1.fmd:M6A1_FM' is being loaded from File: 'm6a1_fm'
FM called 'FlightModels/CaudronCR714.fmd:gui/game/CaudronCR714_FM' is being loaded from File: 'gui/game/caudroncr714_fm'
FM called 'FlightModels/D520.fmd:D520' is being loaded from File: 'd520'
FM called 'FlightModels/H_75A1.fmd:H_75A1_FM' is being loaded from File: 'h_75a1_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MB-152.fmd:MB152' is being loaded from File: 'mb152'
FM called 'FlightModels/VG-33.fmd:VG-33_FM' is being loaded from File: 'vg-33_fm'
FM called 'FlightModels/Huey.fmd:Huey_FM' is being loaded from File: 'huey_fm'
FM called 'FlightModels/AH1.fmd:AH1FM' is being loaded from File: 'ah1fm'
FM called 'FlightModels/AH1AI.fmd:AH1FM' is being loaded from File: 'ah1fm'
FM called 'FlightModels/A7A.fmd:A7_FM' is being loaded from File: 'a7_fm'
FM called 'FlightModels/A7B.fmd:A7_FM' is being loaded from File: 'a7_fm'
FM called 'FlightModels/A7D_E.fmd:A7_FM' is being loaded from File: 'a7_fm'
FM called 'FlightModels/A7D_E.fmd:A7_FM' is being loaded from File: 'a7_fm'
FM called 'FlightModels/F9F6.fmd:Cougars' is being loaded from File: 'cougars'
FM called 'FlightModels/F9F8.fmd:Cougars' is being loaded from File: 'cougars'
FM called 'FlightModels/F9F8T.fmd:Cougars' is being loaded from File: 'cougars'
FM called 'FlightModels/TF9J.fmd:TF9J_FM' is being loaded from File: 'tf9j_fm'
FM called 'FlightModels/F-86C.fmd:F-86C' is being loaded from File: 'f-86c'
FM called 'FlightModels/F-100D.fmd:F100D' is being loaded from File: 'f100d'
FM called 'FlightModels/F4B.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4D.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4E.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4J.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F8A.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
FM called 'FlightModels/F8E.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
FM called 'FlightModels/RF8A.fmd:F8A_FM' is being loaded from File: 'f8a_fm'
FM called 'FlightModels/FFR-41MR.fmd:FAF' is being loaded from File: 'faf'
FM called 'FlightModels/Go229-1956.fmd:Go229-1956_FM' is being loaded from File: 'go229-1956_fm'
FM called 'FlightModels/Go229-1966.fmd:Go229-1966_FM' is being loaded from File: 'go229-1966_fm'
FM called 'FlightModels/JB.fmd:J_B' is being loaded from File: 'j_b'
FM called 'FlightModels/L-39C.fmd:L39' is being loaded from File: 'l39'
FM called 'FlightModels/L-39A.fmd:L39A' is being loaded from File: 'l39a'
FM called 'FlightModels/L-39C.fmd:L39C' is being loaded from File: 'l39c'
FM called 'FlightModels/L-159F.fmd:L159F' is being loaded from File: 'l159f'
FM called 'FlightModels/L-159G.fmd:L159G' is being loaded from File: 'l159g'
FM called 'FlightModels/L-39N.fmd:L39N' is being loaded from File: 'l39n'
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MiG-15UTI.fmd:UTI' is being loaded from File: 'uti'
FM called 'FlightModels/Mig-19.fmd:MIG19' is being loaded from File: 'mig19'
FM called 'FlightModels/MiG-21PF.fmd:MIG21' is being loaded from File: 'mig21'
FM called 'FlightModels/MiG-21PFM.fmd:MIG21' is being loaded from File: 'mig21'
FM called 'FlightModels/MiG-21FL.fmd:MIG21' is being loaded from File: 'mig21'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Loading mission Quick/Kuban/KubanBlueNoneN00.mis...
Loaded camouflage: SUMMER
Month = 7 , Hour = 14
Temperature -     0m = 24.0 .
Temperature -  1000m = 17.51001 .
Temperature -  2000m = 11.019989 .
Temperature -  3000m = 4.529999 .
Temperature -  4000m = -1.9599915 .
Temperature -  5000m = -8.450012 .
Temperature -  6000m = -14.940002 .
Temperature -  7000m = -21.429993 .
Temperature -  8000m = -27.919998 .
Temperature -  9000m = -34.410004 .
Temperature - 10000m = -40.899994 .
Temperature - 11000m = -47.39 .
Temperature - 12000m = -53.880005 .
Loading map.ini defined airfields:
PBuffer: suitable formats: 44

Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 44

Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *701169768*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 16, 2013, 04:44:53 AM
... hélas ton log n'est pas complet, c'est dû au fait que le nombre de caractères est limité quand on utilise l' "insert code" ... et comme par hasard c'est très souvent dans le dernier tiers du log que les erreurs apparaissent ...

Peux tu poster le dernier tiers du log (en gros tout ce qui se passe après les FM), la dernière ligne devrait être " -------------- END log session ------------- ...  ;)

@ +
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Telmo on November 16, 2013, 05:49:00 AM
Quote
... hélas ton log n'est pas complet, c'est dû au fait que le nombre de caractères est limité quand on utilise l' "insert code" ... et comme par hasard c'est très souvent dans le dernier tiers du log que les erreurs apparaissent ...

Peux tu poster le dernier tiers du log (en gros tout ce qui se passe après les FM), la dernière ligne devrait être " -------------- END log session ------------- ...  ;)

@ +

Haaaaaaa flute j'avais pas remarqué !! Voilà la suite et la fin de mon log. J'espère que ça t'éclaircira un peu plus ;)


Quote
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Bf-109G-6/BF109G6_White_8_7Jg53.bmp s1=3DO/Plane/Bf-109G-6Early/summer s2=PaintSchemes/Cache/580317493488544155
Mission: Quick/Kuban/KubanBlueNoneN00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'AFN2_RED'
warning: no files : music/inflight
Time overflow (8777): speed 0.90771556
warning: no files : music/takeoff
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Pilots/Fio.BMP'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Pilot PaintSchemes/Pilots/Fio.BMP NOT loaded
Loading mission Quick/Kuban/KubanBlueNoneN00.mis...
Loaded camouflage: SUMMER
Month = 7 , Hour = 14
Temperature -     0m = 24.0 .
Temperature -  1000m = 17.51001 .
Temperature -  2000m = 11.019989 .
Temperature -  3000m = 4.529999 .
Temperature -  4000m = -1.9599915 .
Temperature -  5000m = -8.450012 .
Temperature -  6000m = -14.940002 .
Temperature -  7000m = -21.429993 .
Temperature -  8000m = -27.919998 .
Temperature -  9000m = -34.410004 .
Temperature - 10000m = -40.899994 .
Temperature - 11000m = -47.39 .
Temperature - 12000m = -53.880005 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 66,  Vert 621,  Ind 2283
WARNING: * Buf1 : Obj: 1205,  Vert 129328,  Ind 377133
WARNING: * Buf2 : Obj: 110,  Vert 53268,  Ind 95880
Load bridges
Load static objects
FM called 'FlightModels/J7W1_II.fmd:J7W1_II_FM' is being loaded from File: 'j7w1_ii_fm'
FM called 'FlightModels/Ne1946:J7W1_II_FM.emd' is being loaded from File: 'j7w1_ii_fm'
FM called 'FlightModels/J7W1_II.fmd:J7W1_II_FM' is being loaded from File: 'j7w1_ii_fm'
Mission: Quick/Kuban/KubanBlueNoneN00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'CanopyOpenRodL'
INTERNAL ERROR: HierMesh: Can't find chunk 'CanopyOpenRodR'
INTERNAL ERROR: HierMesh: Can't find chunk 'IgnitionSwitch'
INTERNAL ERROR: HierMesh: Can't find chunk 'GearHandleMan'
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapHandle'
INTERNAL ERROR: HierMesh: Can't find chunk 'TRigger'
INTERNAL ERROR: HierMesh: Can't find chunk 'MixLvr'
INTERNAL ERROR: HierMesh: Can't find chunk 'ChargerAutoLvr'
INTERNAL ERROR: HierMesh: Can't find chunk 'Pedal_L'
INTERNAL ERROR: HierMesh: Can't find chunk 'Pedal_R'
INTERNAL ERROR: HierMesh: Can't find chunk 'FLCSRod'
INTERNAL ERROR: HierMesh: Can't find chunk 'SW_UVLight'
INTERNAL ERROR: HierMesh: Can't find chunk 'NeedElevTrim'
INTERNAL ERROR: HierMesh: Can't find chunk 'NeedRuddrTrim'
INTERNAL ERROR: HierMesh: Can't find chunk 'NeedCompass_A'
INTERNAL ERROR: HierMesh: Can't find chunk 'NeedFuelPress'
INTERNAL ERROR: HierMesh: Can't find chunk 'NeedHour'
INTERNAL ERROR: HierMesh: Can't find chunk 'NeedMin'
INTERNAL ERROR: HierMesh: Can't find chunk 'NeedOilTemp'
INTERNAL ERROR: HierMesh: Can't find chunk 'NeedExternalT'
INTERNAL ERROR: HierMesh: Can't find chunk 'NeedDF'
INTERNAL ERROR: HierMesh: Can't find chunk 'FlareBoostRed'
INTERNAL ERROR: HierMesh: Can't find chunk 'FlareBoostGreen'
warning: no files : music/inflight
[16.11.2013 11:22:29] -------------- END log session -------------
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 16, 2013, 06:28:26 AM
... zut, aucune des erreurs listées n'a de rapport avec un souci avec l'UV3 ...!!  :'(

Tu es sûr que ce log est pris juste après que tu aies constaté ton bug ...??  ???
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 16, 2013, 06:33:37 AM
... ce que tu peux faire en revanche, histoire d'alléger le boulot de ta carte son (ou pire, ta puce son) c'est de changer cette ligne dans ton conf.ini:

[sound]
SoundUse=1
SoundEngine=1
Speakers=1
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=2
ObjectVolume=10
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=5
SoundMode=1
SamplingRate=2 remplace le 2 par >>>> 1
NumChannels=4

EDIT:

... et puis aussi étant donné que tout marchait bien avant que tu n'installes le mod "jet", assure toi que dans ton dossier MODS (ou quel que  soit son nom) l'UV3 se charge en premier, par ex en rajoutant un point d'exclamation à son nom ...

Comme ça:

Avant : UV3

Après: !UV3
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Telmo on November 16, 2013, 06:50:31 AM
Yeaaaaah tu es mon héro !!! La réponse était devant moi. En installant le dernier truc de Jet Era, ça m'avait fait installer un fichier qui s'appelait  "!SAS_Engine_Mod_4101m_v26 " et qui se chargeait avant l'UV3. Maintenant j'ai fais en sorte que l'UV3 se charge en premier et c'est repartit comme en 40 :D

Merci beaucoup de ton aide Mike !!!!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 16, 2013, 08:00:17 PM
Good news from old Bravo, the UV3 for HSFX 6.0 works in SAS ModAct 5.3, you just have to load it before the Engine Mod, "again", just like 4.11.1m...

Its working Dudes!!!!  I renamed my Folder  !#_UV3  and put the 2 SFS Files in your  SFS_AUTO  Folder. 8)

Awesome, Fly By Sounds are better than ever! Thank You Tiger!!!

DELETE THE BUTTONS FILE
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 16, 2013, 08:14:59 PM
(http://www.sas1946.com/images/imageshit/a/img801/9236/0lcd.jpg) (http://www.sas1946.com/images/imageshit/download/801/0lcd.jpg)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: SAS~Tom2 on November 16, 2013, 08:19:34 PM
A great, that's something I may try later today...
Cheerio

Thorsten
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 16, 2013, 08:21:42 PM
Download link to the one Im using    http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&postdays=0&postorder=asc&start=0

Thanks Mick, Good old Buddy!!!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: SAS~Tom2 on November 16, 2013, 08:35:03 PM
Cool, thanks for the link.
TBH I find the first post here atm pretty confusing with all the many sub-links and fixes.
 
Thorsten
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 16, 2013, 08:39:19 PM
Yes, it is very confusing, which Mod Pack are you wanting to put it in Thorst.?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: SAS~Tom2 on November 16, 2013, 08:47:34 PM
I wanna try it maybe in Mod Act 5.3...only the links on the 242 Squdr. post all give me loading errors.


Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 16, 2013, 08:53:16 PM
Hold on Thorst. I know of another "French" Site you can get it from
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 16, 2013, 09:01:09 PM
Another link to get Tiger's HSFX UV3 HSFX 6.0   http://www.derrierloisirs.fr/il2/bdd2012/

You just got to scroll and look for it though.

I just looked for a link there, its gone. Sorry.

Mick, do you have a good link for Tiger's HSFX 6.0 Version?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 16, 2013, 11:20:38 PM
... just here, at Dore's site, click on "History SFX" on the left column, and then everything you need is under "Modes pour HSFX" "Sons Tiger" ...  ;)

http://www.derrierloisirs.fr/il2/bdd2012/
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 16, 2013, 11:21:57 PM
Thanks Mick,~S~ Buddy!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Korrigan on November 17, 2013, 05:34:55 AM
Good news from old Bravo, the UV3 for HSFX 6.0 works in SAS ModAct 5.3, you just have to load it before the Engine Mod, "again", just like 4.11.1m...

Its working Dudes!!!!  I renamed my Folder  !#_UV3  and put the 2 SFS Files in your  SFS_AUTO  Folder. 8)

Awesome, Fly By Sounds are better than ever! Thank You Tiger!!!

DELETE THE BUTTONS FILE
Thanks Bigfoot, it works indeed but you have to delete the .rc file in the !#UV_3 folder as well  ;).
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: vegetarian on November 17, 2013, 06:31:52 AM
Works well so far, thanks Bravo and Korrigan.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: SAS~Tom2 on November 17, 2013, 06:33:20 AM
Thanks Bravo and Mick, will try it!
 :)
Bravo, by delete the buttons file, do you mean the one with the mod or with the optional Engine Mod FMs?

Thanks. :D

Thorsten

PS:
Korrigan, good to know, last night i tried the default HSFX6 version from HERE and had IIRC 5% crashes.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: SAS~Tom2 on November 17, 2013, 06:46:41 AM
PS:
Expert mode or normal mod, please?
I take it the normal mod is requested, since expert is for extras in HSFX buttons..

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: SAS~Tom2 on November 17, 2013, 07:46:02 AM
Worked nice!
As usual, first thing I do is get rid of the airbrake sound. ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 17, 2013, 07:52:27 AM
Thankls Korrigan I forgot to mention the .rc file.

Thorsten, Open  #UV3/gui/game/Buttons  <----Delete
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: SAS~Tom2 on November 17, 2013, 07:57:28 AM
Done.. ;)  :)

Cheerio

Thorsten
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: rhinofilms on November 17, 2013, 09:01:37 AM
... I have not heard of Tiger for months ...  :'(

... but since he said he would only support the HSFX version of UV3, which was based on 4.11 at the time, then may be he will make a 4.12 version, provided HSFX moves to 4.12 ...

Who knows ...??
Mick has anyone gotten this to work in 4.12.1? I mean all the sounds.  Thanks TC

Are there any updates on this? 4.12 is great, but I the lawnmower engine sounds are hard to go back to after using Tiger's UV3...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 17, 2013, 10:02:23 AM
... well since there is nothing regarding the adaptation of UV3 to 4.12 at HSFX site, and the only sound mod available at Dore's site for HSFX 7.0 is Jiver's one (contrary to HSFX6.0 which has a UV3 version), then I can only conclude that there is no such thing ...  :-[

(http://i55.photobucket.com/albums/g157/micksaf/DoreHSFX70_zps912f1271.jpg) (http://s55.photobucket.com/user/micksaf/media/DoreHSFX70_zps912f1271.jpg.html)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 17, 2013, 10:05:39 AM
Yes Mick, Im afraid the best way to get UV3 now, is on the First Page of this Thread..

How about @ C6?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 17, 2013, 11:33:38 AM
.... not sure, the topic hasn't been updated for long ...  :(

Some hope with the HSFX7.0 adaptation to UV3, C6-Dore wrote this on nov 3rd ...  :D

http://www.checksix-forums.com/viewtopic.php?f=307&t=183027&p=1386925&hilit=tiger_33#p1386925

Which translates like this:

"While waiting for Tiger sounds for HSFX7, you can greatly improve stock sounds with Jiver's ..."

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: AbortedMan on November 17, 2013, 11:37:53 AM
Is Bravo saying UV3 works with 4.12.2+ModAct 5.3? Following his instructions, I get no difference in sounds except for the respirator/breathing sound at altitude...no change in engine noise, very odd. Deleted the buttons and rc file that came with UV3, put sfs files in SFS_AUTO folder, used STD version of UV3...am I mistaken in thinking this works as it did with HSFX 6?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 17, 2013, 11:54:17 AM
No your not mistaken, I have it working in my SAS MA 5.3 AbortedMan!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 17, 2013, 11:55:23 AM
just saw your post Mick, thanks.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 17, 2013, 12:33:06 PM
***IMPORTANT*** Please read: (For SAS ModAct 5.3 Users)

Iv found a problem using UV3 with   IL2 1956 - The Jet Era v1.33  &  SAS Engine Mod v2.7 for 4.12.2m...   I was getting Game freeze or CTD at 80% Mission Load.

This is how I fixed it:

Open your JSGMEmods folder in a new Window.

Make a New Folder, Name it #SAS_UV3

Open that Folder and Make another New Folder in it, and Name It #SAS.

Open That Folder and Drag and Drop your !#UV3 Folder into your new  #SAS  Folder.

Close Folder, Close JSGMEmods Folder.

Now when you want to Pley non Jet War Missions you can Activate your  !#UV3 Sounds.

If you want to play Jets, Deactivate  !#UV3  using your JSGME.exe.

let me know if this helps.

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Griffon_301 on November 17, 2013, 03:09:50 PM
Hey Bravo!

seems you found the same problem that I did about a week ago :)
posted about it in the Engine Mod 2.7 thread already :)
2.7 does not work 100% with UV3; I got problems with the carrier landing practice missions for example, they stopped at 80% loading;
it seems that it´s not jetwar that is incompatible but the engine mod 2.7 is the culprit...
of course without the new engine mod, jet war does not work either...
as far as I can tell, there are three classfiles in both mods that seem to collide when both mods are loaded;

so it´s either ear- and eyecandy (blue exhaust flames) without the engine mod or the engine mod without the ear and eyecandy stuff...

cheers
phil
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 17, 2013, 03:16:58 PM
Roger that Phill, thanks for the Tip.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 17, 2013, 03:45:52 PM
These are the class files in conflict with Engine Mod.

27DC3BB001752070

9147012A04461808

C1175F8CD8B28230

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Griffon_301 on November 17, 2013, 03:50:53 PM
As I am at work currently I cannot have a look in my install, I only know its three classfiles :)
I tried a whole bunch of things already, remming those classfiles out in either the engine mod or UV3 but that does not help much either;
I got the blue exhaust flames and UV3 up and running with engine mod, but the carrier landing practice mission #2 still does not work; I did not have a look into the log file though so cannot tell what´s going on there, I just came to the conclusion posted already :)

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 17, 2013, 03:54:43 PM
I deleted the above Class Files from UV3, then Installed UV3 and still get 80% CTD at Mission Start, so there are more conflicts than just those Class'es, but only with just Jets so far.

Im still testing.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Griffon_301 on November 17, 2013, 03:58:43 PM
Lol :) seems so :)

try if you can fly the carrier landing practice #2;
weirdly, the #1 works; #2 crashes with all planes, be it Corsairs, Hellcats, SBDs etc....

other missions work as far as I can tell after limited testing :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 17, 2013, 04:03:09 PM
I just tried Mission #2, and did CTD as well, Now got to find the needle in the hey stack >:(
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Griffon_301 on November 17, 2013, 04:04:29 PM
in retrospect, as #2 carrier landing involves a Essex class CV which has catapults and #1 has a Lexington CV without catapults IIRC, could this have something to do with the catapults maybe?
must try that tomorrow with a modified #2 with CVEs only and another Lexington :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Griffon_301 on November 17, 2013, 04:09:18 PM
damn!
at least I have my two days off starting tomorrow so I have time to check things..
well, I will try modding the #2 mission with CVEs only and then the Lexington again to see if it´s really the catapults maybe....
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 24, 2013, 03:32:44 PM
Another disappointment with SAS MA 5,3/UV3, if you have a large number of Planes, (Blue & Red), It CTD at Mission Start.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 25, 2013, 01:22:03 AM
... even with ? :

[sound]
SoundUse=1
SoundEngine=1
Speakers=1
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=2
ObjectVolume=10
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=5
SoundMode=1
SamplingRate=1
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 25, 2013, 05:59:05 AM
Mick, you are my Hero, That fixed it. I had forgotten the conf.ini setting's. Thanks Good Buddy!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on November 25, 2013, 07:10:17 AM
...  :D ... glad I could be of some help amigo ...  ;)

I hope you are also using ...  ;)

NumChannels=4
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 25, 2013, 07:12:14 AM
Yes, I am now, I had it at: NumChannels=3  it even works on Carriers, "No CTD"  ;D  Thanks Mick!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: mellow214 on November 26, 2013, 10:13:20 AM
Well once again I've got sound mod problems! I recently installed the SAS Engine mod and the Online buttons for 4.10.1m along with JetWar 1.3, the engine sounds are still there but the flybys are missing. Nothing has been changed in the conf.ini file related to the sounds and I found nothing odd in the log, I think it may have to do with the change in the buttons but I'm not sure. The sound mod still works in UP3 just fine.

Running 4.10.1m+DBW 1.71+JW 1.3+ SAS Engine mod v2.6+4.10.1 Online buttons.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 26, 2013, 12:00:36 PM
if your UV3 Folder is not loading before your Engine Mod Folder, then you will loose the Fly By Sounds, put a  !  on your #UV3 Folder, like this !#UV3
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: mellow214 on November 26, 2013, 12:38:24 PM
It works again! :D You the man Bravo!!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Lyfresh on November 27, 2013, 08:16:16 AM
I keep crashing with DBW. Made an account, so I could maybe get some help. Game doesn't even load. I get a black screen for a few sec, then back to desktop. Don't know what I'm doing wrong. :(

Edit: Never mind. I'm dumb. :P Love your mod.

Have a nice day.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on November 27, 2013, 08:33:14 AM
Lyfresh, Your #UV3 Folder has to load before Engine Mod, Put a ! on your #UV3 Folder like this: !#UV3

Lyfresh, Delete the .rc File as well
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Lyfresh on November 27, 2013, 08:34:44 AM
It's good. Damn SFS file. :P

But thanks for the help anyway.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on December 26, 2013, 01:14:33 PM
Damn, I was just flying the P-51B in my new MA 5.3 and man I forget how good the Stangs sound in F3, Wow.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on December 27, 2013, 01:30:26 AM
... you're damn right amigo, and the P38 in F3 doesn't sound bad either ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: C0wBoY on December 29, 2013, 07:47:51 AM
Does it work with 4.12.2 + HSFX 7 ?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on December 29, 2013, 08:18:16 AM
Cowboy, the "TIGER Flyby's" in jsgmemods, Included with HSFX 7.01 does work. ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: C0wBoY on December 29, 2013, 08:21:19 AM
TIGER Flyby's    =   Tiger 33's Ultimate Sound mod v3

 ?? ?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on December 29, 2013, 08:23:13 AM
Yes, the Same, but has been Modified for Inclusion of HSFX 7.01
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on December 29, 2013, 08:25:15 AM
In other words, If you are Playing HSFX 7.01, you Do not need to download   Tiger 33's Ultimate Sound mod v3.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on December 29, 2013, 09:17:45 AM
TIGER Flyby's    =   Tiger 33's Ultimate Sound mod v3
No !
Only flyby !
Or if you prefer :
TIGER Flyby's    =   Only flyby Tiger 33's Ultimate Sound mod v3
TIGER Flyby's    =   Only flyby UV3

Content file "TIGER Flyby's.jsgme" :
TIGER Flyby's.
Turns on Tigers external flyby effects. You will hear them whenever you press the flyby key (F3 by default).


Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on December 29, 2013, 01:47:03 PM
I noticed that if you use Tiger flyby in HSFX 7.01 when you go back to the outside view (F2) of the aircraft it looks smaller . Anyone knows how to fix this issue which was also present on the very first Tiger33 sound ?.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: toranamadman on January 01, 2014, 03:26:52 PM
I found that UV3 in Modact 5.3 a few planes cause freezing at 85% when loading a mission . P40 being one of the planes
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: ivomajic34 on January 04, 2014, 01:13:05 PM
What is the correct conf.ini file for HSFX 6.017? I have changed some of resolutions in conf.ini and now I don't have flybys in UV3 no more!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: marcost on January 04, 2014, 01:17:51 PM
This conf.ini works with UV3 and 6.17. Ignore the .nip file which is also in the folder


http://www.mediafire.com/?y4dm788rzoean4o


Regards,

M

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: ivomajic34 on January 04, 2014, 01:38:32 PM
Thanks man! I own you a bear!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: marcost on January 05, 2014, 03:36:39 AM
Thanks man! I own you a bear!

Ok no problem,  look after it for me ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Tony4mori on January 06, 2014, 10:00:14 AM
In other words, If you are Playing HSFX 7.01, you Do not need to download   Tiger 33's Ultimate Sound mod v3.

no, on HSFX the sounds are not those of tiger, only the flyby (F3), but the HSFX7 sounds are different
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on January 07, 2014, 02:33:53 PM
Calling on Mick,,,Calling on Mick

Hey Buddy, have you noticed the Corsair Mk's, and the F4U-1's, have a different sound in UV3? The "Best" are F4U-1's.

The F4U-4's sound like the Corsairs, "Stock"?

Thoughts?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 07, 2014, 04:45:37 PM
... nope, didn't notice it (I never fly in the PTO, too much water, too many sharks ...  :D)

Will check and report back tomorrow since it's great time to hit the sack here ...  ;)

THX for the heads up amigo ...  :P
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on January 07, 2014, 05:51:40 PM
Please give it your Time, your word is important to me. Thanks old Friend.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 08, 2014, 04:00:52 AM
... well I checked my 3 different Corsairs and 3 F4Us (4.09 install) and they have exactly the same sound from outside + flyby views ...

This is not totally surprising since they had the same P&W R-2800 engine (in different versions though)

The flyby sounds are indeed different because there are several different sequences played each time you hit the F3 key (same case with other AC like the Bf109s for ex)

Since I "only" run a 4.09 version, I have no clue why you have such a prob, may be a quick look at your log would tell us more amigo ...?  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Epervier on January 08, 2014, 04:18:32 AM
Hey Buddy, have you noticed the Corsair Mk's, and the F4U-1's, have a different sound in UV3? The "Best" are F4U-1's.

The F4U-4's sound like the Corsairs, "Stock"?
??? I am surprised by what you say ...
I just control the various FMD (409 and 410).
ALL AIRCRAFT use the same engines!  ;)

Code: [Select]
Corsair1 = F4U-1A.fmd
[Engine]
  Engine0Family PW_R-2800_Corsairs
  Engine0SubModel R-2800-8W


Corsair2 = F4U-1Aclipped.fmd
[Engine]
  Engine0Family PW_R-2800_Corsairs
  Engine0SubModel R-2800-8W


Corsair4 = F4U-1Dclipped.fmd
[Engine]
  Engine0Family PW_R-2800_Corsairs
  Engine0SubModel R-2800-8W


F4U-1  = F4U-1A.fmd
[Engine]
  Engine0Family PW_R-2800_Corsairs
  Engine0SubModel R-2800-8W


F4U-1A = F4U-1A.fmd
[Engine]
  Engine0Family PW_R-2800_Corsairs
  Engine0SubModel R-2800-8W


F4U-1C = F4U-1C.fmd
[Engine]
  Engine0Family PW_R-2800_Corsairs
  Engine0SubModel R-2800-8W


F4U-1D = F4U-1D.fmd
[Engine]
  Engine0Family PW_R-2800_Corsairs
  Engine0SubModel R-2800-8W


  SoundName PrattWhitney_R-2800_Series
  PropName middle
  StartStopName PrattWhitney_R-2800_Series


The flyby sounds are indeed different because there are several different sequences played each time you hit the F3 key (same case with other AC like the Bf109s for ex)
3 sequences different? It seems to me!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 08, 2014, 04:31:31 AM
The flyby sounds are indeed different because there are several different sequences played each time you hit the F3 key (same case with other AC like the Bf109s for ex)
3 sequences different? It seems to me!

... yep, I agree, 3 different Flyby sequences ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on January 08, 2014, 08:39:08 AM
I asked in more of curiosity, after a few Missions I flew and it is just weird how my Corsairs sounds different from each other.

Thanks for your thoughts guys.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Atoka220 on January 08, 2014, 10:18:10 AM
I have activated TIGER Flyby's but i have the stock flyby sound..
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on January 08, 2014, 01:03:08 PM
I've posted this request more than once and cannot figure out how to fix the following:
On HSFX 7.01 if you activate tiger flyby when you go back  to the oustide view (F2) the airplane look smaller and not the normal view. I'm sure someone out there knows how to fix this issue.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 08, 2014, 01:21:04 PM
@ Atoka

... man we need much more info than what you wrote in order to try and (may be) help you ...!!

1) version of the game (4.09, 4.10, 4.11 or 4.12, DBW, HSFX, UP3 etc ...)

2) log.lst

http://www.sas1946.com/main/index.php/topic,13457.0.html

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722

3) sound section of your conf.ini


@ TICI

Only someone who runs UV3 with HSFX 7.01 could help you, which is not my case ...

I remember having such a prob while beta testing, it is a FOV issue that Tiger fixed with a small FOV mod suited for my install, I'll post a link for you to try, in a few minutes ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 08, 2014, 01:29:54 PM
@ TICI and other guys

Try this little mod (only one java class) and please report back ...  ;)

https://www.mediafire.com/?0q6vs70r24fk5na
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Atoka220 on January 08, 2014, 02:40:24 PM
MIck i use 4.12.1 hsfx 7.0
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 08, 2014, 04:01:55 PM
OK, well I believe you have to activate UV3's flyby sounds with JSGME isn't it ?

But the thing is I am not sure at all since I don't have that version and besides I have never used JSGME, I am sure some nice guy who uses the same version as yours will read your request and will be able to help you ...

Stay tuned and visit this topic regularly until you get your answer ...  ;)

For ex if Bravo is around and reads this he will most probably come with an answer ...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Atoka220 on January 08, 2014, 05:40:22 PM
Oh and a question:

Do u know anything about Tiger? Is is doing a 4.12 version of uv3 (maybe that will be uv4 :D)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Tony4mori on January 08, 2014, 07:03:14 PM
I've posted this request more than once and cannot figure out how to fix the following:
On HSFX 7.01 if you activate tiger flyby when you go back  to the oustide view (F2) the airplane look smaller and not the normal view. I'm sure someone out there knows how to fix this issue.
TICI

FOV mod conflict.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 09, 2014, 01:55:42 AM
Oh and a question:
Do u know anything about Tiger? Is is doing a 4.12 version of uv3 (maybe that will be uv4 :D)

I don't think so ...

... it looks like Tiger is now interested in upcoming BoS, since he last wrote that he has just "taken a look" at BoS data base sounds and that they look promising (except the current Jumo 211 of the JU87)

I have no idea how he could "take a look at the data base sounds" since this is not public and he isn't a dev member, but we have to keep in mind that Tiger is, with Wasy, at the origin of the very first IL2 mod, the "mother of mods", so to speak, a sound mod of course ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Tony4mori on January 09, 2014, 02:55:09 AM
some of you could to install tiger sound mod on HSFX7?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on January 09, 2014, 06:28:29 AM
Mick, HSFX 7.01 doesn't useTiger UV3 but only Tiger Flyby via Jsgme. If I install the java file you mentioned via MOD folder or even putting that file in the flyby folder in Jsgme, nothing happens.
So no solution .
Hopefully somebody make UV3 workable with 4.12/HSFX7 , there is a world of difference with the Tiger sound.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 09, 2014, 06:56:21 AM
.. please put that FOV mod in your MODS folder, and make sure it loads first (rename it ! whatever you like)

Make sure unzipping it didn't create a double folder, because in that case your game won't "see" it ...

Since I also use the wide screen mod (from Josse ans CirX) may be this FOV mod only suits that wide screen mod ...? not sure ...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on January 09, 2014, 08:03:20 AM
Done already. It doesn't work.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: ivomajic34 on January 11, 2014, 07:16:04 AM
Hey Mick! I wonder is there a sound mod for engines shoting down or a new stuka siren?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 11, 2014, 11:41:19 AM
... yes there are different sounds for dying (damaged) engines:

A specific one for DB600 series engines:

aDB605_dmg.wav ("dmg" stands for damaged)

and 2 "general purpose" ones, used for the rest of the AC:

M82_dmg.wav

dmg_86_0m.wav

+ other wav files specific to Hercules engines for ex etc ...

I couldn't find a specific Stuka siren sound, but I believe it can be heard in my install (I have to check that)

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Tony4mori on January 13, 2014, 10:55:37 AM
I was able to use tiger sound with HSFX7 with "sfs extract", after i extract the files to "my presets" and "my samples" folders, or MODS folder. 
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: BravoFxTrt on January 13, 2014, 11:33:35 AM
Tony4mori  Where did you find the Download link?

Edit:  I keep forgetting about this Site   http://www.derrierloisirs.fr/il2/bdd2012/
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Tony4mori on January 13, 2014, 12:05:54 PM
I downloaded only file .sfs
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: warspitejr on January 14, 2014, 07:40:52 PM
Hello,

I am a DBW user, and I recently installed this wonderful mod. However, I have encountered a problem.

When I press f3 to hear the fly-by sounds, I hear nothing except for the occasional crackling noise. I read through this entire form, tried everything that was suggested to fix it, and still no success.

When I read the first post (Tiger's) He said that realtek HD audio drivers/chips might be the problem, and that installing the latest driver (Which he Linked) could fix it. That has not worked either sadly.

Is there something that I am doing wrong? Is it my hardware? Am I doomed to never experience this wonderful mod? I don't understand how something like a sound mod could be so complicated and frustrating. If anyone could help, it would be greatly appriciated
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 15, 2014, 01:05:23 AM
Hello warspitejr,

There can be many, many, reasons to explain why you don't have Tiger's (wonderful) flyby sounds ...  :(

Unfortunately since you don't give us neither your log.lst nor your conf.ini settings there's nothing we can do ...  :'(

http://www.sas1946.com/main/index.php/topic,13457.0.html

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722

Regarding your conf.ini settings, please check that you have these:

[sound]
SoundUse=1
SoundEngine=1
Speakers=1
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=2
ObjectVolume=10
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=5
SoundMode=1
SamplingRate=1
NumChannels=4
.......................

... also make sure you you are using OpenGL mode (instead of DirectX)

To post your log.lst please use the insert code # (just above the crying smiley) ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: warspitejr on January 15, 2014, 01:22:43 PM
Thank you for the swift reply mick! Here's my sounds from my Conf:
[sound]
SoundUse=1
SoundEngine=1
Speakers=1
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=4
SoundExt.occlusions=0
SoundFlags.hardware=0
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

For some reason, when I try to post my Log, it says "Sorry, you are not allowed to post external links." and I can't post it. I used the # option like you said, but no dice sadly
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 15, 2014, 04:23:11 PM
OK, nothing weird in your conf.ini sounds section, if you're using a laptop with no "proper" sound card (I mean with a sound chip) you should set :

SamplingRate=2  >>> to =1 (less stress on your sound chip)

To be sure you are using OpenGL check that you have this (in red) value in your conf.ini:

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=1
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

I don't understand why you can't post your log.lst and get that message related to posting a link... never seen that before ...  ???

So never mind, please post (copy and paste) the last third of your log.lst file in your next reply, without using the insert code ...  ;)

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: warspitejr on January 15, 2014, 07:29:45 PM
Here it is:

Code: [Select]
sFMDir = gui/game/buttons
s1 = flightmodels/p-2v.fmd
s = FlightModels/P-2V.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-26.fmd
s = FlightModels/P-26.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mohawk_iii_bob.fmd
s = FlightModels/Mohawk_III_BoB.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-36a-4.fmd
s = FlightModels/P-36A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38e.fmd
s = FlightModels/P-38E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38f-1-lo.fmd
s = FlightModels/P-38F-1-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38g-15-lo.fmd
s = FlightModels/P-38G-15-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38h-5-lo.fmd
s = FlightModels/P-38H-5-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38j.fmd
s = FlightModels/P-38J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38j-15-lo.fmd
s = FlightModels/P-38J-15-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38l-5-lo.fmd
s = FlightModels/P-38L-5-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38l.fmd
s = FlightModels/P-38L.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38llate.fmd
s = FlightModels/P-38LLate.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38droopsnoot.fmd
s = FlightModels/P-38DroopSnoot.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-400.fmd
s = FlightModels/P-400.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39d.fmd
s = FlightModels/P-39D.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39n.fmd
s = FlightModels/P-39N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39q-1.fmd
s = FlightModels/P-39Q-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39q-10.fmd
s = FlightModels/P-39Q-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40c.fmd
s = FlightModels/P-40C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40b.fmd
s = FlightModels/P-40B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40e.fmd
s = FlightModels/P-40E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40e-m-105.fmd
s = FlightModels/P-40E-M-105.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40m.fmd
s = FlightModels/P-40M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-10.fmd
s = FlightModels/P-47D-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-22.fmd
s = FlightModels/P-47D-22.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-27.fmd
s = FlightModels/P-47D-27.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-27_late.fmd
s = FlightModels/P-47D-27_late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51a.fmd
s = FlightModels/P-51A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51b-10na.fmd
s = FlightModels/P-51B-10NA.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51b.fmd
s = FlightModels/P-51B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51c.fmd
s = FlightModels/P-51C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51d-20.fmd
s = FlightModels/P-51D-20.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51d-25.fmd
s = FlightModels/P-51D-25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51d-30.fmd
s = FlightModels/P-51D-30.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51cm.fmd
s = FlightModels/P-51CM.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-63c.fmd
s = FlightModels/P-63C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pbn-1.fmd
s = FlightModels/PBN-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/t-6texan.fmd
s = FlightModels/T-6Texan.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sbd-3.fmd
s = FlightModels/SBD-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sbd-5.fmd
s = FlightModels/SBD-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tbf-1c.fmd
s = FlightModels/TBF-1C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tbm-3.fmd
s = FlightModels/TBM-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-80a.fmd
s = FlightModels/P-80A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a5m4.fmd
s = FlightModels/A5M4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m2.fmd
s = FlightModels/A6M2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m2-21.fmd
s = FlightModels/A6M2-21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m2-21_late.fmd
s = FlightModels/A6M2-21_Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m3-22.fmd
s = FlightModels/A6M3-22.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m2n.fmd
s = FlightModels/A6M2N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m3-32.fmd
s = FlightModels/A6M3-32.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m5a.fmd
s = FlightModels/A6M5a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m8.fmd
s = FlightModels/A6M8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m5b.fmd
s = FlightModels/A6M5b.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m5c.fmd
s = FlightModels/A6M5c.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m7_model62.fmd
s = FlightModels/A6M7_Model62.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m7_model63.fmd
s = FlightModels/A6M7_Model63.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b5n2.fmd
s = FlightModels/B5N2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b6n2.fmd
s = FlightModels/B6N2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/d3a1.fmd
s = FlightModels/D3A1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/d3a2.fmd
s = FlightModels/D3A2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g4m1-11.fmd
s = FlightModels/G4M1-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/h8k1.fmd
s = FlightModels/H8K1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/j2m3_mod.fmd
s = FlightModels/J2M3_mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/j2m5_mod.fmd
s = FlightModels/J2M5_mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-21-i.fmd
s = FlightModels/Ki-21-I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-21-ii.fmd
s = FlightModels/Ki-21-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-27.fmd
s = FlightModels/Ki-27.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-ia.fmd
s = FlightModels/Ki-43-Ia.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-ii.fmd
s = FlightModels/Ki-43-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-iii.fmd
s = FlightModels/Ki-43-III.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-44-iiko.fmd
s = FlightModels/Ki-44-IIko.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-46-iiikai.fmd
s = FlightModels/Ki-46-IIIKai.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-46-iiirecce.fmd
s = FlightModels/Ki-46-IIIRecce.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-iko.fmd
s = FlightModels/Ki-61-IKo.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-ihei.fmd
s = FlightModels/Ki-61-IHei.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-iotsu.fmd
s = FlightModels/Ki-61-IOtsu.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-84-ia.fmd
s = FlightModels/Ki-84-Ia.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-100-i.fmd
s = FlightModels/Ki-100-I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mxy-7-11.fmd
s = FlightModels/MXY-7-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1k1-j.fmd
s = FlightModels/N1K1-J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1ks.fmd
s = FlightModels/N1Ks.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1k2-ja_mod.fmd
s = FlightModels/N1K2-Ja_mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1k3-a.fmd
s = FlightModels/N1K3-A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cr32.fmd
s = FlightModels/CR32.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cr42.fmd
s = FlightModels/CR42.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g50.fmd
s = FlightModels/G50.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-55.fmd
s = FlightModels/G-55.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-55-late.fmd
s = FlightModels/G-55-late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-55_ss0.fmd
s = FlightModels/G-55_ss0.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-55_ss0-late.fmd
s = FlightModels/G-55_ss0-late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mc-200.fmd
s = FlightModels/MC-200.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mc-202.fmd
s = FlightModels/MC-202.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mc-205.fmd
s = FlightModels/MC-205.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/re-2000.fmd
s = FlightModels/RE-2000.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cantz1007.fmd
s = FlightModels/CantZ1007.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sm79.fmd
s = FlightModels/SM79.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/aviab-534.fmd
s = FlightModels/AviaB-534.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkerg1.fmd
s = FlightModels/FokkerG1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkerdk.fmd
s = FlightModels/FokkerDK.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkerdu.fmd
s = FlightModels/FokkerDU.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers3early.fmd
s = FlightModels/FokkerS3Early.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers3late.fmd
s = FlightModels/FokkerS3LATE.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers4.fmd
s = FlightModels/FokkerS4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/r-xiiid.fmd
s = FlightModels/R-XIIID.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-11c.fmd
s = FlightModels/P-11c.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-11f.fmd
s = FlightModels/P-11f.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pzl23b.fmd
s = FlightModels/PZL23B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pzl-37.fmd
s = FlightModels/PZL-37.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pzl42.fmd
s = FlightModels/PZL42.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/rwd_8.fmd
s = FlightModels/RWD_8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ms406.fmd
s = FlightModels/MS406.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ms410.fmd
s = FlightModels/MS410.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/msmorko.fmd
s = FlightModels/MSMorko.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/iar-80.fmd
s = FlightModels/IAR-80.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/iar-81a.fmd
s = FlightModels/IAR-81a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/letovs-328.fmd
s = FlightModels/LetovS-328.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bell47.fmd
s = FlightModels/Bell47.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sikorsky-ho4s.fmd
s = FlightModels/Sikorsky-HO4S.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sikorsky-hrs3.fmd
s = FlightModels/Sikorsky-HRS3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f9f2.fmd
s = FlightModels/F9F2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-80a.fmd
s = FlightModels/F-80A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-80c.fmd
s = FlightModels/P-80C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f84g.fmd
s = FlightModels/F84G.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86a.fmd
s = FlightModels/F-86A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86d-40.fmd
s = FlightModels/F-86D-40.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86d-45.fmd
s = FlightModels/F-86D-45.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86e.fmd
s = FlightModels/F-86E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-25e.fmd
s = FlightModels/F-86F-25E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-25l.fmd
s = FlightModels/F-86F-25L.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-40.fmd
s = FlightModels/F-86F-40.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86k.fmd
s = FlightModels/F-86K.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cac_sabre_mk31.fmd
s = FlightModels/CAC_Sabre_Mk31.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cac_sabre_mk32.fmd
s = FlightModels/CAC_Sabre_Mk32.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fj-3m.fmd
s = FlightModels/FJ-3M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-15f.fmd
s = FlightModels/MiG-15F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17.fmd
s = FlightModels/MiG-17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17f.fmd
s = FlightModels/MiG-17F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17pf.fmd
s = FlightModels/MiG-17PF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/jeep.fmd
s = FlightModels/Jeep.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/wagen.fmd
s = FlightModels/Wagen.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type24(ofsafonov).fmd
s = FlightModels/I-16type24(ofSafonov).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3(ofpokryshkin).fmd
s = FlightModels/MiG-3(ofPokryshkin).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39n(ofpokryshkin).fmd
s = FlightModels/P-39N(ofPokryshkin).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-39q-15(ofrechkalov).fmd
s = FlightModels/P-39Q-15(ofRechkalov).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-2(ofrudel).fmd
s = FlightModels/Ju-87G-2(ofRudel).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262(ofnowotny).fmd
s = FlightModels/Me-262(ofNowotny).fmd
m_lastFMFile = gui/game/buttons
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

Loading mission Records/Intro 04 Ed.trk...
Loaded camouflage: PACIFIC
Loading map.ini defined airfields:
Load bridges
Load static objects
sFMDir = gui/game/buttons
s1 = flightmodels/pw_r-1830_series.emd
s = FlightModels/PW_R-1830_Series.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sakae.emd
s = FlightModels/Sakae.emd
m_lastFMFile = gui/game/buttons
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
NetAircraft error, ID_03: java.io.EOFException
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.il2.gui.GUIBWDemoPlay.gameBegin(GUIBWDemoPlay.java:305)
at com.maddox.il2.gui.GUIBWDemoPlay.gameBeginNet(GUIBWDemoPlay.java:272)
at com.maddox.il2.gui.GUIBWDemoPlay.access$1200(GUIBWDemoPlay.java:22)
at com.maddox.il2.gui.GUIBWDemoPlay$MissionListener.netMissionState(GUIBWDemoPlay.java:201)
at com.maddox.il2.game.Mission.netInput(Mission.java:2770)
at com.maddox.il2.game.Mission.access$300(Mission.java:129)
at com.maddox.il2.game.Mission$NetMissionObj.netInput(Mission.java:2884)
at com.maddox.rts.NetObj.msgNet(NetObj.java:375)
at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:56)
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:180)
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:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
warning: no files : music/crash
Loading mission QuickQMBPro/Atlantic_BayOfBiscay/Atlantic_BayOfBiscayRedNoneA00.mis...
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
Load bridges
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
Load static objects
##### House without collision (3do/Buildings/England/semi2/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/Airdrome/earth_2/live.sim)
##### House without collision (3do/Buildings/French/frenchvillage1/live.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/England/jetty3/live.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/England/phonebox/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/French/querqueville_fort2/live.sim)
##### House without collision (3do/Buildings/French/querqueville_fort1/live.sim)
##### House without collision (3do/Buildings/England/jetty5/live.sim)
##### House without collision (3do/Buildings/England/jetty4/live.sim)
##### House without collision (3do/Buildings/England/jetty6/live.sim)
##### House without collision (3do/Buildings/French/rubble/live.sim)
##### House without collision (3do/Buildings/French/rubble_block/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/46/ATTrench1_W/live.sim)
sFMDir = gui/game/buttons
s1 = flightmodels/motorf51.emd
s = FlightModels/MotorF51.emd
m_lastFMFile = gui/game/buttons
Mission: QuickQMBPro/Atlantic_BayOfBiscay/Atlantic_BayOfBiscayRedNoneA00.mis is Playing
warning: no files : music/inflight
Speaker config restored.
Audio finished.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

[16.01.2014 2:25:07] -------------- END log session -------------

Thanks again for the timely replies  ;D I honestly didn't expect anyone to respond to this!


Edit by SAS~Epervier
De toutes évidences il n'a pas trouver l'icône "#" dans l'éditeur de message !
All evidence he did not find the "#" icon in the message editor!
  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 16, 2014, 02:52:26 AM
... well I am not a log guru, but it looks like you have probs with one or more SFS files ...

java.io.FileNotFoundException
   at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
   at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)


Are you sure you put  tigersounds_1.sfs and tigersounds_2.sfs at the root of your game ...?

Are you sure you modified your .rc file accordingly ...?

@sfs MOUNT tigersounds_1.sfs
@sfs MOUNT tigersounds_2.sfs
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: warspitejr on January 16, 2014, 09:15:26 AM
By the root of the game do you mean just in the Il-2 1946 folder? I don't remember putting it in any other folder.

I have not tried modifying my .rc folder, I will try that and let you know how it goes :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: warspitejr on January 16, 2014, 09:21:41 AM
Found it, and they seem to be in there. Could it be a problem with my onboard audio? I use realtek HD audio manager, so I wonder if maybe it's a problem with that?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 16, 2014, 10:16:30 AM
... well if you are sure you have only one .rc (make a search with Windows) and that the proper SFS files are at the root of your game (Il-2 1946 folder) where all other SFS files are, and that you have updated drivers for your realtek HD audio sound chip then I am at a loss ...  :-[

But one thing is sure, you have probs with certain SFS files, and this isn't good at all ...  :'(
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: warspitejr on January 16, 2014, 02:02:05 PM
Well, it is what is  :( I planned on getting a soundcard anyways, so that may be the solution to my problem :D

I'll try updating my drivers first. If that doesn't work, then oh wellzzz. Thank you for the help though! I'll let ya know how it goes :)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: ivomajic34 on January 17, 2014, 07:48:04 AM
Hey Mick! One question..
I was creating recently Pearl Harbour attack on mission builder, and I tried to make it historical. So I insert about 150 japanese Zero's in game. But there was no tiger flybys no more.
Is that normal or do I need new sound card or there is some mod where you can hear flybys with so many planes?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 17, 2014, 09:12:18 AM
... I don't know, I have never flown a mission with so many AC in the sky ...  ???

Just check that you have this in your conf.ini :

[sound]
SoundUse=1
SoundEngine=1
Speakers=1
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=2
ObjectVolume=10
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=5
SoundMode=1
SamplingRate=1
NumChannels=4

If this is the case then apart from cutting down the number of AC flying at the same time until the flyby sounds are back, then I have no idea ...  :(
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: mellow214 on January 20, 2014, 10:35:54 AM
I managed to get UV3 working in HSFX 7.01, but what's odd is that the version of UV3 that I have was made for HSFX 6.01. I took the old UV3 for expert mode (since that is what I'm using in HSFX 7), copied and pasted into my mods folder, launched the game and it works flybys and all. I don't know how it works, but it works.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on January 20, 2014, 11:09:05 AM
Have you installed/Copied in the MODS folder only the content of folder "Tiger.33 ultimate x expert" inside the HSFX6.01 UV3 folder or also the 2 SFS Files inside UV3_SFS folder ?.
I tried installing only the firts one but it doesn't work for me.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: mellow214 on January 20, 2014, 11:39:50 AM
Have you installed/Copied in the MODS folder only the content of folder "Tiger.33 ultimate x expert" inside the HSFX6.01 UV3 folder or also the 2 SFS Files inside UV3_SFS folder ?.
I tried installing only the firts one but it doesn't work for me.
TICI
I copied the #_UV3 folder from the Tiger's Ultimate Sound Mod V3 for Expert mode into the MODS folder, and I already had the two sfs files in the IL-1946 root folder. UV3 won't work without the SFS files. Hope this helps!
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: leather on January 26, 2014, 12:11:56 PM
My aircraft (whether player controlled or AI) suddenly have become invulnerable when this mod is installed (cannot be shot down) I am running DBW 1.71 4.101 patch with the classfile fix installed.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 26, 2014, 12:34:16 PM
My aircraft (whether player controlled or AI) suddenly have become invulnerable when this mod is installed (cannot be shot down) I am running DBW 1.71 4.101 patch with the classfile fix installed.

... never heard of that before, but what are you complaining about then ...??  :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: marcost on January 26, 2014, 01:10:07 PM
Suddenly become invulnerable and you didn't turn off vulnerability in difficulty settings?

As Mick said, very impressive, enjoy  :D
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: leather on January 26, 2014, 01:20:09 PM
I have made sure the vulnerability setting is turned on though. And for one I don't think it's very realistic when you're in a dogfight and the plane you're shooting at won't go in the drink.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: marcost on January 26, 2014, 01:26:09 PM
ok, understand ALL aircraft are invulnerable. Very strange. Try putting a '-' in front of the Tiger sound mod folder name to temporarily disable it. Problem gone?

Also try putting '!!' at the front of the folder name to make it load first in your mods folder and a 'Z' to make it load after your other mods

Regards,

M
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: halowraith1 on January 30, 2014, 10:03:51 AM
Really nice sound mod. Makes everything so much more immersive.

The only complaint I have is that the engine startup sounds never seem to stop. It can always be heard in flight, and after you have turned your engines off.

Is there a fix for this?

Thanks.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on January 30, 2014, 01:06:25 PM
Never heard of that "bug" before, we need to know more details about your game version for ex, and posting your log.lst file would help a lot too ...  ;)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on January 31, 2014, 04:00:55 PM
Mellow214, I tried as for your instructions but the game doesn't load. Unfortunately until there is a version of Tiger33 for the HSFX 7.01 there is no comparison with HSFX 6.017 which I'm currently using (Have both versions installed) There is so much immersion in the game with this sound mod that anything less is just not the same.
Hopefully someone will make Tiger33 sound mod work with the HSFX 7.01 version.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: halowraith1 on February 02, 2014, 08:23:50 AM
Never heard of that "bug" before, we need to know more details about your game version for ex, and posting your log.lst file would help a lot too ...  ;)

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722

Well, my game is definitely 4.101 on DBW.

But I can't seem to be able to attach files to my post, and I don't think it's rational to paste the entire log in my post.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 02, 2014, 08:36:36 AM
... you're right, you need to use the insert code (#) situated just above the crying smiley (when you are writing your post) to be able to post your log.lst file ...  ;)

Just copy and paste your log between the code symbols

Since the number of characters is limited, you can delete whatever begins with "FlightModels" (in fact FM lines) in order to shorten your log ...

Make sure you have the ----- End Log session ----- line that shows your log is complete ...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: halowraith1 on February 02, 2014, 09:07:01 AM
here it is:

Code: [Select]
[02.02.2014 15:56:00] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 780/PCIe/SSE2
  Version: 4.4.0
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_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_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_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_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_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_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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_ARB_sparse_texture GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1600x1200
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32

Loading mission QuickQMBPro/Europe_Normandy/Europe_NormandyBlueScramble00.mis...
Loaded camouflage: ETO
Month = 6 , Hour = 12
Temperature -     0m = 22.0 .
Temperature -  1000m = 15.51001 .
Temperature -  2000m = 9.019989 .
Temperature -  3000m = 2.5299988 .
Temperature -  4000m = -3.9599915 .
Temperature -  5000m = -10.450012 .
Temperature -  6000m = -16.940002 .
Temperature -  7000m = -23.429993 .
Temperature -  8000m = -29.919998 .
Temperature -  9000m = -36.410004 .
Temperature - 10000m = -42.899994 .
Temperature - 11000m = -49.39 .
Temperature - 12000m = -55.880005 .
Loading map.ini defined airfields:
Load bridges
Load static objects
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
Mission: QuickQMBPro/Europe_Normandy/Europe_NormandyBlueScramble00.mis is Playing
warning: no files : music/takeoff
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
warning: no files : music/inflight
[02.02.2014 15:58:48] -------------- END log session -------------
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 02, 2014, 10:34:03 AM
... very nice GC ...!! (  Render: GeForce GTX 780/PCIe/SSE2)  ;)

Well it looks like you're not using OpenGL but DirectX instead, so you're not getting the best graphical quality, which is a real pity considering your wonderful GC ...  :'(

You are not using 64 channels either (num channels 32 instead of =64) which is somewhat surprising since the "Audio Device" mod that allows the use of 64 channels comes with UV3 ... but you are using the too stressing 44100 sample rate instead of 22050 ...

Please try this (bold characters) in your conf.ini (backup yours first ... as usual...):

[sound]
SoundUse=1
SoundEngine=1
Speakers=1
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=2
ObjectVolume=10
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=5
SoundMode=1
SamplingRate=1
NumChannels=4

......................

and in the OpenGL section:

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=1
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=1
Specular=3
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

...................

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: halowraith1 on February 02, 2014, 10:50:22 AM
Well, I can assure you that it definitely looks better, but the startup sounds are still audible.

Thanks for the compliments, by the way.  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 02, 2014, 10:56:56 AM
... well that's puzzling to say the least, do you have any other sound related mod running in your Mods folder (or whatever it is named, could be #DBW ...) ...?
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 02, 2014, 11:03:46 AM
... forgot to ask you to check that you have this also in the OpenGL section:

Water=4

... because you can afford it with your GC ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: halowraith1 on February 02, 2014, 12:56:02 PM
The only sound mod I have is the one that comes with Ultrapack and Dark Blue World, and that's built into the mod, it isn't in the #DBW folder.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 02, 2014, 03:28:11 PM
... OK, let's make sure UV3 loads first in your #DBW folder, so just rename it: !UV3 for ex ... and then when you open your #DBW folder make sure it is listed in first position and tell me what happens now with those silly engine start sounds ...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: halowraith1 on February 04, 2014, 03:27:11 PM
Nope. No difference.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 05, 2014, 02:06:24 AM
... we're not going to give up, are we ...?  :P

Please list all mods that are inside your #DBW folder ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Do335 on February 05, 2014, 02:50:46 AM
Some .prs file needs editing for sure.

for example, motor.DB-600_Series.start.begin.prs in UV3:



[common]
mode         relobj pos
type         mixer
undetune     1

[spl]

[samples]
adb605_start.wav
axdb605_start.wav

[sample.adb605_Start.wav]
env 2 8
infinite 1
controls start

[sample.adb605_start.wav.start]
minlo 0
minhi 0
maxlo 300
maxhi 300
value 4.0
pmin  1.0
pmax  1.0


[sample.axdb605_Start.wav]
env 0
infinite 1
controls dist


[sample.axdb605_start.wav.start]
minlo 0
minhi 0
maxlo 300
maxhi 300
value 4.0
pmin  1.0
pmax  1.0

[sample.axdb605_start.wav.dist]
minlo 0
minhi 0
maxlo 100
maxhi 200
value 4.0
pmin  1.0
pmax  1.0





edited by me, edits in bold:

[common]
mode         relobj pos
type         mixer
undetune     1
infinite     1

[spl]

[samples]
adb605_start.wav
axdb605_start.wav

[sample.adb605_Start.wav]
env 2 8
infinite 1
controls start

[sample.adb605_start.wav.start]
minlo 0
minhi 0
maxlo 300
maxhi 300
value 4.0
pmin  1.0
pmax  1.0


[sample.axdb605_Start.wav]
env 0
infinite 1
controls start dist


[sample.axdb605_start.wav.start]
minlo 0
minhi 0
maxlo 300
maxhi 300
value 4.0
pmin  1.0
pmax  1.0

[sample.axdb605_start.wav.dist]
minlo 0
minhi 0
maxlo 100
maxhi 200
value 4.0
pmin  1.0
pmax  1.0



basically, for the problem here, delete the "infinite 1" entries in individual wav section and add one at the start of the file. That should be it. Do the same for motor.DB-600_Series.start.end.prs. freeware mods man freeware, gotta dig in deep yourself...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: VII.Racetrack on February 05, 2014, 07:42:29 AM
Tried anything possible to let the UV3 work in HSFX 7.01 and 4.12.2m.
Nothing happened.. I have all the time i tried a 5% Crahs to Desktop...
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: TICI on February 05, 2014, 01:43:00 PM
Same here. Hopefully somebody make it work with HSFX 7.01.
TICI
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: halowraith1 on February 06, 2014, 02:32:16 PM
The mods I use are:

!_UV3 (Obviously)
!SAS_Engine_Mod_4101m_v26
000_1956_Core_v13
000_MiG-21_Third_Generation
00_6dof for TrackIR
00_PAL6DOFNormalMouse
00_PAL6DOFXYMouse
00_PAL-MissionProCombo
0_0_Plutonium_Universal_Max_Effects_V1
0_Wolfighter_Gore4allPlanes_v1.4
Arado234B3-AEW&C
Dragonfly46
Dragonfly56
Dragonfly86
Dragonfly86_Arms
Grumman Hawkeye
He 177
He-162B-5
InstantLog
Ki-177
L-159A&L-139C
MapMods
ME_262TPF
Me-209-II by 101tfs
Me-262
Me-509
MiG_21
SAS_ Ecran_Wide_4101
SAS_SmallFX_Collection
-Smoketrails for Mg17,131.Browning303
Ta-152H-1946
Westland Wyvern

Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 06, 2014, 04:22:25 PM
Hello,

Well I just ran the classchecker with your 0_0_Plutonium_Universal_Max_Effects_V1 and UV3, and there are indeed several conflicts between some classes that are part of UV3, but none of them has a relationship with sounds (mainly with tanks) ...

According to Do335 some .prs file needs editing, but mine are not edited and I don't have that bug ...

Do you get the bug with each and every AC or only some of them ...?

Did you try to comment out most mods from your #DBW folder to try and pin down the possible "culprit" ...?

These shouldn't be commented out though (you only need to rename by adding the minus sign in front of the mods you want to comment out):

!SAS_Engine_Mod_4101m_v26

InstantLog

MapMods

SAS_ Ecran_Wide_4101
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: halowraith1 on February 07, 2014, 03:23:32 PM
It happens with all aircraft, mod and stock.

I'll try and find out any other conflicting mods.
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 07, 2014, 03:30:37 PM
... yep, I think it is worth mate, and once you're done with it (which means reactivating each mod one by one after reloading the game to test if a mod is in conflict with UV3) if there's no obvious "culprit" we'll try some other trick ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: too-cool on February 09, 2014, 11:54:17 AM
Well Mick it seems Tiger is not going to update this mod to work with 4.12? I guess this is one of those limited life Mods, like Gurners Effects Mod.  TC
Title: Re: Tiger 33's Ultimate Sound mod v3 (UV3)
Post by: Mick on February 09, 2014, 12:06:43 PM
... well you might unfortunately be right TC...

In fact Tiger at first released several versions of his UV3 sound mod, but like many other modders he is not willing and able to spend his free time updating his work to 4.12, then 4.13 and then what ...?

May be the right question is:

How come so many mods are not compatible with each and every new DT patch ...?  :'(
Title: Re: Tiger 33's Ultimate Sound mod v2 (UV3)
Post by: crimeatiger on February 13, 2014, 01:22:55 PM
Hi all! I have 4.09m + Up 2.01 ,Ultimate Sound Mod V2. When enabled Flyby mod F3 (class files) , missing the sounds of the guns and machine guns on ships. How to solve the problem?
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Mick on February 13, 2014, 04:27:19 PM
Please post your conf.ini and your log.lst (using the # insert code symbol, just above the crying smiley while you are writing your post)

Get the instant log mod here:

http://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722

Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: crimeatiger on February 14, 2014, 08:14:36 AM
Hi Mick!
I check the operability of 0_New Sounds + Flyby using the track ( F4Utt.ntrk ), if you rename the "-" , then you can hear the sound of shots naval guns
This is likely to conflict classes Flyby
4.09m + Up 2.01 ,Ultimate Sound Mod V2, Asus Xonar D1

Initializing DirectSound playback device...
[14:48:39]   Primary buffer created.
[14:48:39]   Playback format is set : sampling rate = 22050, num channels = 2.
[14:48:39]   Buffer caps : Transfer rate = 0, CPU overhead = 0.
[14:48:39]   Default speaker config is : 8.
[14:48:39]   Direct sound audio device initialized successfully :
[14:48:39]   DX Version : 7
[14:48:39]   Hardware    - disabled [buffers : 0]
[14:48:39]   Extensions  - disabled :
[14:48:39]     EAX ver. 1 [ ]  - disabled
[14:48:39]     EAX ver. 2 [ ]  - disabled
[14:48:39]     EAX ver. 3 [ ]  - disabled
[14:48:39]     I3D ver. 2 [ ]  - disabled
[14:48:39]     ZoomFX     [ ]  - disabled
[14:48:39]     MacroFX    [ ]  - disabled
[14:48:39]   SIMD render [X]
[14:48:39]   num channels 32
[14:48:39]   
[14:48:49]

[sound]
SoundUse=1
SoundEngine=1
Speakers=3
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=9
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=1
MasterVolume=12
Attenuation=0
SoundMode=3
SamplingRate=1
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=0
SoundFlags.streams=0
SoundFlags.duplex=0
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=8
Channels=4
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=5
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=0
PTTMode=0
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=1
MicLevel=0
SoundFlags.forceEAX1=0   
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Mick on February 14, 2014, 09:52:01 AM
... your conf.ini is not complete, simply because there is a character limit, that's why you have to use the insert code (# symbol) to post it ...

Anyway, this (in bold characters) is not normal:

[sound]
SoundUse=1
SoundEngine=1
Speakers=3
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=9
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=1
MasterVolume=12
Attenuation=0
SoundMode=3
SamplingRate=1
NumChannels=3  you should have  ====>  =4

You can check if there is a class conflict simply by using the classcheck tool from here ...

http://www.sas1946.com/main/index.php/topic,1598.msg21400.html#msg21400

Also check in your conf.ini if you are using OpenGL in perfect mode instead of DirectX mode

you should have this:

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=1
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: crimeatiger on February 14, 2014, 10:11:37 AM
please note : sound mod + flyby is fully functional, but no shots ships, when you delete a Flyby - sound exactly shots ships restored. The problem is not in the configuration settings of the sound card
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Mick on February 14, 2014, 10:59:30 AM
... yes, I understand, but before going further I wanted to make sure you had proper settings ...

Try to rename your UV3 folder, put a   !  in front of the folder name, like that: !UV3 ===> so that it loads first in your Mods folder ... and let's see what happens ...

But to be honest, when you are inside your cockpit with your engine roaring, except if you fly very low (sea level) it's not very easy to hear the sound of ship guns (like in real life in fact) ...
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Maico on February 17, 2014, 03:39:41 AM
  Man, this is a very exciting and immersive mod.  I think you got it sooo right Tiger 33. 

I would love to see it in 4.12 but understand how frustrating that must be. 

Maico
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Drewm3i on February 18, 2014, 08:29:36 PM
I would love to see it in 4.12 but understand how frustrating that must be. 
They do work with 4.12. Follow the instructions in this video: http://www.youtube.com/watch?v=FBFjrzSULyY
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Mick on February 19, 2014, 01:43:32 AM
WARNING:

... I watched the vid twice, and couldn't see a single "instruction", so unless this is a (very bad) joke I don't see the point of posting it with such a teasing title ...  :-X
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Maico on February 19, 2014, 03:18:18 AM
Yes,  Please explain.  I would like to  have this in 4.12... And I am not alone.
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Drewm3i on February 19, 2014, 07:16:51 AM
Sorry, look in the description of the video. My bad, sorry! You have to click the YouTube logo on the bottom right to see the video on YouTube.
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Maico on February 19, 2014, 07:56:09 AM
Oh wow.... I think I am dizzy now.  Never mind.  I think I will wait till its a dl.

Thanks
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: flightdok74 on February 19, 2014, 09:54:14 AM
I still don't see where the instructions are to get Tiger's sound mod. v3 to work in v4.12.2 and Modact 5.3??????....... :(
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Epervier on February 19, 2014, 10:08:52 AM
Text by Drewm3i

IL2 4.12 with SAS Mod Activator v5.1 for 4.12m +mods,Revisited NWEurope map retextured, retowned, revillaged by may-bug

... tigers you need to use 4.09 verison, I put the 2 SFS files in the main game folder, then removed the buttons file and the rc. file from the #_UV3 folder in the jsgmemods 4.09+Up2.01 option and placed that #_UV3 folder directly into the #SAS folder, making sure that it is the first folder in the #SAS folder to load. Then I added @sfs MOUNT tigersounds_1.sfs and @sfs MOUNT tigersounds_2.sfs to the rc. file in the STD folder inside the #SAS folder. Make sure you have the HardwareShaders=1 in your conf.ini. I'm using a mostly vanilla version of v.412 with Modact 5.1. And that should do it
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Drewm3i on February 19, 2014, 10:22:27 AM
So 1) place the two tiger sfs files in your main game folder. Then, 2) download the 4.09 tiger jsgme package and place the UV3 folder inside that package into your #SAS folder. 3) Next delete the buttons and .rc files from inside that UV3 folder. 4) Add @sfs MOUNT tigersounds_1.sfs and @sfs MOUNT tigersounds_2.sfs to your .rc file in the STD folder, but be sure that the two lines you added are at the top of the @sfs MOUNT's. Then you should be good to go.
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: flightdok74 on February 19, 2014, 10:41:01 AM
Thanks....that got it.....works great now........ ;)...... :)......you will need the "flyby" delay fix also........
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Mick on February 19, 2014, 11:11:52 AM
... OK, THX for posting Epervier and Drewm3i, I hope from now on,  many guys will be able to get UV3 in a 4.12 install ...  :D

Sorry that I can't check this, since I only run a 4.09 version of the game, but if several guys confirm that it also works for them, then I'll add this "fix" to the first page ...  ;)
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Drewm3i on February 19, 2014, 12:09:29 PM
To get proper flyby sounds you need have a [MOD] section in your conf.ini. In that section you need to set flyby=1. So,
[MOD]
flyby=1
Also make sure you have these in your conf.ini:
[sound]
Attenuation=7
SoundMode=2
SamplingRate=2
NumChannels=4
SoundFlags.hardware=1
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: too-cool on February 20, 2014, 05:45:49 AM
To get proper flyby sounds you need have a [MOD] section in your conf.ini. In that section you need to set flyby=1. So,
[MOD]
flyby=1
Also make sure you have these in your conf.ini:
[sound]
Attenuation=7
SoundMode=2
SamplingRate=2
NumChannels=4
SoundFlags.hardware=1
How do you get the flybys to not loop, ie, play for 10 seconds then repeat? Thanks TC
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Mick on February 20, 2014, 06:42:12 AM
... UV3 flybys don't loop for me ...  ???

... and once the AC has flown by then it gets away from my point of view until the engine sound fades away so much that I can't hear it, and unless I steer the plane back to where it all started I have to hit F3 again if I want another flyby sequence to be played ...  ;)

You mean that your flybys loop like in stock game ...?  ???
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Mick on February 20, 2014, 11:40:24 AM
After discussing this point with Epervier it looks like I must have a "special" version of UV3, since Epervier's got the flyby loop too ...  :D

I remember discussing that aspect with Tiger while beta testing UV3, and the non loop flyby was intentional on his part as it allows you to still have control on your plane while in flyby mode, you can for ex steer your plane towards you and get another flyby effect ...

Am I the only one ...?  ???
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: too-cool on February 20, 2014, 05:11:15 PM
I have in HSFX 6.17 the same as you but in 4.12.2 it now loops, but wasn't there a patch to stop the looping?  TC
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Mick on February 21, 2014, 01:25:48 AM
... well since I don't have a 4.12 install I have no idea, may be post your log just in case we can spot something ...  ;)

Most of the time DT patches come with changes in the code that could easily explain such "side effects" ...  :(

After rediscussing the matter with Epervier (4.09+UP2.01) it appears we were in fact saying the same thing differently, and the conclusion is that we have the very same flybys, with no loop at all, unless the plane waypoint steers it back to the camera (either manually if you fly the plane, or "automatically" through the waypoint in the .mis file) ...   :P
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Drewm3i on February 21, 2014, 08:16:07 AM
I don't have the flyby loop.
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Mick on February 21, 2014, 09:45:46 AM
... THX for reporting, Drewm3i ...  ;)

So, too-cool, there could be something wrong with your 4.12.2 UV3 install (or may be a conflict with some other sound mod)...  :(
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Drewm3i on February 21, 2014, 12:20:04 PM
No problem. I'm working on getting tigers sounds stable in 4.12 like that guy in the video. I asked him what he did and I will post here when he responds. Sometimes my game doesn't start with tigers sounds, but sometimes it is fine. Weird. I thing it has something to do with the .rc file.
Title: Re: Tiger 33's Ultimate Sound mod V3 (UV3)
Post by: Drewm3i on February 21, 2014, 02:33:29 PM
Okay, so after playing around with the .rc file I have gotten Tigers sounds stable in Vanilla 4.12.2m+5.3 Modact+5.3 AI Flyables+Optional JSGME extras. Check out my .rc file and see where I placed Tigers sounds. You can copy and paste my .rc if you'd like. The .rc file is in SAS>std
Code: