Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => SAS Essentials / Basic Mods => SAS Modact => Topic started by: SAS~Storebror on June 18, 2013, 05:05:29 AM

Title: SAS Mod Activator v5.1 for 4.12m (18-Jun-13) [4.12]
Post by: SAS~Storebror on June 18, 2013, 05:05:29 AM
(http://www.sas1946.com/images/imageshit/img6/1811/a1is.jpg)

We did it again. BIGGER once more, BADDER of course, and even more BODACIOUS than ever before!  :D

After a tremendous team effort, resulting in the fastest Modact release ever, SAS is proud to present:

the SAS Seriously KickAss Mod Activator v5.10 for 4.12m!!



Installation Instructions (Guide is to follow)

Run the self-extracting installer, select your IL-2 4.12m game folder as target for installation, let the installer do it's job, run the game and enjoy!



DOWNLOAD LINKS for MODACT v5.10 for 4.12m: (316 MB)
Please note it is STRONGLY suggested you start with a fresh 4.12m install before switching over to Mod Act 5.10

Mirror 1: Modact 5.10 (Google Drive) (https://docs.google.com/file/d/0B5qedlUB14vzQ2ZlTk5BaUF5azg/edit?usp=sharing)
Mirror 2: Modact 5.10 (SkyDrive) (http://sdrv.ms/16ekGGf)
Mirror 3: Modact 5.10 (DropBox) (https://dl.dropboxusercontent.com/u/22243666/IL-2%204.12/SAS_Modact_5.10_for_IL-2_4.12m.exe)
Mirror 4: Modact 5.10 (Mission4Today) (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1717)
Mirror 5: Modact 5.10 (Mediafire, special thanks to SAS~Le0ne) (http://www.mediafire.com/download/6nct0u76eb5o5l6/SAS_Modact_5.10_for_IL-2_4.12m.exe)
Mirror 6: Modact 5.10 (swe-gaming.com special thanks to m0nk) (http://www.swe-gaming.com/IL2/Mods/SAS/SAS_Modact_5.10_for_IL-2_4.12m.exe)




Other Mirrors welcome, please post download links in this thread, thanks!



SAS Modact Patch 5.12 for 4.12m
This is a cumulative patch, it replaces all previously released patches for SAS Modact 5.10.
Please note that you need to have a Modact 5.10 game up and running in order to install this patch.
!!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!! IMPORTANT !!!
Take care to disable all JSGME options before installing this mod! You can re-enable them after installation!
Installation Instructions:
Run the self-extracting installer, select your IL-2 4.12m + Modact 5 game folder as target for installation, let the installer do it's job, run the game and enjoy!


DOWNLOAD LINKS for MODACT v5.12 Patch for 4.12m: (5 MB)
Mirror 1: Modact Patch 5.12 (Google Drive) (https://docs.google.com/file/d/0B5qedlUB14vzemJVcmJ5bEIyTVk/edit?usp=sharing)
Mirror 2: Modact Patch 5.12 (SkyDrive) (http://sdrv.ms/13OLk9A)
Mirror 3: Modact Patch 5.12 (DropBox) (https://dl.dropboxusercontent.com/u/22243666/IL-2%204.12/SAS_Modact_Patch_5.12_for_IL-2_4.12m.exe)
Mirror 4: Modact Patch 5.12 (Mediafire, thanks SAS~Le0ne!) (http://www.mediafire.com/?7t118an101ygpcc)
Mirror 5: Modact Patch 5.12 (Mediafire) (http://www.mediafire.com/?57h5mhd4n5a62tg)


Other Mirrors welcome, please post download links in this thread, thanks!



Featured Addon: The SAS AI Flyables Pack 5.10 for 4.12m!  :D

Get a seat in each and every stock AI plane and, on top of all, jump to each and every gunner position of your choice in all those planes!

Installation Instructions (Guide is to follow)

Run the self-extracting installer, select your IL-2 4.12m game folder as target for installation, let the installer do it's job, run the game and enjoy!



DOWNLOAD LINKS for SAS AI Flyables Pack v5.10 for 4.12m: (294 MB)
A working Mod Act v5.10 installation is required for this pack!

Mirror 1: Flyable AI Planes 5.10 (Google Drive) (https://docs.google.com/file/d/0B5qedlUB14vzRklTSEhqUTZJeEU/edit?usp=sharing)
Mirror 2: Flyable AI Planes 5.10 (SkyDrive) (http://sdrv.ms/16ekJSD)
Mirror 3: Flyable AI Planes 5.10 (DropBox) (https://dl.dropboxusercontent.com/u/22243666/IL-2%204.12/SAS_AI_Flyables_5.10_for_IL-2_4.12m.exe)
Mirror 4: Flyable AI Planes 5.10 (Mediafire, special thanks to SAS~Le0ne) (http://www.mediafire.com/download/h8t71h191j8sdk3/SAS_AI_Flyables_5.10_for_IL-2_4.12m.exe)
Mirror 5: Flyable AI Planes 5.10 (swe-gaming.com special thanks to m0nk) (http://www.swe-gaming.com/IL2/Mods/SAS/SAS_AI_Flyables_5.10_for_IL-2_4.12m.exe)


Other Mirrors welcome, please post download links in this thread, thanks!



SAS AI Flyables Patch 5.11 for 4.12m
This is a cumulative patch, it replaces all previously released patches for SAS AI Flyables Pack v5.10.
Please note that you need to have a Modact 5.10 game with SAS AI Flyables Pack v5.10 pack up and running in order to install this patch.
Installation Instructions:
Run the self-extracting installer, select your IL-2 4.12m + Modact 5 game folder as target for installation, let the installer do it's job, run the game and enjoy!


DOWNLOAD LINKS for AI Flyables v5.11 Patch for 4.12m: (360 kB)
Mirror 1: AI Flyables Patch 5.11 (Google Drive) (https://docs.google.com/file/d/0B5qedlUB14vza3drVUlERTlERjQ/edit?usp=sharing)
Mirror 2: AI Flyables Patch 5.11 (SkyDrive) (http://sdrv.ms/13OIHV1)
Mirror 3: AI Flyables Patch 5.11 (DropBox) (https://dl.dropboxusercontent.com/u/22243666/IL-2%204.12/SAS_AI_Flyables_Patch_5.11_for_IL-2_4.12m.exe)
Mirror 4: AI Flyables Patch 5.11 (Mediafire) (http://www.mediafire.com/download/2eh4uugf8i7f688/SAS_AI_Flyables_Patch_5.11_for_IL-2_4.12m.exe)


Other Mirrors welcome, please post download links in this thread, thanks!



For users who have an older modact 4.0/3.0x and need to upgrade:

Unfortunately we don’t have much good news for you. With any game version change, it brings multiple changes and it is difficult to predict all of the side-effects. Therefore as much as pain it is, we STRONGLY recommend you create a fresh Il-2 install, patched all the way to 4.12m before installing ModAct v5.1. For those still on ModAct v3.06/v4.0, DBW 1.71 4.101m, HSFX 6 installs, they aren’t lost forever. We suggest porting your mods across one by one and seeing what happens.

You can try just patching your current install to 4.12m and plonking this over the top but it is likely it won’t work. You should do this at your own risk!  We are still in the process of confirming what mods are and aren’t compatible with 4.12m.



Changelog:

Code: [Select]
*** Modact 5.12 (Current Cumulative Patch): ***

- lots of aircraft sound matrix issues fixed
- buttons file cleaned, duplicates, old format and bogus files removed (thanks to chrisgibon!)
- PAL FMB Regiment dropdown not working issue fixed
- IL-2 Watchdog dynamic links to Visual C++ Runtime Libraries fixed
- Il-2 Selector updated to 3.1.1
- Pe-2 bombsight FOV too narrow issue fixed (thanks to the_woz!)
- PAL Minimap = no fullscreen map
- static.ini "BambooHut" building entry errors fixed
- 109 "canopy open" issue fixed
- Cockpit Wind Bug fixed (thanks for reminding me, SAS~Le0ne)

Remaining known issues in Modact 5.12:

- PAL Minimap = no fullscreen map

*** Modact 5.11 (Patch, obsolete): ***

- "Mission null" / pink plane error when trying to fly Beauforts fixed
- CTD (crash to desktop) when selecting finnish Hawk 75s fixed

*** Modact 5.10 (Full Package): ***

Updated to run with 4.12m

Latest Il-2 Selector 3.1.0 inlcuding updated documentation (read it! You might need it!)

Updated Buttons (basically buttons 10.3 lifted to 4.12 standards)

Included JSGME options:
- Forgotten Countries
- SAS FX Small Collection
- HD Skins with True Color support (special thanks to Carsmaster)
- Water=4 Mod by Carsmaster
- MissionPro Combo 4.12m (special thanks to benitomuso)
- MiniMap mod for 4.12m by benitomuso
- FOV mod
- Big Clouds mod (special thanks to Manysh)
- Random Belt Start Position

*** AI Flyables 5.11 (Current Cumulative Patch): ***

- Wellington bombsight no crosshairs issue fixed
- Wellington and Beaufort debug log entries fixed

*** AI Flyables 5.10 (Full Package): ***

- All AI planes made flyable in 4.12
- Added all missing gunner stations to AI planes. Each and every gunner station is playble!



Cheers to SAS Team and Modders for testing

Special thanks (with no claim of completeness) go to:

8) Salut!

SAS~Storebror
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: ANDYTOTHED on June 18, 2013, 10:39:13 AM
That was real freakin' quick, how?!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Bombsaway on June 18, 2013, 10:41:26 AM
AAHHHH cause the SAS is just that good. :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 18, 2013, 10:43:34 AM
Wuuaahhhhh....this was really quick!!!

Thanks guys  8)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Tom2 on June 18, 2013, 10:49:13 AM
+1.
Amazing new features in 4.12..
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on June 18, 2013, 10:56:01 AM
SAS

S(urely)
A(bove)
S(tandards)

What else?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: wb21 on June 18, 2013, 11:13:09 AM
Now that's what you call an overnight job  :P
While I still chose to hold on to my 4.10 install for a little while and wait for the new patch to mature a bit, cheers to the intrepid team, nuff said. :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on June 18, 2013, 11:20:32 AM
Very Cool, Thanks Guys
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: WindWpn on June 18, 2013, 11:27:10 AM
Nice guys! 

"Round the circuit again boys!"   :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: hguderian on June 18, 2013, 11:31:45 AM
All Gods must bless You!!!  :-*

 :) :) :) :) :) :)

Thank You!!

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: max_thehitman on June 18, 2013, 11:33:46 AM
Great!  Great! Great! GREAT!!!

(http://i1220.photobucket.com/albums/dd448/othertimesto/gif/dogriding.gif) (http://media.photobucket.com/user/othertimesto/media/gif/dogriding.gif.html)

Let´s PARTY !

Thank You very much to ALL who were involved in this project!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Tom2 on June 18, 2013, 11:34:12 AM
Now that's what you call an overnight job  :P
While I still chose to hold on to my 4.10 install for a little while and wait for the new patch to mature a bit, cheers to the intrepid team, nuff said. :)

Same here, loved to fly it but wait till after sickness or whatever I have..
Fast job, SAS rules. :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: panzerkeil on June 18, 2013, 12:23:04 PM
THANK YOU THANK YOU THANK YOU!!!!   :) :) :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: TT on June 18, 2013, 01:17:05 PM
When i have selected hawk-75 A3 or A4 and trying to select finland game crashes and goes to the desktop. With other countries - no problem. Also plane.ru and weapons.ru lines are missing.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: cgagan on June 18, 2013, 01:49:17 PM
You guys rock!!!! 8) D/loading now, I shall install it next week when I'm back home. Many thanks again,
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Crash_MX06 on June 18, 2013, 01:51:06 PM
Yeah fast download  ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 18, 2013, 01:52:42 PM
When i have selected hawk-75 A3 or A4 and trying to select finland game crashes and goes to the desktop. With other countries - no problem. Also plane.ru and weapons.ru lines are missing.
Thanks for the report TT.
There will be glitches for sure, you simply can't avoid that when creating such a big new pack in such a short time.
We'll collect all bug reports for some time and provide a patch or a new version, depending on the number of bugs and required patch size then.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: the_woz on June 18, 2013, 02:11:56 PM
Thank you!

Downloading now!  :D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Gaston on June 18, 2013, 02:22:47 PM
That was real FAST ! Thanks !

On my side, I wanted to try the Beauforts, but none of them works. Mission loads up to 100 % and BAAAAAM ! Mission failed null.

Also, I do not find the Mohawk... the other new planes (Do-217M and Wellington) seem to work fine. Have to try them seriously...
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on June 18, 2013, 02:38:56 PM
Installed atm the basic mod activator and enabled all features from JSGME with success!

Installed my old friends Tiger Moth and Miles Magister and got them working flawless!

I'm starting to think that apart my undeletable , unforgetable , always lovable and neverending 409 the new 412 'll be the most amazing!

Thanks to TD for all their work!

Thanks to SAS to have developed this mod activator so quickly!

Thanks to all modders in every place , of every site , for their work around IL2!!!

This is about a miracle!!!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Venator77 on June 18, 2013, 02:41:15 PM
Ha ha! They have broken all world records! Now we need to find what works with this...
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Forager on June 18, 2013, 02:56:00 PM
Thank you all involved in this venture, amazingly quick and welcome, wheel and cowling
 mods ported and working.

Concerning the report by TT, I tried both planes and got odd results as follows:
Allied Finland both planes loaded fine in QMB on several maps.
Axis Finland both planes loaded to 30% and screen froze.
I had to ctrl/alt/delete to escape and got this message: "6Dof/TIR Enabled Executable for Modded IL2 Sturmovik 1946 has stopped working."

I clicked the box for more details and got this:
Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   il2fb.exe
  Application Version:   5.0.0.2
  Application Timestamp:   44fe754b
  Fault Module Name:   Opengl32.dll
  Fault Module Version:   6.1.7600.16385
  Fault Module Timestamp:   4a5bdadb
  Exception Code:   c0000005
  Exception Offset:   0000416c
  OS Version:   6.1.7601.2.1.0.768.3
  Locale ID:   1033
  Additional Information 1:   25f3
  Additional Information 2:   25f3b2110c984ba205eba372d1a4e1be
  Additional Information 3:   4f14
  Additional Information 4:   4f143dbf5d43c84a6d83784d1771e1e7

I have no idea what it means but I do not have Track IR.

I hope this might help and thanks again for everyones hard work.

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: ANDYTOTHED on June 18, 2013, 03:06:09 PM
Would Jetwar 1.32 work on this?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: HotelAlpha on June 18, 2013, 03:09:05 PM
Looks like a 4.12 mod icon is needed for the mod downloads and this thread...  ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: WindWpn on June 18, 2013, 03:24:32 PM
Yay, i have naked ladies back in my 109 pits!   :)  GWs 109 cockpit update works great in 4.12 packed into #SAS, along with some other cockpit repaints
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Forager on June 18, 2013, 04:00:29 PM
The rotating load screens with Trudgian and Olsthoorn aviation art is really a great addition!!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BT~walker on June 18, 2013, 04:08:49 PM
Unbelievable !... You guys rock ! Thank you very much !
Just preparing for the most immersive experience in IL2...
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: [URU]Fox on June 18, 2013, 05:37:19 PM
Impressive!

Thanks a lot, that's an incredibly fast job.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Gumpy on June 18, 2013, 05:56:11 PM
That was real FAST ! Thanks !

On my side, I wanted to try the Beauforts, but none of them works. Mission loads up to 100 % and BAAAAAM ! Mission failed null.

Also, I do not find the Mohawk... the other new planes (Do-217M and Wellington) seem to work fine. Have to try them seriously...
Same problem as Gaston with the Beauforts (Mission failed null) are they flyable?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: S3231541 on June 18, 2013, 06:13:13 PM
That was real FAST ! Thanks !

On my side, I wanted to try the Beauforts, but none of them works. Mission loads up to 100 % and BAAAAAM ! Mission failed null.

Also, I do not find the Mohawk... the other new planes (Do-217M and Wellington) seem to work fine. Have to try them seriously...
Same problem as Gaston with the Beauforts (Mission failed null) are they flyable?

Guys, whenever you have a crash, please post a logfile, otherwise we can only "blindly" guess what the bug is. please install instant log, then when you experience crash, just copy the 1/3 last bit of your log here. Thank you.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: farang65 on June 18, 2013, 06:28:11 PM
Thank you very very much

SAS Team   :D ;) and Super Schooler testers  :D :)

Kirby
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: zeybek on June 18, 2013, 06:32:49 PM
Thanks SAS Team S!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: the_woz on June 18, 2013, 06:48:16 PM
This is when trying to change country to Finland in QMB and the Hawk 75 A-3
With the A-4 the only difference is another line after the first referencing PaintSchemeFMPar08, line 26

Code: [Select]
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.PaintSchemeFMPar07.prepareNum(PaintSchemeFMPar07.java:121)
at com.maddox.il2.objects.air.PaintScheme.prepareNum(PaintScheme.java:100)
at com.maddox.il2.objects.air.PaintScheme.prepare(PaintScheme.java:88)
at com.maddox.il2.gui.GUIAirArming.prepareMesh(GUIAirArming.java:1242)
at com.maddox.il2.gui.GUIAirArming.access$1000(GUIAirArming.java:72)
at com.maddox.il2.gui.GUIAirArming$DialogClient.notify(GUIAirArming.java:1697)
at com.maddox.gwindow.GWindow.notify(GWindow.java:144)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl$ListArea.mouseButton(GWindowComboControl.java:235)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
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:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: 361st_Hoss on June 18, 2013, 07:09:15 PM
Tried loading Jet War 1.3 for shits and grins............... it loads, I see the plane, can put ordnance on it, hit fly and it loads to 30% and stops.

I get this on my log file

Code: [Select]
[Jun 19, 2013 1:06:01 AM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 580/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: 1920x1200
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

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

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

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\sasamt_jetwar_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasamt_jetwar_02.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 - Water=4 by Carsmaster.SFS... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
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.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32

Loading mission Quick/MTO/MTORedAirbase00.mis...
Loaded camouflage: DESERT
Month = 5 , Hour = 12
Temperature -     0m = 27.0 .
Temperature -  1000m = 20.51001 .
Temperature -  2000m = 14.019989 .
Temperature -  3000m = 7.529999 .
Temperature -  4000m = 1.0400085 .
Temperature -  5000m = -5.450012 .
Temperature -  6000m = -11.940002 .
Temperature -  7000m = -18.429993 .
Temperature -  8000m = -24.919998 .
Temperature -  9000m = -31.410004 .
Temperature - 10000m = -37.899994 .
Temperature - 11000m = -44.39 .
Temperature - 12000m = -50.880005 .
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: *1264054304*
*** 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/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
java.lang.NoSuchMethodError
at com.maddox.il2.ai.air.AirGroup.addAircraft(AirGroup.java:545)
at com.maddox.il2.ai.Wing.load(Wing.java:172)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1352)
at com.maddox.il2.game.Mission._load(Mission.java:770)
at com.maddox.il2.game.Mission.access$6(Mission.java:741)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:478)
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)

I put the sfs files in the SFS_AUTO file, I'll try just putting them in the root folder and see what happens.  I used the 4.11.1 Hot Keys and the updated JetWar 1.32, I was suprised it loaded as far as it did....

Cheers

Hoss

edit:  Same results, 30% load and stop with files in the root folder.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: S3231541 on June 18, 2013, 07:42:06 PM
@The_woz, does stock planes work for you? Only after installing moddact you experience the problems?

@AG-51 Hoss, jetwar 1.3 is a content pack only, most of the core classes are in the SAS engine Mod, which is not perfectly compatible for now.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on June 18, 2013, 07:46:24 PM
Nice surprise
Thank you very much  ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: David Prosser on June 18, 2013, 07:51:19 PM
This came out quickly, SAS~Storebror. I guess it has all the features anyone could want.

cheers

David Prosser
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: the_woz on June 18, 2013, 08:23:51 PM
@The_woz, does stock planes work for you? Only after installing moddact you experience the problems?

Both Hawk75 work fine on stock 4.12, the problem is only with modact installed
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Ekull on June 18, 2013, 08:56:51 PM
B17s work...the d model



umm I didn't see the ai pack :-[
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: S3231541 on June 18, 2013, 09:03:08 PM
@The_woz, does stock planes work for you? Only after installing moddact you experience the problems?

Both Hawk75 work fine on stock 4.12, the problem is only with modact installed

Okay, thank for your report.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Gumpy on June 18, 2013, 09:05:52 PM
Logfile for Beauforts (Mission failed null) error
Code: [Select]
[Jun 18, 2013 7:57:58 PM] ------------ BEGIN log session -------------
[7:57:58 PM] OpenGL provider: Opengl32.dll
[7:57:58 PM] OpenGL library:
[7:57:58 PM]   Vendor: NVIDIA Corporation
[7:57:58 PM]   Render: GeForce 9800 GTX/9800 GTX+/PCIe/SSE2
[7:57:58 PM]   Version: 3.3.0
[7:57:58 PM]   Extensions: 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_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_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_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_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_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_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range 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_query_levels 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_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object 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_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_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square 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_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_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_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_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
[7:57:58 PM] Size: 1920x1080
[7:57:58 PM] ColorBits: 32
[7:57:58 PM] DepthBits: 24
[7:57:58 PM] StencilBits: 8
[7:57:58 PM] isDoubleBuffered: true
[7:57:59 PM]
[7:57:59 PM] *** Looking for Advanced CPU Instructions...
[7:57:59 PM] [x] PentiumPro
[7:57:59 PM] [x] Multimedia (MMX)
[7:57:59 PM] [x] 3D (SSE)
[7:57:59 PM] [x] 3D (SSE2)
[7:57:59 PM] [-] 3D (3DNow)
[7:57:59 PM] ColourBits 32, ABits 0, ZBits 24
[7:57:59 PM]
[7:57:59 PM] *** Looking for Render API Extensions ...
[7:57:59 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[7:57:59 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[7:57:59 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[7:57:59 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[7:57:59 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[7:57:59 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[7:57:59 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[7:57:59 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[7:57:59 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[7:57:59 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[7:57:59 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[7:57:59 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[7:57:59 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[7:57:59 PM]
[7:57:59 PM] Maximum texture size : 8192
[7:57:59 PM] Maximum simultaneous textures :4
[7:57:59 PM] MaxAnisotropic (1.0 = none) : 16.000000
[7:57:59 PM] 15 Splashscreens available.
[7:58:01 PM] AutoMounting SFS files from folder SFS_AUTO now...
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
[7:58:01 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[7:58:01 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[7:58:01 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[7:58:19 PM] Initializing DirectSound playback device...
[7:58:19 PM] Primary buffer created.
[7:58:19 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[7:58:19 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[7:58:19 PM] Default speaker config is : 1310724.
[7:58:19 PM] Direct sound audio device initialized successfully :
[7:58:19 PM] DX Version : 7
[7:58:19 PM] Hardware    - disabled [buffers : 64]
[7:58:19 PM] Extensions  - disabled :
[7:58:19 PM]   EAX ver. 1 [ ]  - disabled
[7:58:19 PM]   EAX ver. 2 [ ]  - disabled
[7:58:19 PM]   EAX ver. 3 [ ]  - disabled
[7:58:19 PM]   I3D ver. 2 [ ]  - disabled
[7:58:19 PM]   ZoomFX     [ ]  - disabled
[7:58:19 PM]   MacroFX    [ ]  - disabled
[7:58:19 PM] SIMD render [X]
[7:58:19 PM] num channels 32
[7:58:19 PM]
[7:58:20 PM] Loading mission Records/Intro 04 Ed.trk...
[7:58:28 PM] Load bridges
[7:58:28 PM] Load static objects
[7:58:39 PM] warning: no files : music/crash
[7:59:01 PM] Loading mission QuickQMBPro/fly_Z_BOB_A/fly_Z_BOB_ARedNone00.mis...
[7:59:01 PM] Detected Vertex Shaders 3.0.
[7:59:01 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[7:59:01 PM] Vertex texture units: 32
[7:59:01 PM]
[7:59:07 PM] PBuffer: suitable formats: 6
[7:59:07 PM]
[7:59:07 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[7:59:07 PM] Depth = 24, stencil = 8
[7:59:07 PM] PBuffer: suitable formats: 6
[7:59:07 PM]
[7:59:07 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[7:59:07 PM] Depth = 24, stencil = 8
[7:59:14 PM] Loading vertex/fragment programs: *89858072*
[7:59:14 PM] *** Loading: [vpFogFar2Tex2D]
[7:59:14 PM] *** Loading: [vpFog2Tex2DBlend]
[7:59:14 PM] *** Loading: [vpFogFar4Tex2D]
[7:59:14 PM] *** Loading: [vpFogFar8Tex2D]
[7:59:14 PM] *** Loading: [vpFogNoTex]
[7:59:14 PM] *** Loading: [vpFog4Tex2D]
[7:59:14 PM] *** Loading: [vpFog4Tex2D_UV2]
[7:59:14 PM] *** Loading: [vp4Tex2D]
[7:59:14 PM] *** Loading: [vp6Tex2D]
[7:59:14 PM] *** Loading: [vpTexUVTex2D]
[7:59:14 PM] *** Loading: [vpWaterGrid_NV]
[7:59:14 PM] *** Loading: [vpWaterSunLight_NV]
[7:59:14 PM] *** Loading: [vpWaterSunLight_ATI]
[7:59:14 PM] *** Loading: [vpWaterSunLight_FP]
[7:59:14 PM] *** Loading: [vpTreeSprite]
[7:59:14 PM] *** Loading: [vpTreeTrunk]
[7:59:14 PM] *** Loading: [vpVAObjectsN]
[7:59:14 PM] *** Loading: [vpVAObjectsL0]
[7:59:14 PM] *** Loading: [vpSprites]
[7:59:14 PM] *** Loading: [vpSimpleGL]
[7:59:14 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpSimpleGL]
[7:59:14 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpRiverCoastAA]
[7:59:14 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[7:59:14 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [vpWaterDM_CPU]
[7:59:14 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[7:59:14 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[7:59:14 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[7:59:14 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpWaterLFogDM]
[7:59:14 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[7:59:14 PM] Load bridges
[7:59:15 PM] Load static objects
[7:59:17 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[7:59:18 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[7:59:19 PM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[7:59:22 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[7:59:22 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[7:59:24 PM] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[7:59:24 PM] java.lang.ArrayIndexOutOfBoundsException
[7:59:24 PM] at com.maddox.il2.fm.Motor.calcAfterburnerCompressorFactor(Motor.java:945)
[7:59:24 PM] at com.maddox.il2.fm.Motor.load(Motor.java:337)
[7:59:24 PM] at com.maddox.il2.fm.EnginesInterface.load(EnginesInterface.java:68)
[7:59:24 PM] at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:356)
[7:59:24 PM] at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
[7:59:24 PM] at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
[7:59:24 PM] at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
[7:59:24 PM] at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
[7:59:24 PM] at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
[7:59:24 PM] at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
[7:59:24 PM] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
[7:59:24 PM] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
[7:59:24 PM] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
[7:59:24 PM] at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
[7:59:24 PM] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[7:59:24 PM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
[7:59:24 PM] at com.maddox.il2.game.Mission._load(Mission.java:487)
[7:59:24 PM] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[7:59:24 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[7:59:24 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[7:59:24 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[7:59:24 PM] at com.maddox.il2.game.Main.exec(Main.java:448)
[7:59:24 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[7:59:25 PM] null
[7:59:25 PM] java.lang.NullPointerException
[7:59:25 PM] at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:621)
[7:59:25 PM] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:561)
[7:59:25 PM] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:525)
[7:59:25 PM] at com.maddox.il2.game.Mission._load(Mission.java:625)
[7:59:25 PM] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[7:59:25 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[7:59:25 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[7:59:25 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[7:59:25 PM] at com.maddox.il2.game.Main.exec(Main.java:448)
[7:59:25 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jun 18, 2013 7:59:33 PM] -------------- END log session -------------
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: csvousden on June 18, 2013, 09:32:38 PM
Love this! 

I have pink beauforts, but all else seems okay, even the Hawks. 

C
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SloppyJoe on June 19, 2013, 12:37:05 AM
YES! Thank you!


You guys ROCK!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: zeybek on June 19, 2013, 01:44:00 AM
hi everyone, is it possible to 4.12 dedicated server mod activator ? S!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Gaston on June 19, 2013, 03:21:14 AM
Here is my log with the mission failed null bug when trying the Beaufort.

Code: [Select]
[19 juin 13 11:17:53] ------------ BEGIN log session -------------
[11:17:53] OpenGL provider: Opengl32.dll
[11:17:53] OpenGL library:
[11:17:53]   Vendor: NVIDIA Corporation
[11:17:53]   Render: GeForce 9800 GT/PCI/SSE2
[11:17:53]   Version: 3.3.0
[11:17:53]   Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility 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_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_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays 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_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 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_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_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_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_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip 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_depth_buffer_float GL_NV_depth_clamp 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_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_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_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_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[11:17:53] Size: 1280x1024
[11:17:53] ColorBits: 32
[11:17:53] DepthBits: 24
[11:17:53] StencilBits: 8
[11:17:53] isDoubleBuffered: true
[11:17:55]
[11:17:55] *** Looking for Advanced CPU Instructions...
[11:17:55] [x] PentiumPro
[11:17:55] [x] Multimedia (MMX)
[11:17:55] [x] 3D (SSE)
[11:17:55] [x] 3D (SSE2)
[11:17:55] [-] 3D (3DNow)
[11:17:55] ColourBits 32, ABits 0, ZBits 24
[11:17:55]
[11:17:55] *** Looking for Render API Extensions ...
[11:17:55] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[11:17:55] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[11:17:55] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[11:17:55] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[11:17:55] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[11:17:55] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[11:17:55] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[11:17:55] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[11:17:55] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[11:17:55] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[11:17:55] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[11:17:55] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[11:17:55] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[11:17:55]
[11:17:55] Maximum texture size : 8192
[11:17:55] Maximum simultaneous textures :4
[11:17:55] MaxAnisotropic (1.0 = none) : 16.000000
[11:17:56] 15 Splashscreens available.
[11:18:03] AutoMounting SFS files from folder SFS_AUTO now...
[11:18:03] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.SFS... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.SFS... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
[11:18:03] AutoMounting SFS files from folder SFS_AUTO finished.
[11:18:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:18:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:18:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:18:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[11:18:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[11:18:07] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[11:18:07] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[11:18:07] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[11:18:07] INTERNAL ERROR: Texture required
[11:18:07] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[11:18:27] Initializing DirectSound playback device...
[11:18:27] Primary buffer created.
[11:18:27] Playback format is set : sampling rate = 44100, num channels = 2.
[11:18:27] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[11:18:27] Default speaker config is : 1310724.
[11:18:27] Direct sound audio device initialized successfully :
[11:18:27] DX Version : 7
[11:18:27] Hardware    - disabled [buffers : 0]
[11:18:27] Extensions  - disabled :
[11:18:27]   EAX ver. 1 [ ]  - disabled
[11:18:27]   EAX ver. 2 [ ]  - disabled
[11:18:27]   EAX ver. 3 [ ]  - disabled
[11:18:27]   I3D ver. 2 [ ]  - disabled
[11:18:27]   ZoomFX     [ ]  - disabled
[11:18:27]   MacroFX    [ ]  - disabled
[11:18:27] SIMD render [X]
[11:18:27] num channels 0
[11:18:27]
[11:18:28] Loading mission Records/Intro 04 Ed.trk...
[11:18:35] Annulation utilisateur
[11:18:35]
[11:18:35] java.lang.RuntimeException: Annulation utilisateur
[11:18:35]
[11:18:35] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:447)
[11:18:35] at com.maddox.il2.game.Mission.loadMain(Mission.java:812)
[11:18:35] at com.maddox.il2.game.Mission._load(Mission.java:476)
[11:18:35] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:18:35] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:18:35] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:18:35] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:18:35] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:18:35] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:18:35] Annulation utilisateur
[11:18:35]
[11:18:35] java.lang.RuntimeException: Annulation utilisateur
[11:18:35]
[11:18:35] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:447)
[11:18:35] at com.maddox.il2.game.Mission.loadMain(Mission.java:812)
[11:18:35] at com.maddox.il2.game.Mission._load(Mission.java:476)
[11:18:35] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:18:35] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:18:35] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:18:35] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:18:35] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:18:35] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:19:21] Loading mission QuickQMBPro/Normandy/NormandyRedScramble00.mis...
[11:19:21] Detected Vertex Shaders 3.0.
[11:19:21] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[11:19:21] Vertex texture units: 32
[11:19:21]
[11:19:25] PBuffer: suitable formats: 6
[11:19:25]
[11:19:25] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[11:19:25] Depth = 24, stencil = 8
[11:19:25] PBuffer: suitable formats: 6
[11:19:25]
[11:19:25] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[11:19:25] Depth = 24, stencil = 8
[11:19:32] Loading vertex/fragment programs: *122433120*
[11:19:32] *** Loading: [vpFogFar2Tex2D]
[11:19:32] *** Loading: [vpFog2Tex2DBlend]
[11:19:32] *** Loading: [vpFogFar4Tex2D]
[11:19:32] *** Loading: [vpFogFar8Tex2D]
[11:19:32] *** Loading: [vpFogNoTex]
[11:19:32] *** Loading: [vpFog4Tex2D]
[11:19:32] *** Loading: [vpFog4Tex2D_UV2]
[11:19:32] *** Loading: [vp4Tex2D]
[11:19:32] *** Loading: [vp6Tex2D]
[11:19:32] *** Loading: [vpTexUVTex2D]
[11:19:32] *** Loading: [vpWaterGrid_NV]
[11:19:32] *** Loading: [vpWaterSunLight_NV]
[11:19:32] *** Loading: [vpWaterSunLight_ATI]
[11:19:32] *** Loading: [vpWaterSunLight_FP]
[11:19:32] *** Loading: [vpTreeSprite]
[11:19:32] *** Loading: [vpTreeTrunk]
[11:19:32] *** Loading: [vpVAObjectsN]
[11:19:32] *** Loading: [vpVAObjectsL0]
[11:19:32] *** Loading: [vpSprites]
[11:19:32] *** Loading: [vpSimpleGL]
[11:19:32] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[11:19:32] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[11:19:32] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCoastBump] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCaustic] -> NV3X Optimized!
[11:19:32] *** Loading: [fpSprites] -> NV3X Optimized!
[11:19:32] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[11:19:32] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[11:19:32] *** Loading: [fpSimpleGL]
[11:19:32] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[11:19:32] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[11:19:32] *** Loading: [fpRiverCoastAA]
[11:19:32] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[11:19:32] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[11:19:32] *** Loading: [vpWaterDM_CPU]
[11:19:32] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[11:19:32] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[11:19:32] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[11:19:32] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[11:19:32] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[11:19:32] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpWaterLFogDM]
[11:19:32] *** Loading: [fpIceWater] -> NV3X Optimized!
[11:19:32] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[11:19:32] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[11:19:32] *** Loading: [fpNearBlend] -> NV3X Optimized!
[11:19:32] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[11:19:32] *** Loading: [fpFarBlend] -> NV3X Optimized!
[11:19:32] *** Loading: [fpForestPlane] -> NV3X Optimized!
[11:19:32] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[11:19:32] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[11:19:32] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[11:19:32] Load bridges
[11:19:32] Load static objects
[11:19:36] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:19:36] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[11:19:37] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[11:19:37] java.lang.ArrayIndexOutOfBoundsException
[11:19:37] at com.maddox.il2.fm.Motor.calcAfterburnerCompressorFactor(Motor.java:945)
[11:19:37] at com.maddox.il2.fm.Motor.load(Motor.java:337)
[11:19:37] at com.maddox.il2.fm.EnginesInterface.load(EnginesInterface.java:68)
[11:19:37] at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:356)
[11:19:37] at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
[11:19:37] at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
[11:19:37] at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
[11:19:37] at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
[11:19:37] at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
[11:19:37] at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
[11:19:37] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
[11:19:37] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
[11:19:37] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
[11:19:37] at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
[11:19:37] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[11:19:37] at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
[11:19:37] at com.maddox.il2.game.Mission._load(Mission.java:487)
[11:19:37] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:19:37] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:19:37] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:19:37] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:19:37] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:19:37] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:19:40] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
[11:19:43] null
[11:19:43] java.lang.NullPointerException
[11:19:43] at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:621)
[11:19:43] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:561)
[11:19:43] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:525)
[11:19:43] at com.maddox.il2.game.Mission._load(Mission.java:625)
[11:19:43] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:19:43] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:19:43] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:19:43] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:19:43] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:19:43] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[19 juin 13 11:19:49] -------------- END log session -------------
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 19, 2013, 03:23:03 AM
Hi folks,

Thanks a bomb for all your feedback, much appreciated.
Special thanks to those who reported bugs so far.
You can find a Patch "Modact 5.11" in the first post. This patch installs on top of an existing Modact 5 installation and solves the following issues:

4.12 dedicated server mod activator ?
The old fashioned Selector 2.3 serves as mod enabler for dedicated servers. See here: http://www.sas1946.com/main/index.php/topic,16403.0.html

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: duffys tavern on June 19, 2013, 04:53:39 AM
Great job! Thank you so much for sharing. Testing a few mods now.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 19, 2013, 05:09:05 AM
Same here,You guys did really a fantastic Job.

Many thanks Mike.

Best regards from a hot Summer day in Germany,
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Gaston on June 19, 2013, 05:22:26 AM
Working now, with the patch ! Thanks !

A question, before trying to install other things... I have found the famous 294ABC86A89FAEB4 classfile, which is supposed to be the FiffFM mod... does this version make 4.10 or 4.09 useable in 4.12 ? if yes... that is just great !
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on June 19, 2013, 05:25:32 AM
I think this is a version of the autoDiffFM released by Benitomuso because I have installed some old 409 planes (Tiger Moth and Magister) and got them working flawless....more addition today but I must first think a strategy to have a basic folder for MAPS/OBJECT/AI/EFFECT and a lot of dedicated planes folder thanks to the great STOREBROR new selector!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 19, 2013, 05:28:19 AM
Yep that's right, Modact 5 has AutoDiffFM included, you can use whatever FM files you like.

We tried hard to make life as easy as possible in terms of modding, that's why we also implemented a new "SFS AutoMount" feature, which automatically mounts any SFS file which is dropped in the "SFS_AUTO" folder without the need to edit the ".rc" file as it used to be in former times. That's by the way the reason why mods with SFS files can now reside in JSGME as they do with Modact 5.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on June 19, 2013, 05:29:54 AM
You are genial!!!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 19, 2013, 05:48:25 AM
All i want to know is why 4.11 took forever but 4.12 was SNAP?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: 361st_Hoss on June 19, 2013, 05:50:49 AM


Quote
@AG-51 Hoss, jetwar 1.3 is a content pack only, most of the core classes are in the SAS engine Mod, which is not perfectly compatible for now.

Yep, I figured that one out as I deleted the sfs files and I still got the 30% freeze, got rid of the Engine and Core files and it worked again.....

Cheers

Hoss
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 19, 2013, 05:53:46 AM
So engine mod 2.6 causes and CTD?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 19, 2013, 05:55:43 AM
Yep, Engine Mod strictly interfers with base game classes, a lot of which have changed between 4.11.1 and 4.12.
We're already working on an updated version, but that's an extremely tedious job and hence has been postponed a bit. Don't expect that to be ready within the famous two weeks please.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 19, 2013, 06:17:30 AM
Oh ok then off the the other mods! :P
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: VF111Sundowner on June 19, 2013, 06:21:57 AM

Ok this is a noobish question..

But using this Mod act will allow me to get back Santbro's gun cam tracers right? (and possibly alittle better sounds?)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 19, 2013, 06:22:32 AM
yeah I hope ;)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: vegetarian on June 19, 2013, 07:05:51 AM
Quick possible bug update.
Modact + Patch +  AI Flyables on a vanilla 4.12 install - the fuselage is invisible in the external view of the flyable Wellington. I'd post a screen shot but I don't know how to!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: hguderian on June 19, 2013, 07:11:22 AM
Quick possible bug update.
Modact + Patch +  AI Flyables on a vanilla 4.12 install - the fuselage is invisible in the external view of the flyable Wellington. I'd post a screen shot but I don't know how to!

Modact + Patch +  AI Flyables on a vanilla 4.12 install also here and Wellington's fuselage is perfectly visible from external view.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: wingflyr on June 19, 2013, 07:31:15 AM
Awesome !!!  8) Thanks guys, This is wonderful.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Fresco23 on June 19, 2013, 07:54:55 AM
Is it possible to get a media fire link?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: HotelAlpha on June 19, 2013, 08:04:57 AM
Great!  Great! Great! GREAT!!!

(http://i1220.photobucket.com/albums/dd448/othertimesto/gif/dogriding.gif) (http://media.photobucket.com/user/othertimesto/media/gif/dogriding.gif.html)

Let´s PARTY !

Thank You very much to ALL who were involved in this project!


LOL The dogs doing it in the corner!  8)  :D   :lol:

And of course the ownderfully awesome SAS people who made this are awesome! And the community to which this is made for will surely love this cool mod activator.


Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Fresco23 on June 19, 2013, 08:20:56 AM
Is it possible to get a media fire link?


Actually... media fire links to all three would be incredible. Thanks!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Gaston on June 19, 2013, 09:22:45 AM
I am very happy with this ModAct, sincerely ! now, we have possibility to taxi to the runway, etc, and it seems very interesting !

I have installed some training planes, and aerobatics too : Z-50, Z-26, Bucker 181, some T-6 and Harvards, Su-26 and 29, Yak-7 UTI and V. All are working well, except Su-26 and Yak-7V. These 2 ones only work if air-start, because when dtart on the ground, undercarriage is broken. Anyone else have tried them, to see if this is a general problem ?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 19, 2013, 09:33:14 AM
I found something: None of the QMB FW-190`s are working in my install. I can choose them,but in the mission,there is only blue Sky,no cockpit.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: S3231541 on June 19, 2013, 10:00:46 AM
I found something: None of the QMB FW-190`s are working in my install. I can choose them,but in the mission,there is only blue Sky,no cockpit.

Please post your logfile. It is highly due to 3d error of either missing a mesh, wrong material etc. The log will show exactly what mesh is missing so we can fix it. Thanks.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: poy on June 19, 2013, 10:27:54 AM
hey guys, it's my first modact so... yeah, I installed it nice and steady but now the game is in french, and as french as I am I'd rather have it in english, how do I proceed to do so ?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 19, 2013, 10:39:36 AM
Thanks for help S3. I never use the logfile before,so I hope this is the right one:

Code: [Select]
[19.06.2013 16:35:09] ------------ BEGIN log session -------------
[16:35:09] OpenGL provider: Opengl32.dll
[16:35:10] OpenGL library:
[16:35:10]   Vendor: ATI Technologies Inc.
[16:35:10]   Render: AMD Radeon HD 7700 Series
[16:35:10]   Version: 4.2.12217 Compatibility Profile Context 12.104.0.0
[16:35:10]   Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility 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_compute_shader 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_indirect GL_ARB_draw_instanced 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_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_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_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_stencil_export 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_packing GL_ARB_shadow GL_ARB_shadow_ambient 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_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample 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_envmap_bumpmap GL_ATI_fragment_shader 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_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_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_shader_image_load_store 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_bptc 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_sRGB_decode 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_EXT_vertex_attrib_64bit 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
[16:35:10] Size: 1920x1080
[16:35:10] ColorBits: 32
[16:35:10] DepthBits: 24
[16:35:10] StencilBits: 8
[16:35:10] isDoubleBuffered: true
[16:35:10]
[16:35:10] *** Looking for Advanced CPU Instructions...
[16:35:10] [x] PentiumPro
[16:35:10] [x] Multimedia (MMX)
[16:35:10] [x] 3D (SSE)
[16:35:10] [x] 3D (SSE2)
[16:35:10] [-] 3D (3DNow)
[16:35:10] ColourBits 32, ABits 8, ZBits 24
[16:35:10]
[16:35:10] *** Looking for Render API Extensions ...
[16:35:10] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[16:35:10] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[16:35:10] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[16:35:10] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[16:35:10] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[16:35:10] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[16:35:10] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[16:35:10] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[16:35:10] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[16:35:10] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[16:35:10] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[16:35:10] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[16:35:10] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[16:35:10]
[16:35:10] Maximum texture size : 16384
[16:35:10] Maximum simultaneous textures :8
[16:35:10] MaxAnisotropic (1.0 = none) : 16.000000
[16:35:10] 15 Splashscreens available.
[16:35:11] AutoMounting SFS files from folder SFS_AUTO now...
[16:35:11] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.SFS... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.SFS... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
[16:35:11] AutoMounting SFS files from folder SFS_AUTO finished.
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[16:35:11] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[16:35:11] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[16:35:11] INTERNAL ERROR: Texture required
[16:35:11] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[16:35:17] The sample music/menu/ru.wav not found
[16:35:17] Initializing DirectSound playback device...
[16:35:17] Primary buffer created.
[16:35:17] Playback format is set : sampling rate = 44100, num channels = 2.
[16:35:17] Not enought hardware buffers (0), hardware disabled
[16:35:17] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[16:35:17] Default speaker config is : 1310724.
[16:35:17] Direct sound audio device initialized successfully :
[16:35:17] DX Version : 7
[16:35:17] Hardware    - disabled [buffers : 0]
[16:35:17] Extensions  - enabled :
[16:35:17]   EAX ver. 1 [ ]  - disabled
[16:35:17]   EAX ver. 2 [ ]  - disabled
[16:35:17]   EAX ver. 3 [ ]  - disabled
[16:35:17]   I3D ver. 2 [ ]  - disabled
[16:35:17]   ZoomFX     [ ]  - disabled
[16:35:17]   MacroFX    [ ]  - disabled
[16:35:17] SIMD render [X]
[16:35:17] num channels 16
[16:35:17] cannot open file for reading
[16:35:17] Cannot open audio file samples/music/menu/ru.wav
[16:35:17]
[16:35:20] The sample music/menu/de.wav not found
[16:35:20] cannot open file for reading
[16:35:20] Cannot open audio file samples/music/menu/de.wav
[16:35:20]
[16:35:22] Loading mission Quick/Kuban/KubanBlueBridge00.mis...
[16:35:25] WARNING: Texture 'MAPS/_Tex/Clouds259.tga' - has non power of 2 dimensions (670 x 670)
[16:35:25] PBuffer: suitable formats: 44
[16:35:25]
[16:35:25] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[16:35:25] Depth = 24, stencil = 8
[16:35:25] PBuffer: suitable formats: 44
[16:35:25]
[16:35:25] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[16:35:25] Depth = 24, stencil = 8
[16:35:29] Loading vertex/fragment programs: *707325984*
[16:35:29] *** Loading: [vpFogFar2Tex2D]
[16:35:29] *** Loading: [vpFog2Tex2DBlend]
[16:35:29] *** Loading: [vpFogFar4Tex2D]
[16:35:29] *** Loading: [vpFogFar8Tex2D]
[16:35:29] *** Loading: [vpFogNoTex]
[16:35:29] *** Loading: [vpFog4Tex2D]
[16:35:29] *** Loading: [vpFog4Tex2D_UV2]
[16:35:29] *** Loading: [vp4Tex2D]
[16:35:29] *** Loading: [vp6Tex2D]
[16:35:29] *** Loading: [vpTexUVTex2D]
[16:35:29] *** Loading: [vpWaterGrid_NV]
[16:35:29] *** Loading: [vpWaterSunLight_NV]
[16:35:29] *** Loading: [vpWaterSunLight_ATI]
[16:35:29] *** Loading: [vpWaterSunLight_FP]
[16:35:29] *** Loading: [vpTreeSprite]
[16:35:29] *** Loading: [vpTreeTrunk]
[16:35:29] *** Loading: [vpVAObjectsN]
[16:35:29] *** Loading: [vpVAObjectsL0]
[16:35:29] *** Loading: [vpSprites]
[16:35:29] *** Loading: [vpSimpleGL]
[16:35:29] *** Loading: [fpWaterSunLightFast]
[16:35:29] *** Loading: [fpWaterSunLight]
[16:35:29] *** Loading: [fpWaterSunLightBest]
[16:35:29] *** Loading: [fpCoastBump]
[16:35:29] *** Loading: [fpCoastFoam]
[16:35:29] *** Loading: [fpCoastFoamFast]
[16:35:29] *** Loading: [fpCoastFoamFarFogTex]
[16:35:29] *** Loading: [fpCausticSimple]
[16:35:30] *** Loading: [fpCaustic]
[16:35:30] *** Loading: [fpSprites]
[16:35:30] *** Loading: [fpObjectsL0]
[16:35:30] *** Loading: [fpObjectsL0_2L]
[16:35:30] *** Loading: [fpSimpleGL]
[16:35:30] *** Loading: [fpNearLandFog]
[16:35:30] *** Loading: [fpFarLandFog]
[16:35:30] *** Loading: [fpRiverCoastAA]
[16:35:30] *** Loading: [vpWaterDM_CPU]
[16:35:30] *** Loading: [fpWaterDM_CPU]
[16:35:30] *** Loading: [fpWaterDM_CPULo]
[16:35:30] *** Loading: [fpWaterLFogDM]
[16:35:30] *** Loading: [fpIceWater]
[16:35:30] *** Loading: [fpNearNoBlend]
[16:35:30] *** Loading: [fpNearNoBlendNoise]
[16:35:30] *** Loading: [fpNearBlend]
[16:35:30] *** Loading: [fpNearBlendNoise]
[16:35:30] *** Loading: [fpFarBlend]
[16:35:30] *** Loading: [fpForestPlane]
[16:35:30] *** Loading: [fpForestPlaneNoise]
[16:35:30] *** Loading: [fpForestPlaneEdges]
[16:35:30] *** Loading: [fpForestPlaneEdgesNoise]
[16:35:30] Load bridges
[16:35:30] Load static objects
[16:35:30] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[16:35:30] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[16:35:30] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[16:35:30] House: Section House$Luft_Hangar not found
[16:35:30] com.maddox.il2.objects.buildings.House$Luft_Hangar.registerSpawner() failed.
[16:35:30] java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
[16:35:30] at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:663)
[16:35:30] at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:94)
[16:35:30] at java.lang.reflect.Method.invoke(Native Method)
[16:35:30] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
[16:35:30] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[16:35:30] at com.maddox.il2.objects.Statics._load(Statics.java:180)
[16:35:30] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:30] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:30] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:30] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:30] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:30] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:30] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:30] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:30] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:30] null
[16:35:30] java.lang.NullPointerException
[16:35:30] at com.maddox.il2.objects.Statics._load(Statics.java:186)
[16:35:30] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:30] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:30] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:30] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:30] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:30] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:30] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:30] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:30] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:30] House: Section House$T2_Hangar not found
[16:35:30] com.maddox.il2.objects.buildings.House$T2_Hangar.registerSpawner() failed.
[16:35:30] java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
[16:35:30] at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:663)
[16:35:30] at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:94)
[16:35:30] at java.lang.reflect.Method.invoke(Native Method)
[16:35:30] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
[16:35:30] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[16:35:30] at com.maddox.il2.objects.Statics._load(Statics.java:180)
[16:35:30] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:30] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:30] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:30] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:30] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:30] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:30] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:30] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:30] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:30] null
[16:35:30] java.lang.NullPointerException
[16:35:30] at com.maddox.il2.objects.Statics._load(Statics.java:186)
[16:35:30] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:30] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:30] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:30] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:30] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:30] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:30] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:30] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:30] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:30] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[16:35:31] null
[16:35:31] java.lang.NullPointerException
[16:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:31] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:31] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:31] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:31] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:31] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:31] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:31] null
[16:35:31] java.lang.NullPointerException
[16:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:31] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:31] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:31] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:31] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:31] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:31] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:31] null
[16:35:31] java.lang.NullPointerException
[16:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:31] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:31] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:31] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:31] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:31] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:31] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:31] null
[16:35:31] java.lang.NullPointerException
[16:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:31] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:31] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:31] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:31] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:31] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:31] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:31] null
[16:35:31] java.lang.NullPointerException
[16:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:31] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:31] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:31] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:31] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:31] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:31] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:33] null
[16:35:33] java.lang.NullPointerException
[16:35:33] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:33] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:33] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:33] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:33] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:33] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:33] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:33] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:33] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:33] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:33] null
[16:35:33] java.lang.NullPointerException
[16:35:33] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:33] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:33] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:33] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:33] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:33] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:33] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:33] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:33] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:33] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:33] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[16:35:33] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[16:35:33] INTERNAL ERROR: Can't open file '3DO/Plane/Fw-190D-9(Beta)/Jacket_LW_256.mat'
[16:35:33] WARNING: object '3DO/Plane/Fw-190D-9(Beta)/Jacket_LW_256.mat' of class 'TMaterial' not loaded
[16:35:33] INTERNAL ERROR: Material: Can't load 'Jacket_LW_256.mat'
[16:35:33] Mission error, ID_04: java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Jacket_LW_256.mat'
[16:35:33]
[16:35:33] java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Jacket_LW_256.mat'
[16:35:33]
[16:35:33] at com.maddox.il2.engine.HierMesh.Load(Native Method)
[16:35:33] at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
[16:35:33] at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
[16:35:33] at com.maddox.il2.objects.air.Aircraft._setMesh(Aircraft.java:3844)
[16:35:33] at com.maddox.il2.objects.air.Aircraft.<init>(Aircraft.java:2352)
[16:35:33] at com.maddox.il2.objects.air.AircraftLH.<init>(AircraftLH.java:54)
[16:35:33] at com.maddox.il2.objects.air.Scheme1.<init>(Scheme1.java:25)
[16:35:33] at com.maddox.il2.objects.air.FW_190.<init>(FW_190.java:26)
[16:35:33] at com.maddox.il2.objects.air.FW_190D9.<init>(FW_190D9.java:25)
[16:35:33] at java.lang.Class.newInstance0(Native Method)
[16:35:33] at java.lang.Class.newInstance(Unknown Source)
[16:35:33] at com.maddox.il2.game.Mission.loadAir(Mission.java:1343)
[16:35:33] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[16:35:33] at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
[16:35:33] at com.maddox.il2.game.Mission._load(Mission.java:487)
[16:35:33] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:33] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:33] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:33] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:33] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:34] ERROR file: File users/0/Icons not found
[16:35:34] null
[16:35:34] java.lang.NullPointerException
[16:35:34] at com.maddox.il2.objects.air.Aircraft.missionStarting(Aircraft.java:3428)
[16:35:34] at com.maddox.il2.game.Mission.doMissionStarting(Mission.java:2283)
[16:35:34] at com.maddox.il2.game.Mission.doBegin(Mission.java:2353)
[16:35:34] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission.java:83)
[16:35:34] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[16:35:34] at com.maddox.il2.gui.GUIMission$4.doAction(GUIMission.java:106)
[16:35:34] at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
[16:35:34] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[16:35:34] at com.maddox.rts.Message._send(Message.java:1217)
[16:35:34] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[16:35:34] at com.maddox.rts.Message.sendTo(Message.java:1134)
[16:35:34] at com.maddox.rts.Message.trySend(Message.java:1115)
[16:35:34] at com.maddox.rts.Time.loopMessages(Time.java:180)
[16:35:34] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[16:35:34] at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
[16:35:34] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
[16:35:34] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:34] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:34] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:34] Mission: Quick/Kuban/KubanBlueBridge00.mis is Playing
[16:35:43] ObjState.finalize: Object of com.maddox.il2.objects.air.FW_190D9 NOT destroyed
[19.06.2013 16:35:45] -------------- END log session -------------

Plane:FW 190 in a QMB Mission.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Mission_bug on June 19, 2013, 12:22:10 PM
Everything around here has been happening so quickly with the release of 4.12 it is hard to keep up with everything. ;)

Thank you very much for the Mod Act for 4.12, I can't believe how soon it appeared, superb guys you are awesome. 8)

Have not had much time to experiment yet but it loaded up with no problems when I installed and tested a launch last night. :)

Wishing you all the very best, Pete. ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 19, 2013, 12:22:47 PM
Semor, your log looks like you've installed a hell lot of mods to your game already. There are many errors pointing to missing statics files, but the one that crashes your game is this one:
Code: [Select]
[16:35:33] INTERNAL ERROR: Can't open file '3DO/Plane/Fw-190D-9(Beta)/Jacket_LW_256.mat'
[16:35:33] WARNING: object '3DO/Plane/Fw-190D-9(Beta)/Jacket_LW_256.mat' of class 'TMaterial' not loaded
[16:35:33] INTERNAL ERROR: Material: Can't load 'Jacket_LW_256.mat'
[16:35:33] Mission error, ID_04: java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Jacket_LW_256.mat'
[16:35:33]
[16:35:33] java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Jacket_LW_256.mat'
Now that there's no "3DO/Plane/Fw-190D-9(Beta)/Jacket_LW_256.mat" file in any of the SFS archives being part of stock 4.12, if this was an issue it would have to happen on stock 4.12 as well. I'd rather guess that you just installed an incompatible mod though.

I installed it nice and steady but now the game is in french, and as french as I am I'd rather have it in english, how do I proceed to do so ?
Nothing easier than that.
Showing the UI in your native language is another new feature in Modact 5, this should get us rid of hand-crafted translations of all those ".ru" files as we used to have before.
However in cases like yours you can easily override this behaviour.
Open your conf.ini, look for the "[rts]" section and edit/add the "locale" entry (if there is no "locale" set in [rts] section, the game will default to your system language).

For instance, if you want your game to show english language, set the following "locale" property:
Code: [Select]
[rts]
locale=en

That's it, now your game is english. You can use other locale settings for different languages such as german (de), hungary (hu), czech (cs), polish (pl) etc.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 19, 2013, 01:04:55 PM
Ehmmm, yes.I put only 3D enhancements and some repainted Cockpits into 4.12 but I should be more carefull in adding new stuff before I post a bug message. :-\

Btw.found the error.All works normal.

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: panzerkeil on June 19, 2013, 01:43:15 PM
I can't believe how easy moddable 4.12 with mod activator is. Just a few more planes and I have ported all my favorite mods over (except for SAS engine and Command & Control)/ My game also load much faster then 4.11.
The only thing I still need to work out is the engine sounds: most of my planes work on previous sound mod, but Zero for instance still sounds like a lawn mower.

You have dpne an extremely well job!  Thank you so much big brother!   :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 19, 2013, 02:55:59 PM
I found that many effect that used to work for DBW will work for this Check out the UP Cinematic effect page. They all work :).
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: poy on June 19, 2013, 03:06:05 PM

I installed it nice and steady but now the game is in french, and as french as I am I'd rather have it in english, how do I proceed to do so ?
Nothing easier than that.
Showing the UI in your native language is another new feature in Modact 5, this should get us rid of hand-crafted translations of all those ".ru" files as we used to have before.
However in cases like yours you can easily override this behaviour.
Open your conf.ini, look for the "[rts]" section and edit/add the "locale" entry (if there is no "locale" set in [rts] section, the game will default to your system language).

For instance, if you want your game to show english language, set the following "locale" property:
Code: [Select]
[rts]
locale=en

That's it, now your game is english. You can use other locale settings for different languages such as german (de), hungary (hu), czech (cs), polish (pl) etc.

Best regards - Mike

cheers storebror  :D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on June 19, 2013, 03:10:50 PM
or Tx for Texan?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 19, 2013, 03:14:16 PM
I found that many effect that used to work for DBW will work for this Check out the UP Cinematic effect page. They all work :).


Not every Effect Mod will work."PAL Tracers and SmokeTrails MOD" is one of them.The Game CTD at 30% Loading in Mission.

http://www.sas1946.com/main/index.php/topic,15071.0.html

This is one of the most important Effect Mods!

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SaS~JackS on June 19, 2013, 03:16:18 PM
To Mike and all who made this possible: WELL DONE!  :)
Even have a couple of 1916 planes flying.

Plus the FMs are easy to mod if I so desire.

This is truly a work of art.

Jack
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 19, 2013, 03:18:09 PM
I found that many effect that used to work for DBW will work for this Check out the UP Cinematic effect page. They all work :).


Not every Effect Mod will work."PAL Tracers and SmokeTrails MOD" is one of them.The Game CTD at 30% Loading in Mission.

http://www.sas1946.com/main/index.php/topic,15071.0.html

This is one of the most important Effect Mods!

Try gun cam tracers
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 19, 2013, 03:20:46 PM
They work so far,no problems. But PAL Tracers and SmokeTrails MOD are a complete different mod.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 19, 2013, 04:18:28 PM
Guys,seems like Jiver´s sound mod is working in 4.12!  8)

http://forum.1cpublishing.eu/showthread.php?t=40150

I try ist ASAP.

Edit: It Works perfect!!

Cheers
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Dauntless1 on June 19, 2013, 10:25:44 PM
Try removing the mini map. Worked for me.  8)

I found something: None of the QMB FW-190`s are working in my install. I can choose them,but in the mission,there is only blue Sky,no cockpit.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: GilB57 on June 20, 2013, 02:12:35 AM
Great stuff  ;D  I like very much these always different loading screens !

Many new aircrafts are now available for 4.09 or 4.10 version of the game.
Which ones are better with 4.12 ModAct 5 ?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Malone on June 20, 2013, 02:53:30 AM
Gilb, it's still early days for us to test which planes will work, or not.
we ask the members to help us with this, and let us know of any issues with particular planes, so that we/the modders can address them.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on June 20, 2013, 03:49:07 AM
X example I test both 409 and 410 version of the PWS-26 and both are working flawless in my new 412.

Anyway IIRC in an old topic about 411 mods compatibility was suggested to try install before the 410 than the 409 because even if both can work the 410 should have the G limit data and a more compatible code....

I think that this could be applicable also for 410/409 mods installed into 412....or at least I'm doing this way....
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on June 20, 2013, 03:55:47 AM
So far I've installed these and they all seem to work ok in 4.12

Code: [Select]
L-5_STOL-Float air.L_5_Float 1 usa01 SUMMER
Fi-156Float       air.FI_156Float 2                             g01   SUMMER
TeXaCo            air.FordZ 1                           NOINFO  r01 SUMMER
TeXaCo1            air.FordM 1                          NOINFO  r01 SUMMER
TeXaCo2           air.FordM2 1                          NOINFO  r01 SUMMER
IAR80early        air.IAR_80A 2                                 ro01  SUMMER
IAR80B            air.IAR_80B 2                                 ro01  SUMMER
IAR80C            air.IAR_80C 2                                 ro01  SUMMER
IAR80M            air.IAR_80M 2                                 ro01  SUMMER
IAR81Cnew         air.IAR_81Cnew 2                              ro01  SUMMER
U19A_Gun           air.U19AGun 1                                    usa01 SUMMER
HarvardMkI        air.Harvard1 1                        NOINFO  gb01  SUMMER
P-47C-5          air.P_47C5 1                                 usa01 DESERT
F4U-1Birdcage           air.F4U1cage 1                                   usa01 DESERT
Stranraer              air.Stranraer  1                         gb01 DESERT


Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: GilB57 on June 20, 2013, 04:20:00 AM
Ok Thx !

In my idea, the purpose was actually : which one IS correct more than which one is compatible... because I noticed some problems when trying to use some new planes under HSFX 6.

Example: I've tried the Ju188 under UP3RC4 & under HSFX6.
BOTH were compatible & flyable ... BUT the plane was faster than Ju88A4 under UP3 (logical) but slower under HSFX 6 ... in fact, nearly unusable because very difficult to take off and without bombsight... I know HSFX6 is based on 4.11, so... another matter  ;)
I also encounter problems with MB-152 under HSFX 6 (also very difficult to take due to FAST overheating engine).

So, I'll try first 4.10 version of the planes I want to fly... and wait for more information  ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on June 20, 2013, 05:59:39 AM
I try to install the most recent version of any Mod as a rule of thumb
which would be 4.11 I suppose,then if by chance there is no 4.11 then I would try an earlier version from say 4.10 or whatever lower even

So far though,
I have just been installing strictly 4.11 aircraft mainly because they would be the most recent versions with whatever 3d fixes etc. that have been incorporated

As far as Aircraft and how they perform in HSFX 6,
usually the source is the best place for answers IMHO
especially with issues

They would know more as to why those or other aircraft are slow to take off or over heat easily
maybe they like it that way for more realism

On another note,I have some WWI Planes working ok in 4.12
and the SAS Modact 5 seems to be working great   :)

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: GilB57 on June 20, 2013, 06:15:34 AM
Quote
As far as Aircraft and how they perform in HSFX 6,
usually the source is the best place for answers IMHO
especially with issues
That was already done... as I talk about it only as an example of what I wanted to explain .

Anyways Thx ! it's understood  ;)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 20, 2013, 07:38:36 AM
is buttons 10.3 in the pack? if not is it compatible?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: zeybek on June 20, 2013, 07:42:45 AM
The old fashioned Selector 2.3 serves as mod enabler for dedicated servers. See here: http://www.sas1946.com/main/index.php/topic,16403.0.html

Thx S!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: rkalhorn109 on June 20, 2013, 09:28:36 AM
SAS Modact 5 was very easy to install. I'm especially pleased with the appearance of the clouds (which shift or jerk around a bit, but I imagine that's due to the limitations of my hardware).  I'm not sure how to add airplanes, though.  Seems a bit complicated because the folders have to be arranged in proper depth and order.  I'll have to create an extra copy of the modded 4.12 game and use this copy as a guinea pig.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Gerax on June 20, 2013, 10:02:12 AM
Seems a bit complicated because the folders have to be arranged in proper depth and order.

find some help here:  ;)
http://www.sas1946.com/main/index.php/topic,1353.0.html (http://www.sas1946.com/main/index.php/topic,1353.0.html)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Murph on June 20, 2013, 10:47:35 AM
Installed without a hitch on a clean 4.12. I do find that I cannot enable either DBW or UP using the selector- It says there is a problem with TiR6DoF when I try to start the game using either of those modpacks.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Epervier on June 20, 2013, 11:19:05 AM
Very nice work!
The game is in French ... this is great!
Everything seems to work except the QMB (clean version, no Mod added) !
Everything freezes!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on June 20, 2013, 11:22:37 AM
Log?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Epervier on June 20, 2013, 11:33:39 AM
Log?
Nothing... rien... nada... niente... Bref ! Que dalle !  :'(
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: thefruitbat on June 20, 2013, 11:52:46 AM
Log?
Nothing... rien... nada... niente... Bref ! Que dalle !  :'(

delete .last.quick found in \IL-2 Sturmovik 1946\Quicks
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Epervier on June 20, 2013, 12:04:33 PM
delete .last.quick found in \IL-2 Sturmovik 1946\Quicks
Thanks but... Apparently I must have to enable the "MissionPro Combo by P.A.L".  :-X
And with this mod everything works!  :)

Nice work ... very nice work ... I wonder if I will not abandon my UP2.01 ... (http://gvla.perso.neuf.fr/Img_forum/music_whistling.gif)
No! This is a joke!  :P
But I recognize that the 412 + ModAct is really interesting!  :) :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on June 20, 2013, 12:06:35 PM
Happy to see that you got this new baby working!

It have a lot of stuff that are prizeless towards realism!

This 'll be my official version....after 409 obviously!!!!

REBEL FOREVER!!!!!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: AustinP on June 20, 2013, 02:17:40 PM
Thank you for your fantastic work!
Afer six years away from IL-2, I'm gald to be back and to discover such an active community. Long live DT and SAS!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yeikov on June 20, 2013, 03:04:22 PM
Thank you so much!   :o ;D ;D :o ;D
The SFS AUTO idea and the localization thing are sooooo comfortable ;)
One question: are the SFS in SFS_AUTO loaded in alphabetical order, with lower ones loading "on top" of upper ones (as in .rc), or the other way around (as in MODS folder)?

Thanks again for your creative work, and to share it with all of us!
Cheers
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Claw on June 20, 2013, 08:52:35 PM
ModAct 511 + New AI Flyables + GTX 560. What more could I want?

I must say I'm glad I finally got a chance to use ModAct. I've been wanting to use it for a long time.

Nice work guys. It's awsome and goes great with 412

Bob

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: idefix44 on June 21, 2013, 01:06:43 AM
Hi all,
Can I use the "SAS Mod Activator v5.11 for 4.12m" with the IL2 1946 4.12m Dedicated Server ?
If yes, wich settings to use ?

Thanks by advance.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 21, 2013, 01:11:26 AM
is buttons 10.3 in the pack? if not is it compatible?
A preliminary buttons 10.4 is included which contains all FMs from 10.3.
No, 10.3 isn't compatible as it's missing the new mach drag parameters from TD. Well, it'd still work, but this would spoil all stock planes' FMs.

I cannot enable either DBW or UP using the selector
That's because there is no DBW or UP for IL-2 4.12 yet. You see those options just for future compatibility, the selector is prepared already and waiting for the packs to see the light of day ;)

Everything seems to work except the QMB (clean version, no Mod added) !
(...)
Apparently I must have to enable the "MissionPro Combo by P.A.L".
That's because your last QMB mission flown with MissionPro enabled used a map which isn't enabled when you don't use that mod.
Solution: Enable MissionPro, run a QMB mission on a stock map (e.g. Bessarabia) with stock plane (e.g. 109E-4), stock country (Luftwaffe?), stock... well, everything on stock values. Fly at least for a second or two in that mission.
Quit the game, disable MissionPro and restart the game. This time everything should be working back normal.

are the SFS in SFS_AUTO loaded in alphabetical order, with lower ones loading "on top" of upper ones (as in .rc)
Exactly.
That's the one thing to keep in mind:
In "MODS" folders the first loaded file (the famous "00_(...)" folder names) overrides the latter.
For SFS files it's vice versa (for obvious reasons): The lower the file is in alphabetical order, the more other SFS files it overrides.
This follows the stock game's behaviour where e.g. "fb_3do25.sfs" overrides "fb_3do24.sfs" too.

Can I use the "SAS Mod Activator v5.11 for 4.12m" with the IL2 1946 4.12m Dedicated Server ?
No need to, as Modact 5.11 is 100% stock compatible (despite crt checks).
If you're looking for a "mod enabler" for your dedicated server, this question has been answered before:
Stick with the latest Selector for Dedicated Server Operators (2.3.0 at the time of writing this) which you always get at first post of this thread: http://www.sas1946.com/main/index.php/topic,16403.0.html

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: idefix44 on June 21, 2013, 01:35:02 AM
Thanks Sir for this quick answer.
I'm going to use the IL2 Selector 2.3.0 with the 4.12m version.
Like I do with the 4.11.1m version.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Hangman on June 21, 2013, 04:57:12 AM
I made some changes to conf.ini to get better visual look but nothing change in game when I shut down the game and check conf.ini, the values are the same as before editing them
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Hangman on June 21, 2013, 05:19:25 AM
Now this is interesting if I try to change game resolution via conf.ini my game refuses to start if I do the sam ingame it just crashes ;D maybe reinstall
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Epervier on June 21, 2013, 05:23:53 AM
Everything seems to work except the QMB (clean version, no Mod added) !
(...)
Apparently I must have to enable the "MissionPro Combo by P.A.L".
That's because your last QMB mission flown with MissionPro enabled used a map which isn't enabled when you don't use that mod.
Solution: Enable MissionPro, run a QMB mission on a stock map (e.g. Bessarabia) with stock plane (e.g. 109E-4), stock country (Luftwaffe?), stock... well, everything on stock values. Fly at least for a second or two in that mission.
Quit the game, disable MissionPro and restart the game. This time everything should be working back normal.
:) Yes !
This is a good cure!
Thank you very much !
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Hangman on June 21, 2013, 07:39:57 AM
How did you guys made those random background screens for loading screen I would like to use that feature in my DBW too
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: sphantom on June 21, 2013, 07:51:28 AM
Neat is it not enjoy the start up almost as well playing
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 21, 2013, 08:17:42 AM
How did you guys made those random background screens for loading screen I would like to use that feature in my DBW too
check here
http://www.sas1946.com/main/index.php/topic,16511.0.html
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: pippin on June 21, 2013, 09:00:19 AM
WOW excellent work on this. Nice and easy to install and working great well done to all involved.

                            Ian

           
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: gauderio on June 21, 2013, 10:19:17 AM
Disliked two changes on new SAS 5 UP3 sound:
- P51 has the same sound of Spitfire.
- LA5, LA7 and Japanese planes has the same sound of Stock game.

Bug or intentional changes ?




sorry my english.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: poy on June 21, 2013, 10:24:29 AM
I already asked on the 4.12 thread but I'm asking here too since, you know, modding and such, anyway, guys, would you happen to know of a way to make the skidmarks last longer ?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Malone on June 21, 2013, 11:15:32 AM
I already asked on the 4.12 thread ...

that should be more than sufficient, poy.
don't go asking the same thing in different threads just because you don't get a reply straight away, please.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: poy on June 21, 2013, 12:17:41 PM
I already asked on the 4.12 thread ...

that should be more than sufficient, poy.
don't go asking the same thing in different threads just because you don't get a reply straight away, please.

it's not because of that, it's just that I thought I'd post it here since I also use SAS 5.11 and thought it would be more appropriate in a thread concerning modding than just the 4.12 thread, I would only have posted it here but it was already on the other thread born and raised

so don't worry, I'm not the "the forum is a chat box" type :P
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 22, 2013, 12:28:49 AM
- P51 has the same sound of Spitfire.
- LA5, LA7 and Japanese planes has the same sound of Stock game.
This might sound like a dump question, but: Has it been different "before" (e.g. in DBW, Modact 4 etc.)?
I'll have to check that, however if some of you who are more into sounds could shed some light in this, any hint would be much appreciated.

I already asked on the 4.12 thread but I'm asking here too since, you know, modding and such, anyway, guys, would you happen to know of a way to make the skidmarks last longer ?
The skidmarks are just an effect like any other, in order to make them last longer one modder has to take the task of editing the regarding .eff file.
We do have effects experts around and I'm quite confident that at some given time one will stumble upon this.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SaS~JackS on June 22, 2013, 05:17:24 AM
Hi all,

 This may be my install, but when in the FMB, I am unable to select a country: the dropdown just says :de or :ru for airforce.
 Any ideas? This also happens with added mod maps.

Thanks.

Jack

EDIT: It appears the 'Regiment' dropdown is missing - the stock game has it as the third choice I believe.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 22, 2013, 05:52:31 AM
Yes that's right Jack, the same thing has been reported in the lounge thread already.
It's a mistake I made when lifting benitomuso's outstanding MissionPro mod to 4.12 standards.
Until I find time to fix that bug, please disable MissionPro when using the FMB.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SaS~JackS on June 22, 2013, 06:16:02 AM
Thank you Mike. I just discovered that.

In any event, this is one superb effort!  :)

Jack
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on June 22, 2013, 07:31:43 AM
This issue should be for all or not?

I can choose nations in FMB as wrote earlier....don't remember about regiments but I'll check tonght....
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 22, 2013, 07:54:24 AM
walter, the issue only applies when you have activated MissionPro Combo mod through JSGME.
In that case yes, it applies to all.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on June 22, 2013, 10:59:23 AM
Infact I have it activated....
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Bombsaway on June 22, 2013, 02:33:06 PM
My ModAct5 crashes to desktop if I try to go to gunsite view. Anyone else have this?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on June 22, 2013, 02:56:47 PM
Mark, I just checked and I dont have that problem.

Dont know what could cause it?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Bombsaway on June 22, 2013, 02:59:48 PM
Ok, thanks Bravo. :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: sphantom on June 22, 2013, 03:56:35 PM
I been using the gun sight since this came out no problems
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: RAECHER on June 22, 2013, 07:25:06 PM
I need help. Does any one here use Win XP and did those have any trouble getting this to work? I can't run this activator on the PC (XP Prof) I use for my games - I tried S2 and SP3. I use a clean patched v4.12 which runs perfectly, but when I install the Activator I can't start the game from the 'il2fb.exe'. I immediately get this message: "The application failed to initialize propperly (0xc0000142)". When I use the 'IL-2 Selector.exe', the Selector opens, but the RAM indicator doesn't show a blue indication of RAM: it stays grey  ( when I open it on Win7 there is a blue filled line running up to the amount of RAM you choose ) and when clicking to start the game I also get the message mentioned.
I can run a copy of this same game folder on my Win7 PC and from that PC over LAN on the XP PC. Any help would be appreciated.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Claw on June 22, 2013, 07:47:50 PM
RARCHER

I don't think I can help but I can say I'm running it on Win XP Home 32 Bit with 2 GB Ram and it's running fine. I get that same error if I try to increase the RAM usage over 512 so the problem must lie within that setting that is not available for you.

Did you enter the Auth Code? Right now I have expert mode off because it doesn't seem to help me on this old decrepid hardware.

By the way, I want to mention that I get frame rates as good as HSFX with ModAct 5.11 and everything is so much cleaner and better looking in ModAct. I have the following MODS activated

Forgotten Countries
FX Small Collection
MiniMap
HD Skins
Water=4
Mission Pro

I love this pack. I'm so glad I finally using it as I have been wanting to for a long time.

Thanks for great pack

Bob
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: RAECHER on June 22, 2013, 07:58:16 PM
Claw, my situation is the same for any amount of RAM I choose.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: duffys tavern on June 22, 2013, 08:41:46 PM
Seems we need: "#SAS Diff_FM", For the P-61 & F4Us. Anyone know where I can find this? Any help appreciated.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Claw on June 22, 2013, 09:37:37 PM
There is one in Benito's Visual Mod. Not sure if thats what your looking for but he did update it for the new release.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on June 22, 2013, 09:58:37 PM
Seems we need: "#SAS Diff_FM", For the P-61 & F4Us. Anyone know where I can find this? Any help appreciated.

Modact 5 has AutoDiffFM included, you can use whatever FM files you like.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: GilB57 on June 23, 2013, 02:12:09 AM
Very very good pack ... THX all involved !

I began to add modded planes (currently early war).
Problems with:
-Do17Z
-Bloch 210
-Potez 540
For both, the game loads OK, they spawn OK in QMB as AI, but if I try to choose them I encounter the "memory can't be read" error during mission loading immediate  back to desktop, log file (end only) :

Code: [Select]
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.fm.Polares.loadMachParams(Polares.java:789)
at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:473)
at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
at com.maddox.il2.game.Mission._load(Mission.java:487)
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)
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
java.lang.NoSuchFieldError: printCompassHeading
at com.maddox.il2.objects.air.CockpitDo17.<init>(CockpitDo17.java:145)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3545)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2858)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
at com.maddox.il2.game.Mission._load(Mission.java:487)
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)

... Trying to load Do17Z cockpit
(also added object pack)

I however continue testing...
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Ernst on June 23, 2013, 03:14:19 AM
I have issues with the Mission Editor ( IL2 v4.12m + ModAct v5.11 )
I created simple clash between PZL 11c and He-111.
At the beginning the PZLs were airborne at waypoint 0.
When I changed Waypoint 0 to takeoff, those changes are not reflected in a play.
What's the most strangest is that I open mission file in a text editor and those changes are there:

[pl0100_Way]
  TAKEOFF 112753.95 31795.00 0 0 &0
  NORMFLY_401 94506.26 31188.13 1200.00 300.00 &0
  TRIGGERS 0 0 0 5 0
  LANDING 111179.50 31373.13 0 0 &0


So how could it be...
I have many weird behaviors but this one is the strangest,
and it does not occur in an un-modded stock game.
Any clues, please ?

I have those MODS enabled only:

Forgotten Countries
FX Small Collection
MiniMap
HD Skins
Water


and MissionPro Combo disabled
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 23, 2013, 04:47:24 AM
when I install the Activator I can't start the game from the 'il2fb.exe'. I immediately get this message: "The application failed to initialize propperly (0xc0000142)".
Your initlog.lst please?

When I use the 'IL-2 Selector.exe', the Selector opens, but the RAM indicator doesn't show a blue indication of RAM: it stays grey  ( when I open it on Win7 there is a blue filled line running up to the amount of RAM you choose )
Since you're apparently the only one facing this issue I'd have to be sorry but that's some genuine issue of your XP installation and has nothing to do with the selector itself.

I can run a copy of this same game folder on my Win7 PC and from that PC over LAN on the XP PC. Any help would be appreciated.
Just for my understanding: You can run the game on XP when you load it from a shared LAN folder on your Win7 PC? *Confused I am*

Problems with:
-Do17Z
-Bloch 210
-Potez 540
Yep. The issue is this: Your Do-17 Cockpit (and likely some others) are referring to a method "printCompassHeading" which was present in 4.11 but has been removed in 4.12.
These cockpits will need to get updated code to work in 4.12.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on June 23, 2013, 04:48:48 AM
Has any one got Bf-109 Trop filters to show up in game?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 23, 2013, 08:18:02 AM
Has anyone noticed that when you install a map and then DL a QMBpro mission for it, it doesnt show up in the game
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Mission_bug on June 23, 2013, 08:23:05 AM
Hello Mike, I wonder if you could shed some light on a problem I am having with the I-16s while using a 412 game with SAS modAct 5.1.
Essentially I have encountered exploding I-16 aircraft in both the taxi test mission that came with 4.12 and in QMB missions.

I have had very few mods enabled either through JSGME or self installed, yet even with these deactivated the problem persists. :'(

At the moment my mod act game only has maps and objects active.  Love the auto sfs installer bye the way, works a treat, even I cannot mess up installing those files now. 8)

Here is the full log:

Code: [Select]
[Jun 23, 2013 1:51:43 PM] ------------ BEGIN log session -------------
[1:51:43 PM] OpenGL provider: Opengl32.dll
[1:51:43 PM] OpenGL library:
[1:51:43 PM]   Vendor: NVIDIA Corporation
[1:51:43 PM]   Render: GeForce GTX 550 Ti/PCIe/SSE2
[1:51:43 PM]   Version: 4.3.0
[1:51:43 PM]   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_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_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_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
[1:51:43 PM] Size: 1920x1080
[1:51:43 PM] ColorBits: 32
[1:51:43 PM] DepthBits: 24
[1:51:43 PM] StencilBits: 8
[1:51:43 PM] isDoubleBuffered: true
[1:51:43 PM]
[1:51:43 PM] *** Looking for Advanced CPU Instructions...
[1:51:43 PM] [x] PentiumPro
[1:51:43 PM] [x] Multimedia (MMX)
[1:51:43 PM] [x] 3D (SSE)
[1:51:43 PM] [x] 3D (SSE2)
[1:51:43 PM] [x] 3D (3DNow)
[1:51:43 PM] ColourBits 32, ABits 0, ZBits 24
[1:51:43 PM]
[1:51:43 PM] *** Looking for Render API Extensions ...
[1:51:43 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[1:51:43 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[1:51:43 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[1:51:43 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[1:51:43 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[1:51:43 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[1:51:43 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[1:51:43 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[1:51:43 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[1:51:43 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[1:51:43 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[1:51:43 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[1:51:43 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[1:51:43 PM]
[1:51:43 PM] Maximum texture size : 16384
[1:51:43 PM] Maximum simultaneous textures :4
[1:51:43 PM] MaxAnisotropic (1.0 = none) : 16.000000
[1:51:43 PM] 15 Splashscreens available.
[1:51:44 PM] AutoMounting SFS files from folder SFS_AUTO now...
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_03.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_04.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_05.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_06.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_07.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_08.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps03.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps04.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps05.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects03.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects04.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_textures01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_textures02.sfs... mounted successfully!
[1:51:44 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[1:51:57 PM] Initializing DirectSound playback device...
[1:51:57 PM] Primary buffer created.
[1:51:57 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[1:51:57 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[1:51:57 PM] Default speaker config is : 1310724.
[1:51:57 PM] Direct sound audio device initialized successfully :
[1:51:57 PM] DX Version : 7
[1:51:57 PM] Hardware    - disabled [buffers : 0]
[1:51:57 PM] Extensions  - disabled :
[1:51:57 PM]   EAX ver. 1 [ ]  - disabled
[1:51:57 PM]   EAX ver. 2 [ ]  - disabled
[1:51:57 PM]   EAX ver. 3 [ ]  - disabled
[1:51:57 PM]   I3D ver. 2 [ ]  - disabled
[1:51:57 PM]   ZoomFX     [ ]  - disabled
[1:51:57 PM]   MacroFX    [ ]  - disabled
[1:51:57 PM] SIMD render [X]
[1:51:57 PM] num channels 16
[1:51:57 PM]
[1:51:58 PM] Loading mission Records/Intro 04 Ed.trk...
[1:52:03 PM] Load bridges
[1:52:03 PM] Load static objects
[1:52:10 PM] warning: no files : music/crash
[1:52:24 PM] Detected Vertex Shaders 3.0.
[1:52:24 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:52:24 PM] Vertex texture units: 32
[1:52:24 PM]
[1:52:28 PM] PBuffer: suitable formats: 6
[1:52:28 PM]
[1:52:29 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:52:29 PM] Depth = 24, stencil = 8
[1:52:29 PM] PBuffer: suitable formats: 6
[1:52:29 PM]
[1:52:29 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:52:29 PM] Depth = 24, stencil = 8
[1:52:32 PM] Loading vertex/fragment programs: *697297064*
[1:52:32 PM] *** Loading: [vpFogFar2Tex2D]
[1:52:32 PM] *** Loading: [vpFog2Tex2DBlend]
[1:52:32 PM] *** Loading: [vpFogFar4Tex2D]
[1:52:32 PM] *** Loading: [vpFogFar8Tex2D]
[1:52:32 PM] *** Loading: [vpFogNoTex]
[1:52:32 PM] *** Loading: [vpFog4Tex2D]
[1:52:32 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:52:32 PM] *** Loading: [vp4Tex2D]
[1:52:32 PM] *** Loading: [vp6Tex2D]
[1:52:32 PM] *** Loading: [vpTexUVTex2D]
[1:52:32 PM] *** Loading: [vpWaterGrid_NV]
[1:52:32 PM] *** Loading: [vpWaterSunLight_NV]
[1:52:32 PM] *** Loading: [vpWaterSunLight_ATI]
[1:52:32 PM] *** Loading: [vpWaterSunLight_FP]
[1:52:32 PM] *** Loading: [vpTreeSprite]
[1:52:32 PM] *** Loading: [vpTreeTrunk]
[1:52:32 PM] *** Loading: [vpVAObjectsN]
[1:52:32 PM] *** Loading: [vpVAObjectsL0]
[1:52:32 PM] *** Loading: [vpSprites]
[1:52:32 PM] *** Loading: [vpSimpleGL]
[1:52:32 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpSimpleGL]
[1:52:32 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpRiverCoastAA]
[1:52:32 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [vpWaterDM_CPU]
[1:52:32 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterLFogDM]
[1:52:32 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:52:33 PM] Load bridges
[1:52:33 PM] Load static objects
[1:52:48 PM] Loading mission 412_Demo_Missions/AITaxiing.mis...
[1:52:48 PM] Load bridges
[1:52:49 PM] Load static objects
[1:52:57 PM] ERROR file: File users/doe/Icons not found
[1:52:57 PM] Mission: 412_Demo_Missions/AITaxiing.mis is Playing
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:58 PM] warning: no files : music/takeoff
[1:53:09 PM] WARNING: ObjectVACache_Clear()
[1:53:09 PM] WARNING: * Buf0 : Obj: 73,  Vert 1096,  Ind 4305
[1:53:09 PM] WARNING: * Buf1 : Obj: 278,  Vert 15516,  Ind 39714
[1:53:09 PM] WARNING: * Buf2 : Obj: 34,  Vert 17192,  Ind 29976
[1:53:10 PM] Load bridges
[1:53:10 PM] Load static objects
[1:53:45 PM] Detected Vertex Shaders 3.0.
[1:53:45 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:53:45 PM] Vertex texture units: 32
[1:53:45 PM]
[1:53:54 PM] PBuffer: suitable formats: 6
[1:53:54 PM]
[1:53:54 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:53:54 PM] Depth = 24, stencil = 8
[1:53:54 PM] PBuffer: suitable formats: 6
[1:53:54 PM]
[1:53:54 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:53:54 PM] Depth = 24, stencil = 8
[1:53:57 PM] Loading vertex/fragment programs: *697297064*
[1:53:57 PM] *** Loading: [vpFogFar2Tex2D]
[1:53:57 PM] *** Loading: [vpFog2Tex2DBlend]
[1:53:57 PM] *** Loading: [vpFogFar4Tex2D]
[1:53:57 PM] *** Loading: [vpFogFar8Tex2D]
[1:53:57 PM] *** Loading: [vpFogNoTex]
[1:53:57 PM] *** Loading: [vpFog4Tex2D]
[1:53:57 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:53:57 PM] *** Loading: [vp4Tex2D]
[1:53:57 PM] *** Loading: [vp6Tex2D]
[1:53:57 PM] *** Loading: [vpTexUVTex2D]
[1:53:57 PM] *** Loading: [vpWaterGrid_NV]
[1:53:57 PM] *** Loading: [vpWaterSunLight_NV]
[1:53:57 PM] *** Loading: [vpWaterSunLight_ATI]
[1:53:57 PM] *** Loading: [vpWaterSunLight_FP]
[1:53:57 PM] *** Loading: [vpTreeSprite]
[1:53:57 PM] *** Loading: [vpTreeTrunk]
[1:53:57 PM] *** Loading: [vpVAObjectsN]
[1:53:57 PM] *** Loading: [vpVAObjectsL0]
[1:53:57 PM] *** Loading: [vpSprites]
[1:53:57 PM] *** Loading: [vpSimpleGL]
[1:53:57 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpSimpleGL]
[1:53:57 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpRiverCoastAA]
[1:53:57 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [vpWaterDM_CPU]
[1:53:57 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterLFogDM]
[1:53:57 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:53:57 PM] Load bridges
[1:53:57 PM] Load static objects
[1:53:59 PM] ##### House without collision (3do/Tree/Tree2.sim)
[1:53:59 PM] ##### House without collision (3do/Buildings/Troops/animals/horse/live.sim)
[1:54:04 PM] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[1:54:06 PM] ##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
[1:54:06 PM] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[1:54:07 PM] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[1:54:07 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_mauser01/live.sim)
[1:54:07 PM] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_mg42/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_officer_39_summer/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_motocyclist/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_mauser02/live.sim)
[1:54:11 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_43_summer/live.sim)
[1:54:12 PM] ##### House without collision (3do/Buildings/Troops/aircrew/mecano/live.sim)
[1:54:12 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_officer_40_summer/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_40_summer/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Weapons/pack/brancard/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice01/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_wounded/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice06/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_officer_43_summer/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice04/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice02/live.sim)
[1:54:14 PM] ##### House without collision (3do/Buildings/England/semi2/live.sim)
[1:55:32 PM] Detected Vertex Shaders 3.0.
[1:55:32 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:55:32 PM] Vertex texture units: 32
[1:55:32 PM]
[1:55:32 PM] WARNING: ObjectVACache_Clear()
[1:55:32 PM] WARNING: * Buf0 : Obj: 10,  Vert 147,  Ind 492
[1:55:32 PM] WARNING: * Buf1 : Obj: 42,  Vert 13123,  Ind 23637
[1:55:32 PM] WARNING: * Buf2 : Obj: 320,  Vert 161777,  Ind 271647
[1:55:36 PM] PBuffer: suitable formats: 6
[1:55:36 PM]
[1:55:36 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:55:36 PM] Depth = 24, stencil = 8
[1:55:36 PM] PBuffer: suitable formats: 6
[1:55:36 PM]
[1:55:36 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:55:36 PM] Depth = 24, stencil = 8
[1:55:47 PM] Loading vertex/fragment programs: *697297064*
[1:55:47 PM] *** Loading: [vpFogFar2Tex2D]
[1:55:47 PM] *** Loading: [vpFog2Tex2DBlend]
[1:55:47 PM] *** Loading: [vpFogFar4Tex2D]
[1:55:47 PM] *** Loading: [vpFogFar8Tex2D]
[1:55:47 PM] *** Loading: [vpFogNoTex]
[1:55:47 PM] *** Loading: [vpFog4Tex2D]
[1:55:47 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:55:47 PM] *** Loading: [vp4Tex2D]
[1:55:47 PM] *** Loading: [vp6Tex2D]
[1:55:47 PM] *** Loading: [vpTexUVTex2D]
[1:55:47 PM] *** Loading: [vpWaterGrid_NV]
[1:55:47 PM] *** Loading: [vpWaterSunLight_NV]
[1:55:47 PM] *** Loading: [vpWaterSunLight_ATI]
[1:55:47 PM] *** Loading: [vpWaterSunLight_FP]
[1:55:47 PM] *** Loading: [vpTreeSprite]
[1:55:47 PM] *** Loading: [vpTreeTrunk]
[1:55:47 PM] *** Loading: [vpVAObjectsN]
[1:55:47 PM] *** Loading: [vpVAObjectsL0]
[1:55:47 PM] *** Loading: [vpSprites]
[1:55:47 PM] *** Loading: [vpSimpleGL]
[1:55:47 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpSimpleGL]
[1:55:47 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpRiverCoastAA]
[1:55:47 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [vpWaterDM_CPU]
[1:55:47 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterLFogDM]
[1:55:47 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:55:48 PM] Load bridges
[1:55:49 PM] Load static objects
[1:55:50 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[1:55:50 PM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[1:56:41 PM] Detected Vertex Shaders 3.0.
[1:56:41 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:56:41 PM] Vertex texture units: 32
[1:56:41 PM]
[1:56:41 PM] WARNING: ObjectVACache_Clear()
[1:56:41 PM] WARNING: * Buf0 : Obj: 37,  Vert 234,  Ind 534
[1:56:41 PM] WARNING: * Buf1 : Obj: 92,  Vert 7779,  Ind 20142
[1:56:41 PM] WARNING: * Buf2 : Obj: 128,  Vert 58800,  Ind 95088
[1:56:46 PM] PBuffer: suitable formats: 6
[1:56:46 PM]
[1:56:46 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:56:46 PM] Depth = 24, stencil = 8
[1:56:46 PM] PBuffer: suitable formats: 6
[1:56:46 PM]
[1:56:46 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:56:46 PM] Depth = 24, stencil = 8
[1:56:50 PM] Loading vertex/fragment programs: *697297064*
[1:56:50 PM] *** Loading: [vpFogFar2Tex2D]
[1:56:50 PM] *** Loading: [vpFog2Tex2DBlend]
[1:56:50 PM] *** Loading: [vpFogFar4Tex2D]
[1:56:50 PM] *** Loading: [vpFogFar8Tex2D]
[1:56:50 PM] *** Loading: [vpFogNoTex]
[1:56:50 PM] *** Loading: [vpFog4Tex2D]
[1:56:50 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:56:50 PM] *** Loading: [vp4Tex2D]
[1:56:50 PM] *** Loading: [vp6Tex2D]
[1:56:50 PM] *** Loading: [vpTexUVTex2D]
[1:56:50 PM] *** Loading: [vpWaterGrid_NV]
[1:56:50 PM] *** Loading: [vpWaterSunLight_NV]
[1:56:50 PM] *** Loading: [vpWaterSunLight_ATI]
[1:56:50 PM] *** Loading: [vpWaterSunLight_FP]
[1:56:50 PM] *** Loading: [vpTreeSprite]
[1:56:50 PM] *** Loading: [vpTreeTrunk]
[1:56:50 PM] *** Loading: [vpVAObjectsN]
[1:56:50 PM] *** Loading: [vpVAObjectsL0]
[1:56:50 PM] *** Loading: [vpSprites]
[1:56:50 PM] *** Loading: [vpSimpleGL]
[1:56:50 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpSimpleGL]
[1:56:50 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpRiverCoastAA]
[1:56:50 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [vpWaterDM_CPU]
[1:56:50 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterLFogDM]
[1:56:50 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:56:52 PM] Load bridges
[1:56:52 PM] Load static objects
[1:56:57 PM] ##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench2/live.sim)
[1:59:36 PM] Detected Vertex Shaders 3.0.
[1:59:36 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:59:36 PM] Vertex texture units: 32
[1:59:36 PM]
[1:59:36 PM] WARNING: ObjectVACache_Clear()
[1:59:36 PM] WARNING: * Buf0 : Obj: 121,  Vert 2356,  Ind 9084
[1:59:36 PM] WARNING: * Buf1 : Obj: 149,  Vert 19807,  Ind 38223
[1:59:36 PM] WARNING: * Buf2 : Obj: 438,  Vert 278081,  Ind 448791
[1:59:41 PM] PBuffer: suitable formats: 6
[1:59:41 PM]
[1:59:41 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:59:41 PM] Depth = 24, stencil = 8
[1:59:41 PM] PBuffer: suitable formats: 6
[1:59:41 PM]
[1:59:41 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:59:41 PM] Depth = 24, stencil = 8
[1:59:44 PM] Loading vertex/fragment programs: *697297064*
[1:59:44 PM] *** Loading: [vpFogFar2Tex2D]
[1:59:44 PM] *** Loading: [vpFog2Tex2DBlend]
[1:59:44 PM] *** Loading: [vpFogFar4Tex2D]
[1:59:44 PM] *** Loading: [vpFogFar8Tex2D]
[1:59:44 PM] *** Loading: [vpFogNoTex]
[1:59:44 PM] *** Loading: [vpFog4Tex2D]
[1:59:44 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:59:44 PM] *** Loading: [vp4Tex2D]
[1:59:44 PM] *** Loading: [vp6Tex2D]
[1:59:44 PM] *** Loading: [vpTexUVTex2D]
[1:59:44 PM] *** Loading: [vpWaterGrid_NV]
[1:59:44 PM] *** Loading: [vpWaterSunLight_NV]
[1:59:44 PM] *** Loading: [vpWaterSunLight_ATI]
[1:59:44 PM] *** Loading: [vpWaterSunLight_FP]
[1:59:44 PM] *** Loading: [vpTreeSprite]
[1:59:44 PM] *** Loading: [vpTreeTrunk]
[1:59:44 PM] *** Loading: [vpVAObjectsN]
[1:59:44 PM] *** Loading: [vpVAObjectsL0]
[1:59:44 PM] *** Loading: [vpSprites]
[1:59:44 PM] *** Loading: [vpSimpleGL]
[1:59:44 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpSimpleGL]
[1:59:44 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpRiverCoastAA]
[1:59:44 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [vpWaterDM_CPU]
[1:59:44 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterLFogDM]
[1:59:44 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:59:44 PM] Load bridges
[1:59:44 PM] Load static objects
[1:59:47 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[Jun 23, 2013 2:00:19 PM] -------------- END log session -------------

There is no problem with the stock 412, just my mod act game.

Wishing you all the very best, Pete. ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: RAECHER on June 23, 2013, 09:15:25 AM
Hello, Mike. Here is my  initlog.lst
Code: [Select]
2013-06-23 16:57:08:484 (dinput.dll) : IL-2 Process ID = 00000D88
2013-06-23 16:57:08:484 (dinput.dll) : Starting Watchdog at C:\Copy of IL-2 Sturmovik 1946 4.12m\bin\selector\basefiles\IL-2 Watchdog.exe
2013-06-23 16:57:08:500 (dinput.dll) : Watchdog Process not created
2013-06-23 16:57:08:500 (dinput.dll) : JVM Parameters injector deactivated

I can not run a copy of the game after installing the Mod Activator over LAN on the XP PC - I can run it perfectly on the Win7 PC from the XP PC over LAN, sorry for the misunderstanding. I just tried to run it after I ran a repair of the XP install: same issue.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Bombsaway on June 23, 2013, 09:23:46 AM
My crash came from using the camera mod.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: El_Marta on June 23, 2013, 09:25:03 AM
Is anyone else missing the crosshairs on the wellington's bombsight? It just will not show up for me.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: GilB57 on June 23, 2013, 09:44:38 AM
Quote
These cockpits will need to get updated code to work in 4.12.
Ok thx  :)

It doesn't seem to appear difficult (easier to erase than to add ?) but, as I don't know anything about java code, I suppose that I'll have wait patiently  ;)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 23, 2013, 10:16:11 AM
Is anyone else missing the crosshairs on the wellington's bombsight? It just will not show up for me.

You Fly the new Wellington?? can I ask HOW??
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: El_Marta on June 23, 2013, 10:50:54 AM
I think it is due to the SAS AI Flyables Pack v5.10 for 4.12m downloadable in the first post of this thread.
I can also fly the Beaufort and the Do217.

Pal Hud config also works fine:
http://www.mediafire.com/?hr1r6i9bjvh8b5d
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 23, 2013, 11:14:09 AM
Thanks,than I miss something... :D

(I could swear I have already downloaded the Flyables Pack..)

Maybe I´m getting old. LooL
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 23, 2013, 11:35:41 AM
Has anyone noticed that when you install a map and then DL a QMBpro mission for it, it doesnt show up in the game
The MissionPro Combo version included in Modact 5 contains a mechanism which checks all QMBpro missions whether or not the regarding maps are installed properly. The reason why this mechanism has been implemented is that the default MissionPro Combo mod already ships with a whole lot of missions which require additional modded maps, but since those maps are not included in Modact 5, the user would see a really large list of missions where he could only select some half of them, the others would trigger errors when selected.
So we decided to check the missions in advance and simply not show them in the list if the regarding map is missing (this check can be noticed as a short additional delay at game start time when the game shows "60%" load status).

This in turn means that if you installed a map and the regarding QMBpro mission and the map/mission still doesn't show up in the game, either your map or your mission (or both?) have not been installed correctly.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 23, 2013, 12:14:31 PM
I have a little problem here.The Beauforts gave me a "Mission Loading 0" error in the QMB. All other planes work fine.

I have:

No other mods active

Last.quick deleted

Flyable AI classes are installed.

Any ideas?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Gene B on June 23, 2013, 12:45:26 PM
Hi Mike.

Just to say that I'm having exactly the same problem as Raecher....Same initlog too.

An XP compatibility issue maybe?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Claw on June 23, 2013, 04:32:23 PM
It's running perfectly on XP for me.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: duffys tavern on June 23, 2013, 04:43:12 PM
Seems we need: "#SAS Diff_FM", For the P-61 & F4Us. Anyone know where I can find this? Any help appreciated.
The P-47N works fine but get 70% CTD for P-61 & F4U-4/5/AU-1. Both say they need DiFF Mod. Any ideas?
Modact 5 has AutoDiffFM included, you can use whatever FM files you like.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on June 23, 2013, 08:05:05 PM
Is there a question with that quote ?
or is it just a statement   :)

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: duffys tavern on June 23, 2013, 08:34:04 PM
Yea, wondering if anyone has experienced the same problem with the P-61 & Late Corsairs? Any help or suggestions appreciated.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on June 23, 2013, 08:44:31 PM
Ah yes,well there is a Diff FM installed in SAS Modact 5
A Classfile conflict of some sort may be the reason,not sure myself

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Claw on June 23, 2013, 09:55:23 PM
Do you mean the Corsair IV or is there actually a F4U-4 you added? I know they are two different planes in real life. In any case, the Corsair IV works fine for me. If you mean an actual F4U-4, where did you get it? I'de like to try it.

I must also mention when I played back my video of me testing it, one of my wingman's plane got vulched and he jumped out and ran away. I Laughed my but off. Then he got shot too and fell down dead and I almost fell on the floor.

Is that way to cool or what?  HA HA HA.

Is that a feature of IL-2 or ModAct?

I most also mention each time I see one of the random load screens, I say "Thats so darn nice" But I don't say darn.

Bob
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Mission_bug on June 24, 2013, 03:31:50 AM
Hello again Mike, yet another bug report from me, sorry. :'(

I have a number of QMB missions from my South Vietnam and Mark's BTM Pacific map set up for seaplanes, saves making new missions when a new one is released. ;)

These work properly in the 4.11.1 ModAct 4 game where they were made, using various aircraft such as the H5Y and S55m, but when tred in the 4.12 with Modact 5.1 version the modded seaplanes pick up the nearest land airfield to set down on. ???  The stock aircraft such as the Cant Z506 are fine and land on the water as intended. ???

Does this mean that something changed in 4.12 for seaplanes, or is this a problem with the ModAct 5.1 itself?

Your thoughts on my exploding I-16s and this would be greatly appreciated.

Wishing you all the very best, Pete. ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: GilB57 on June 24, 2013, 03:51:01 AM
Another bug found in my "early war planes" tests session:
Installed the early Bf109s SAS pack (B to D versions)... all goes well EXCEPT for the B1 which explodes when you try to start the engine (scramble mission test in order to start on ground) or when you switch to outer view F2.

LOG file:
Quote
Quick/Bessarabia/BessarabiaRedScramble02.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7'
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7z'
INTERNAL ERROR: HierMesh: Can't find chunk 'NoseCannon3_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WaterR_D0'
warning: no files : music/takeoff
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapL_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapR_D0'
[24 juin 13 11:39:58] -------------- END log session -------------
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Epervier on June 24, 2013, 04:45:39 AM
Quote
Quick/Bessarabia/BessarabiaRedScramble02.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7'
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7z'
INTERNAL ERROR: HierMesh: Can't find chunk 'NoseCannon3_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WaterR_D0'
warning: no files : music/takeoff
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapL_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapR_D0'
[24 juin 13 11:39:58] -------------- END log session -------------
Ces erreurs ne sont pas fatales. Il doit y avoir autre chose. Le jeu pullule de ce genre d'alarmes.

These errors are not fatal. There must be something else.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: henkypenky on June 24, 2013, 06:40:40 AM
Hi, I would like to report that
Yak 1's by Karabas Barabas http://www.sas1946.com/main/index.php/topic,33666.msg363360.html#msg363360 work ok in my 4.12  :)
Lagg 3 serie 1 & 11 by Cirx http://www.sas1946.com/main/index.php/topic,541.0.html work ok ( haven't tried the opening canopy's yet!)  :)  :-\

But Cirx's Bf 110 family http://www.sas1946.com/main/index.php/topic,813.0.html doesn''t work  :(
and P-51B's from http://www.sas1946.com/main/index.php/topic,4665.0.html also doesn't work   :)

Sure these two packs will be made compatible (sooner or later)  :D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 24, 2013, 06:44:44 AM
Has anyone noticed that when you install a map and then DL a QMBpro mission for it, it doesnt show up in the game
The MissionPro Combo version included in Modact 5 contains a mechanism which checks all QMBpro missions whether or not the regarding maps are installed properly. The reason why this mechanism has been implemented is that the default MissionPro Combo mod already ships with a whole lot of missions which require additional modded maps, but since those maps are not included in Modact 5, the user would see a really large list of missions where he could only select some half of them, the others would trigger errors when selected.
So we decided to check the missions in advance and simply not show them in the list if the regarding map is missing (this check can be noticed as a short additional delay at game start time when the game shows "60%" load status).

This in turn means that if you installed a map and the regarding QMBpro mission and the map/mission still doesn't show up in the game, either your map or your mission (or both?) have not been installed correctly.

Best regards - Mike


I dunno but I installed the west front 40 pack and dumped it in my JSGME and then I pulled the Europe Westfront44 QMB missions from my DBW and dropped em in my Missions QMBpro
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: duffys tavern on June 24, 2013, 07:12:12 AM
Do you mean the Corsair IV or is there actually a F4U-4 you added?

This is the Corsairs I'm trying to use. Work fine with DBW.
http://www.sas1946.com/main/index.php/topic,21760.0.html
OK fixed now. D/L Version 2. They seem to work fine.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: CWMV on June 24, 2013, 07:14:32 AM
P-51B's from http://www.sas1946.com/main/index.php/topic,4665.0.html also doesn't work  :(

P-51's work just fine.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 24, 2013, 07:25:35 AM

P-51's work just fine.

You mean the UI P-51's for the P-51B's?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on June 24, 2013, 07:46:04 AM
Yea, wondering if anyone has experienced the same problem with the P-61 & Late Corsairs?

Late Corsairs and the P-61 work fine in my 4.12,installed like any other aircraft
These planes all worked in my 4.12 SAS Modact 5.1

In fact,
both the older "Late Corsair pack for 4.09" and the most recent repack of the "Late Corsairs" work in 4.12




Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: duffys tavern on June 24, 2013, 08:29:16 AM
Late Corsairs and the P-61 work fine in my 4.12,installed like any other aircraft
These planes all worked in my 4.12 SAS Modact 5.1
In fact,
both the older "Late Corsair pack for 4.09" and the most recent repack of the "Late Corsairs" work in 4.12

Yea Boomer, got the Corsairs to work, using version 2. However still P-61s don't work, 4.09 or 4.10 version. Get the dreaded memeory msg:
The instruction at "0x5ed0530e" referenced memory at "0x0000051e". The memory could not be "read".
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on June 24, 2013, 08:31:15 AM
Hm,I don't get that
The P-61 loaded right up no problem
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 24, 2013, 10:34:54 AM
The Beauforts gave me a "Mission Loading 0" error in the QMB.
That's what the 5.11 patch is for, it solves that issue. If it doesn't for you, please post log.lst contents.

the modded seaplanes pick up the nearest land airfield to set down on. ???  The stock aircraft such as the Cant Z506 are fine and land on the water as intended. ???
Does this mean that something changed in 4.12 for seaplanes
Yes it did. 4.12 introduces a new "TypeSeaPlane" abstract class which all seaplanes have to implement, otherwise the game simply doesn't treat them as seaplanes at all.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 24, 2013, 10:38:12 AM
Can anyone help with my QMBpro?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: GilB57 on June 24, 2013, 11:33:30 AM
Quote
These errors are not fatal. There must be something else.
;D possible, but but they ARE fatal (for the pilot) if I try to start the engine  ;)

THe strange thing is that only the B1 suffer from that weird problem ...

Here's the complete log for the session:

edit Gerax: Gilb, please use the Code (#) instead the Quote option when posting lists.
  ;)

Code: [Select]
[24 juin 13 19:29:09] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 560 Ti/PCI/SSE2
  Version: 4.2.0
  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_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_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 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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_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_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_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_rgb8_rgba8 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: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

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

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

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
AutoMounting SFS files from folder SFS_AUTO now...
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!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/He-111P-2.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111P-2-Late.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111P-4.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-1.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-3.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-5.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-6-Early.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-6-Late.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-8.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-11.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-16.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-22.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/H_75A1.fmd:H_75A1_FM' is being loaded from File: 'h_75a1_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/FokkerCX.fmd:FokkerCX_FM' is being loaded from File: 'fokkercx_fm'
FM called 'FlightModels/FokkerCXP.fmd:FokkerCXP_FM' is being loaded from File: 'fokkercxp_fm'
FM called 'FlightModels/Bloch210.fmd:Bloch210_FM' is being loaded from File: 'bloch210_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_FM' is being loaded from File: 'd520_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/Potez540.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/Potez542.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/Potez543.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/VG-33.fmd:VG-33_FM' is being loaded from File: 'vg-33_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/He-111P-2.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111P-2-Late.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111P-4.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-1.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-3.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-5.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-6-Early.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-6-Late.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-8.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-11.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-16.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-22.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/H_75A1.fmd:H_75A1_FM' is being loaded from File: 'h_75a1_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/FokkerCX.fmd:FokkerCX_FM' is being loaded from File: 'fokkercx_fm'
FM called 'FlightModels/FokkerCXP.fmd:FokkerCXP_FM' is being loaded from File: 'fokkercxp_fm'
FM called 'FlightModels/Bloch210.fmd:Bloch210_FM' is being loaded from File: 'bloch210_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_FM' is being loaded from File: 'd520_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/Potez540.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/Potez542.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/Potez543.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/VG-33.fmd:VG-33_FM' is being loaded from File: 'vg-33_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/He-111P-2.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111P-2-Late.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111P-4.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-1.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-3.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-5.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-6-Early.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-6-Late.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-8.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-11.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-16.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-22.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/H_75A1.fmd:H_75A1_FM' is being loaded from File: 'h_75a1_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/FokkerCX.fmd:FokkerCX_FM' is being loaded from File: 'fokkercx_fm'
FM called 'FlightModels/FokkerCXP.fmd:FokkerCXP_FM' is being loaded from File: 'fokkercxp_fm'
FM called 'FlightModels/Bloch210.fmd:Bloch210_FM' is being loaded from File: 'bloch210_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_FM' is being loaded from File: 'd520_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/Potez540.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/Potez542.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/Potez543.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/VG-33.fmd:VG-33_FM' is being loaded from File: 'vg-33_fm'
House: Parameter [buildings.Plate$Dinan16]:<Mesh> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.buildings.Plate$SPAWN.getS(Plate.java:115)
at com.maddox.il2.objects.buildings.Plate$SPAWN.LoadProperties(Plate.java:128)
at com.maddox.il2.objects.buildings.Plate$SPAWN.<init>(Plate.java:178)
at com.maddox.il2.objects.buildings.Plate.registerSpawner(Plate.java:46)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.builder.PlMisHouse$Type.<init>(PlMisHouse.java:60)
at com.maddox.il2.builder.PlMisHouse.configure(PlMisHouse.java:283)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1981)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1669)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:430)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in plate spawn registration: com.maddox.il2.objects.buildings.Plate$Dinan16
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 : 1.
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 16

Loading mission Quick/Crimea/CrimeaRedScramble00.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: *145763936*
*** 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/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.fm.Polares.loadMachParams(Polares.java:789)
at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:473)
at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
at com.maddox.il2.game.Mission._load(Mission.java:487)
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)
ERROR file: File users/bab/Icons not found
Mission: Quick/Crimea/CrimeaRedScramble00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7'
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7z'
INTERNAL ERROR: HierMesh: Can't find chunk 'NoseCannon3_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WaterR_D0'
warning: no files : music/takeoff
[24 juin 13 19:31:17] -------------- END log session -------------
(tested again on Crimea map...)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: El_Marta on June 24, 2013, 01:47:12 PM
Can anybody confirm the missing crosshairs on the Wellington's bombsight? The other flyable AI Bombers work fine. I suspect it can be fixed easily.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on June 24, 2013, 02:03:29 PM
Bf-109-G6A/S  &  G-10  dont work in QMB, any body else have this?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 24, 2013, 02:41:30 PM
no they work fine....
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Towarisch on June 24, 2013, 03:52:00 PM
Good evening guys,

i must say, all of your work are ....G R E A T.  :). Thank you very much for this hard and quickly work. It´s  AMAZING......

Now i have a little problem with the sound. Cause, in my Cokpit is the Sound of Battle to loud. And when i fly, i can hear the engine, B U T although the Battle Sounds.... in my Cokpit in high of 5000 meters  ???

Or is that normal ?     No, or ?

So here are the Sound of my conf.ini :

Code: [Select]
[sound]
SoundUse=1
SoundEngine=1
Speakers=4
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=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0
Or have i here anywhere a mistake in my Lines ?

Can anybody help me please to fix it ? Or send his ini. files ?

That is the Biggest Thing ever in the history of IL 1946.....

Srry for my English. I hope you can understand it......  :-[

With the best wishes for the summer.


Towarisch

PS: I have a Soundcard by ASUS

      and  a Roccat Kave Headphone.

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 24, 2013, 06:45:17 PM
Quote
That's what the 5.11 patch is for, it solves that issue. If it doesn't for you, please post log.lst contents.

Hi Mike. Here´s the Log File. Hope this helps a bit.

Code: [Select]
[25.06.2013 00:28:08] ------------ BEGIN log session -------------
[00:28:08] OpenGL provider: Opengl32.dll
[00:28:09] OpenGL library:
[00:28:09]   Vendor: ATI Technologies Inc.
[00:28:09]   Render: AMD Radeon HD 7700 Series
[00:28:09]   Version: 4.2.12217 Compatibility Profile Context 12.104.0.0
[00:28:09]   Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility 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_compute_shader 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_indirect GL_ARB_draw_instanced 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_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_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_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_stencil_export 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_packing GL_ARB_shadow GL_ARB_shadow_ambient 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_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample 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_envmap_bumpmap GL_ATI_fragment_shader 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_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_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_shader_image_load_store 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_bptc 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_sRGB_decode 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_EXT_vertex_attrib_64bit 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
[00:28:09] Size: 1920x1080
[00:28:09] ColorBits: 32
[00:28:09] DepthBits: 24
[00:28:09] StencilBits: 8
[00:28:09] isDoubleBuffered: true
[00:28:09]
[00:28:09] *** Looking for Advanced CPU Instructions...
[00:28:09] [x] PentiumPro
[00:28:09] [x] Multimedia (MMX)
[00:28:09] [x] 3D (SSE)
[00:28:09] [x] 3D (SSE2)
[00:28:09] [-] 3D (3DNow)
[00:28:09] ColourBits 32, ABits 8, ZBits 24
[00:28:09]
[00:28:09] *** Looking for Render API Extensions ...
[00:28:09] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[00:28:09] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[00:28:09] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[00:28:09] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[00:28:09] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[00:28:09] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[00:28:09] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[00:28:09] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[00:28:09] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[00:28:09] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[00:28:09] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[00:28:09] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[00:28:09] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[00:28:09]
[00:28:09] Maximum texture size : 16384
[00:28:09] Maximum simultaneous textures :8
[00:28:09] MaxAnisotropic (1.0 = none) : 16.000000
[00:28:09] 15 Splashscreens available.
[00:28:10] Tried to load preset my_presets/sounds/cmdmusic.prs but file is not found
[00:28:10] AutoMounting SFS files from folder SFS_AUTO now...
[00:28:10] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.SFS... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.SFS... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
[00:28:10] AutoMounting SFS files from folder SFS_AUTO finished.
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[00:28:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[00:28:11] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[00:28:11] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[00:28:11] INTERNAL ERROR: Texture required
[00:28:11] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[00:28:11] Loading original sample from SFS samples/Morse_A.wav
[00:28:11] Loading original sample from SFS samples/Morse_B.wav
[00:28:11] Loading original sample from SFS samples/Morse_C.wav
[00:28:11] Loading original sample from SFS samples/Morse_D.wav
[00:28:11] Loading original sample from SFS samples/Morse_E.wav
[00:28:11] Loading original sample from SFS samples/Morse_F.wav
[00:28:11] Loading original sample from SFS samples/Morse_G.wav
[00:28:11] Loading original sample from SFS samples/Morse_H.wav
[00:28:11] Loading original sample from SFS samples/Morse_I.wav
[00:28:11] Loading original sample from SFS samples/Morse_J.wav
[00:28:11] Loading original sample from SFS samples/Morse_K.wav
[00:28:11] Loading original sample from SFS samples/Morse_L.wav
[00:28:11] Loading original sample from SFS samples/Morse_M.wav
[00:28:11] Loading original sample from SFS samples/Morse_N.wav
[00:28:11] Loading original sample from SFS samples/Morse_O.wav
[00:28:11] Loading original sample from SFS samples/Morse_P.wav
[00:28:11] Loading original sample from SFS samples/Morse_Q.wav
[00:28:11] Loading original sample from SFS samples/Morse_R.wav
[00:28:11] Loading original sample from SFS samples/Morse_S.wav
[00:28:11] Loading original sample from SFS samples/Morse_T.wav
[00:28:11] Loading original sample from SFS samples/Morse_U.wav
[00:28:11] Loading original sample from SFS samples/Morse_V.wav
[00:28:11] Loading original sample from SFS samples/Morse_W.wav
[00:28:11] Loading original sample from SFS samples/Morse_X.wav
[00:28:11] Loading original sample from SFS samples/Morse_Y.wav
[00:28:11] Loading original sample from SFS samples/Morse_Z.wav
[00:28:11] Loading original sample from SFS samples/Lorenz_Dash.wav
[00:28:11] Loading original sample from SFS samples/Lorenz_Dot.wav
[00:28:11] Loading original sample from SFS samples/Lorenz_Solid.wav
[00:28:11] Loading original sample from SFS samples/Lorenz_Outer_Marker.wav
[00:28:11] Loading original sample from SFS samples/Lorenz_Inner_Marker.wav
[00:28:11] Loading original sample from SFS samples/BeaconCarrier.wav
[00:28:11] Loading original sample from SFS samples/Morse_1.wav
[00:28:11] Loading original sample from SFS samples/Morse_2.wav
[00:28:11] Loading original sample from SFS samples/Morse_3.wav
[00:28:11] Loading original sample from SFS samples/Morse_4.wav
[00:28:11] Loading original sample from SFS samples/Morse_5.wav
[00:28:11] Loading original sample from SFS samples/Morse_6.wav
[00:28:11] Loading original sample from SFS samples/Morse_7.wav
[00:28:11] Loading original sample from SFS samples/Morse_8.wav
[00:28:11] Loading original sample from SFS samples/Morse_9.wav
[00:28:11] Loading original sample from SFS samples/Morse_0.wav
[00:28:11] Loading original sample from SFS samples/Morse_comma.wav
[00:28:11] Loading original sample from SFS samples/Morse_period.wav
[00:28:11] Loading original sample from SFS samples/Morse_question.wav
[00:28:11] Loading original sample from SFS samples/Morse_hyphen.wav
[00:28:11] Loading original sample from SFS samples/Morse_space.wav
[00:28:11] Loading original sample from SFS samples/RadioStatic.wav
[00:28:11] Loading original sample from SFS samples/RadioStatic2.wav
[00:28:11] Loading original sample from SFS samples/BeaconStatic.wav
[00:28:11] Loading original sample from SFS samples/Static.wav
[00:28:11] Loading preset my_presets/sounds/crash.air.prs
[00:28:11] Loading sample my_samples/exp3_01.wav
[00:28:11] Loading sample my_samples/exp3_05.wav
[00:28:11] Loading sample my_samples/exp3_08.wav
[00:28:11] Loading sample my_samples/tech_cb_1_60_1.wav
[00:28:11] Loading sample my_samples/tech_cb_1_60_2.wav
[00:28:11] Loading sample my_samples/tech_cb_1_60_3.wav
[00:28:11] Loading sample my_samples/boominfly.wav
[00:28:11] Loading sample my_samples/exC.wav
[00:28:11] Loading preset my_presets/sounds/crash.cutoff.prs
[00:28:11] Loading sample my_samples/crack_01.wav
[00:28:11] Loading sample my_samples/crack_02.wav
[00:28:11] Loading sample my_samples/crack_03.wav
[00:28:11] Loading sample my_samples/crack_07.wav
[00:28:11] Loading sample my_samples/crack_06.wav
[00:28:11] Tried to load preset my_presets/sounds/crash.drop.air.prs but file is not found
[00:28:11] Loading sample my_samples/exp3_14.wav
[00:28:11] Loading preset my_presets/sounds/crash.tank.prs
[00:28:11] Loading sample my_samples/crash_09.wav
[00:28:11] Loading preset my_presets/sounds/explode.big.prs
[00:28:11] Loading sample my_samples/exp3_30a.wav
[00:28:11] Loading sample my_samples/exp3_04.wav
[00:28:11] Loading sample my_samples/exp3_08.wav
[00:28:11] Loading sample my_samples/expl_cb_1_79_1.wav
[00:28:11] Loading sample my_samples/expl_cb_1_79_2.wav
[00:28:11] Loading sample my_samples/expl_cb_1_79_3.wav
[00:28:11] Loading sample my_samples/exB.wav
[00:28:11] Loading preset my_presets/sounds/explode.bullet.prs
[00:28:11] Loading sample my_samples/hit1.wav
[00:28:11] Loading sample my_samples/hit2.wav
[00:28:11] Loading sample my_samples/hit3.wav
[00:28:11] Tried to load sample my_samples/hit4.wav but file is not found
[00:28:11] Loading original sample from SFS samples/hit4.wav
[00:28:11] Loading sample my_samples/hit5.wav
[00:28:11] Loading sample my_samples/hit6.wav
[00:28:11] Loading sample my_samples/hit9.wav
[00:28:11] Loading sample my_samples/hit10.wav
[00:28:11] Loading sample my_samples/hit11.wav
[00:28:11] Loading sample my_samples/hit12.wav
[00:28:11] Loading preset my_presets/sounds/explode.middle.prs
[00:28:11] Loading sample my_samples/exp3_07.wav
[00:28:11] Loading sample my_samples/exp3_04.wav
[00:28:11] Loading sample my_samples/exp3_10.wav
[00:28:11] Loading sample my_samples/expl_ltl_2_75_1.wav
[00:28:11] Loading sample my_samples/expl_ltl_2_75_2.wav
[00:28:11] Loading sample my_samples/expl_ltl_2_75_3.wav
[00:28:11] Loading sample my_samples/exM.wav
[00:28:11] Loading preset my_presets/sounds/explode.shell.prs
[00:28:11] Loading sample my_samples/expl_ltl_2_75_1.wav
[00:28:11] Loading sample my_samples/exp3_10.wav
[00:28:11] Loading sample my_samples/expl_ltl_2_75_2.wav
[00:28:11] Loading preset my_presets/sounds/explode.zenitka.prs
[00:28:11] Tried to load sample my_samples/zenitka_gd.wav but file is not found
[00:28:11] Loading original sample from SFS samples/zenitka_gd.wav
[00:28:11] Loading sample my_samples/grenade_efx1_93_1.wav
[00:28:11] Loading sample my_samples/grenade_efx1_93_2.wav
[00:28:11] Loading sample my_samples/grenade_efx1_92_1.wav
[00:28:11] Loading sample my_samples/grenade_efx1_92_2.wav
[00:28:11] Loading sample my_samples/exp3_04.wav
[00:28:11] Loading sample my_samples/exp3_07.wav
[00:28:11] Loading sample my_samples/exp3_08.wav
[00:28:11] Loading sample my_samples/flakhit_2.wav
[00:28:11] Loading preset my_presets/sounds/hit.air.prs
[00:28:11] Loading sample my_samples/imp1.wav
[00:28:11] Loading sample my_samples/imp2.wav
[00:28:11] Loading sample my_samples/imp3.wav
[00:28:11] Loading sample my_samples/imp4.wav
[00:28:11] Loading sample my_samples/imp5.wav
[00:28:11] Loading sample my_samples/imp6.wav
[00:28:11] Loading sample my_samples/imp7.wav
[00:28:11] Loading sample my_samples/hit.wav
[00:28:11] Loading sample my_samples/impact_1.wav
[00:28:11] Loading sample my_samples/impact_2.wav
[00:28:11] Loading sample my_samples/impact_3.wav
[00:28:11] Loading sample my_samples/impact_4.wav
[00:28:11] Loading sample my_samples/impact_5.wav
[00:28:11] Loading sample my_samples/impact_8.wav
[00:28:11] Loading sample my_samples/bullet1.wav
[00:28:11] Loading sample my_samples/bullet4.wav
[00:28:11] Loading sample my_samples/exp3_17.wav
[00:28:11] Loading sample my_samples/exp3_19a.wav
[00:28:11] Loading sample my_samples/exp3_20.wav
[00:28:11] Loading sample my_samples/exp3_21.wav
[00:28:11] Tried to load preset my_presets/sounds/interface.prs but file is not found
[00:28:11] Tried to load preset my_presets/sounds/models.structuralFX.prs but file is not found
[00:28:11] Loading sample my_samples/crack_01.wav
[00:28:11] Loading sample my_samples/crack_02.wav
[00:28:11] Loading sample my_samples/crack_03.wav
[00:28:11] Loading sample my_samples/crack_07.wav
[00:28:11] Loading sample my_samples/crack_06.wav
[00:28:11] Loading preset my_presets/sounds/objects.bullet.prs
[00:28:11] Loading sample my_samples/rico2_86.wav
[00:28:11] Loading sample my_samples/shell_60_01.wav
[00:28:11] Tried to load preset my_presets/sounds/objects.flame.prs but file is not found
[00:28:11] Loading sample my_samples/flame.wav
[00:28:11] Tried to load preset my_presets/sounds/objects.rain.prs but file is not found
[00:28:11] Loading sample my_samples/rain_00.wav
[00:28:11] Loading sample my_samples/rain_00i.wav
[00:28:11] Loading sample my_samples/rain_09_0.wav
[00:28:11] Loading sample my_samples/rain_09_1.wav
[00:28:11] Tried to load preset my_presets/sounds/objects.ship_signal.prs but file is not found
[00:28:11] Loading sample my_samples/ship_horn.wav
[00:28:11] Tried to load preset my_presets/sounds/objects.siren.prs but file is not found
[00:28:12] Loading sample my_samples/ground_siren.wav
[00:28:12] Tried to load preset my_presets/sounds/objects.train_signal.prs but file is not found
[00:28:12] Loading sample my_samples/train_signal.wav
[00:28:12] Loading preset my_presets/sounds/objects.zip.prs
[00:28:12] Tried to load sample my_samples/zip_n01.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_n01.wav
[00:28:12] Tried to load sample my_samples/zip_n02.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_n02.wav
[00:28:12] Tried to load sample my_samples/zip_n03.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_n03.wav
[00:28:12] Tried to load sample my_samples/zip_m01.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_m01.wav
[00:28:12] Tried to load sample my_samples/zip_m02.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_m02.wav
[00:28:12] Tried to load sample my_samples/zip_m03.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_m03.wav
[00:28:12] Tried to load sample my_samples/zip_m04.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_m04.wav
[00:28:12] Tried to load sample my_samples/zip_f01.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_f01.wav
[00:28:12] Tried to load sample my_samples/zip_f02.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_f02.wav
[00:28:12] Tried to load sample my_samples/zip_f03.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_f03.wav
[00:28:12] Tried to load sample my_samples/zip_f04.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_f04.wav
[00:28:12] Loading preset my_presets/sounds/propeller.middle.prs
[00:28:12] Loading sample my_samples/prop17_81_3.wav
[00:28:12] Loading sample my_samples/prop17_81_5.wav
[00:28:12] Loading sample my_samples/prop17_81_8.wav
[00:28:12] Loading sample my_samples/propfd.wav
[00:28:12] Loading sample my_samples/1110.wav
[00:28:12] Tried to load sample my_samples/1110i.wav but file is not found
[00:28:12] Loading original sample from SFS samples/1110i.wav
[00:28:12] Loading sample my_samples/1111.wav
[00:28:12] Tried to load sample my_samples/1111i.wav but file is not found
[00:28:12] Loading original sample from SFS samples/1111i.wav
[00:28:12] Loading sample my_samples/1.wav
[00:28:12] Loading sample my_samples/x2.wav
[00:28:12] Loading sample my_samples/over.wav
[00:28:12] Loading preset my_presets/sounds/weapon.air_cannon_37.prs
[00:28:12] Loading sample my_samples/xGun_MK213.wav
[00:28:12] Loading sample my_samples/Gun_MK213.wav
[00:28:12] Tried to load preset my_presets/sounds/weapon.air_cannon_45.prs but file is not found
[00:28:12] Loading sample my_samples/air_can_03.wav
[00:28:12] Loading sample my_samples/air_can_03i.wav
[00:28:12] Loading preset my_presets/sounds/weapon.air_cannon_75.prs
[00:28:12] Loading sample my_samples/xGun_Vickers_S.wav
[00:28:12] Loading sample my_samples/Gun_Vickers_S.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bombgun.prs
[00:28:12] Loading sample my_samples/Bomb_Release_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bombgun_AO10.prs
[00:28:12] Loading sample my_samples/Bomb_Release_03.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bombgun_fueltank.prs
[00:28:12] Loading sample my_samples/Bomb_Release_02.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bombgun_phball.prs
[00:28:12] Loading sample my_samples/Bomb_Release_04.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bombgun_torpedo.prs
[00:28:12] Loading sample my_samples/Bomb_Release_02.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bomb_cassette.prs
[00:28:12] Loading sample my_samples/Bomb_Whistle_02.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bomb_big.prs
[00:28:12] Loading sample my_samples/Bomb_Whistle_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bomb_mid.prs
[00:28:12] Loading sample my_samples/Bomb_Whistle_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bomb_phball.prs
[00:28:12] Loading sample my_samples/Napalm_Screech.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bomb_small.prs
[00:28:12] Loading sample my_samples/Bomb_Whistle_03.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bomb_std.prs
[00:28:12] Loading sample my_samples/Bomb_Whistle_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon100.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_04.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon100t.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_04.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon37.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon37t.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon45.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_02.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon45t.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_02.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon75.prs
[00:28:12] Loading sample my_samples/Rocket_Launch.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon75t.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_03.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon85.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_03.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon85t.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_03.wav
[00:28:12] Tried to load preset my_presets/sounds/weapon.fau_2.prs but file is not found
[00:28:12] Loading sample my_samples/fau_2_00.wav
[00:28:12] Tried to load preset my_presets/sounds/weapon.mgun_07_1500.prs but file is not found
[00:28:12] Tried to load sample my_samples/mgun_sml_02_14.wav but file is not found
[00:28:12] Loading original sample from SFS samples/mgun_sml_02_14.wav
[00:28:12] Tried to load sample my_samples/MG_51i.wav but file is not found
[00:28:12] Loading original sample from SFS samples/MG_51i.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_07_900.prs
[00:28:12] Loading sample my_samples/xGun_PV-1.wav
[00:28:12] Loading sample my_samples/Gun_PV-1.wav
[00:28:12] Tried to load preset my_presets/sounds/weapon.mgun_13_800.prs but file is not found
[00:28:12] Tried to load sample my_samples/mgun_sml_08_14.wav but file is not found
[00:28:12] Loading original sample from SFS samples/mgun_sml_08_14.wav
[00:28:12] Loading sample my_samples/mgun_rear_12.wav
[00:28:12] Tried to load sample my_samples/mgun_sml_08_14i.wav but file is not found
[00:28:12] Loading original sample from SFS samples/mgun_sml_08_14i.wav
[00:28:12] Tried to load preset my_presets/sounds/weapon.mgun_15_700.prs but file is not found
[00:28:12] Tried to load sample my_samples/MG_Browning50x.wav but file is not found
[00:28:12] Loading original sample from SFS samples/MG_Browning50x.wav
[00:28:12] Tried to load sample my_samples/MG_Browning50.wav but file is not found
[00:28:12] Loading original sample from SFS samples/MG_Browning50.wav
[00:28:12] Tried to load preset my_presets/sounds/weapon.mgun_15_dual.prs but file is not found
[00:28:12] Tried to load sample my_samples/mgun_sml_10_14x2.wav but file is not found
[00:28:12] Loading original sample from SFS samples/mgun_sml_10_14x2.wav
[00:28:12] Tried to load sample my_samples/mgun_sml_10_14x2i.wav but file is not found
[00:28:12] Loading original sample from SFS samples/mgun_sml_10_14x2i.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_20_500.prs
[00:28:12] Loading sample my_samples/xGun_Breda-SAFAT_12.7.wav
[00:28:12] Loading sample my_samples/Gun_Breda-SAFAT_12.7.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_20_700.prs
[00:28:12] Loading sample my_samples/xGun_MG151.wav
[00:28:12] Loading sample my_samples/Gun_MG151.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_30_500.prs
[00:28:12] Loading sample my_samples/xGun_MK103.wav
[00:28:12] Loading sample my_samples/Gun_MK103.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_tank_13.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_08.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_tank_20.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_09.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_tank_20x2.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_10.wav
[00:28:12] Loading preset my_presets/sounds/weapon.rocketgun_132.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_11.wav
[00:28:12] Loading original sample from SFS samples/Gun_Static_11-.wav
[00:28:12] Loading preset my_presets/sounds/weapon.rocketgun_82.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_11.wav
[00:28:12] Loading original sample from SFS samples/Gun_Static_11-.wav
[00:28:12] Loading preset my_presets/sounds/weapon.rocket_132.prs
[00:28:12] Loading sample my_samples/Rocket.wav
[00:28:12] Loading preset my_presets/sounds/weapon.rocket_82.prs
[00:28:12] Loading sample my_samples/Rocket.wav
[00:28:12] Loading preset my_presets/sounds/weapon.torpedo.prs
[00:28:12] Loading sample my_samples/Bomb_Whistle_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.zenitka_20.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_13.wav
[00:28:12] Loading preset my_presets/sounds/weapon.zenitka_37.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_12.wav
[00:28:12] Loading preset my_presets/sounds/weapon.zenitka_37c.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_03.wav
[00:28:12] Loading preset my_presets/sounds/weapon.zenitka_85.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_14.wav
[00:28:12] Tried to load preset my_presets/acoustics/Landscape.prs but file is not found
[00:28:15] Loading sample my_samples/key_01.wav
[00:28:15] Loading sample my_samples/key_02.wav
[00:28:15] Tried to load preset my_presets/sounds/interface.prs but file is not found
[00:28:19] Tried to load preset my_presets/sounds/voice.prs but file is not found
[00:28:19] Tried to load sample my_samples/music/menu/ru.wav but file is not found
[00:28:19] Loading original sample from SFS samples/music/menu/ru.wav
[00:28:19] The sample music/menu/ru.wav not found
[00:28:19] Initializing DirectSound playback device...
[00:28:19] Primary buffer created.
[00:28:19] Playback format is set : sampling rate = 44100, num channels = 2.
[00:28:19] Not enought hardware buffers (0), hardware disabled
[00:28:19] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[00:28:19] Default speaker config is : 1310724.
[00:28:19] Direct sound audio device initialized successfully :
[00:28:19] DX Version : 7
[00:28:19] Hardware    - disabled [buffers : 0]
[00:28:19] Extensions  - enabled :
[00:28:19]   EAX ver. 1 [ ]  - disabled
[00:28:19]   EAX ver. 2 [ ]  - disabled
[00:28:19]   EAX ver. 3 [ ]  - disabled
[00:28:19]   I3D ver. 2 [ ]  - disabled
[00:28:19]   ZoomFX     [ ]  - disabled
[00:28:19]   MacroFX    [ ]  - disabled
[00:28:19] SIMD render [X]
[00:28:19] num channels 16
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/hit4.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/1110i.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/1111i.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_04.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_04.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio fi
[00:28:19] le samples/Gun_Static_01.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_01.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_02.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_02.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_03.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_03.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_03.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_08.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_09.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_10.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_11.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_11-.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_11.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file sampl
[00:28:19] es/Gun_Static_11-.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_13.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_12.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_03.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_14.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/music/menu/ru.wav
[00:28:19]
[00:28:22] Tried to load sample my_samples/music/menu/de.wav but file is not found
[00:28:22] Loading original sample from SFS samples/music/menu/de.wav
[00:28:22] The sample music/menu/de.wav not found
[00:28:22] cannot open file for reading
[00:28:22] Cannot open audio file samples/music/menu/de.wav
[00:28:22]
[00:28:25] Loading mission Quick/Bessarabia/BessarabiaBlueNoneN00.mis...
[00:28:30] PBuffer: suitable formats: 44
[00:28:30]
[00:28:30] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[00:28:30] Depth = 24, stencil = 8
[00:28:30] PBuffer: suitable formats: 44
[00:28:30]
[00:28:30] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[00:28:30] Depth = 24, stencil = 8
[00:28:36] Loading vertex/fragment programs: *701231136*
[00:28:36] *** Loading: [vpFogFar2Tex2D]
[00:28:36] *** Loading: [vpFog2Tex2DBlend]
[00:28:36] *** Loading: [vpFogFar4Tex2D]
[00:28:36] *** Loading: [vpFogFar8Tex2D]
[00:28:36] *** Loading: [vpFogNoTex]
[00:28:36] *** Loading: [vpFog4Tex2D]
[00:28:36] *** Loading: [vpFog4Tex2D_UV2]
[00:28:36] *** Loading: [vp4Tex2D]
[00:28:36] *** Loading: [vp6Tex2D]
[00:28:36] *** Loading: [vpTexUVTex2D]
[00:28:36] *** Loading: [vpWaterGrid_NV]
[00:28:36] *** Loading: [vpWaterSunLight_NV]
[00:28:36] *** Loading: [vpWaterSunLight_ATI]
[00:28:36] *** Loading: [vpWaterSunLight_FP]
[00:28:36] *** Loading: [vpTreeSprite]
[00:28:36] *** Loading: [vpTreeTrunk]
[00:28:36] *** Loading: [vpVAObjectsN]
[00:28:36] *** Loading: [vpVAObjectsL0]
[00:28:36] *** Loading: [vpSprites]
[00:28:36] *** Loading: [vpSimpleGL]
[00:28:36] *** Loading: [fpWaterSunLightFast]
[00:28:36] *** Loading: [fpWaterSunLight]
[00:28:36] *** Loading: [fpWaterSunLightBest]
[00:28:36] *** Loading: [fpCoastBump]
[00:28:36] *** Loading: [fpCoastFoam]
[00:28:36] *** Loading: [fpCoastFoamFast]
[00:28:36] *** Loading: [fpCoastFoamFarFogTex]
[00:28:36] *** Loading: [fpCausticSimple]
[00:28:36] *** Loading: [fpCaustic]
[00:28:36] *** Loading: [fpSprites]
[00:28:36] *** Loading: [fpObjectsL0]
[00:28:36] *** Loading: [fpObjectsL0_2L]
[00:28:36] *** Loading: [fpSimpleGL]
[00:28:36] *** Loading: [fpNearLandFog]
[00:28:36] *** Loading: [fpFarLandFog]
[00:28:36] *** Loading: [fpRiverCoastAA]
[00:28:36] *** Loading: [vpWaterDM_CPU]
[00:28:36] *** Loading: [fpWaterDM_CPU]
[00:28:36] *** Loading: [fpWaterDM_CPULo]
[00:28:36] *** Loading: [fpWaterLFogDM]
[00:28:36] *** Loading: [fpIceWater]
[00:28:36] *** Loading: [fpNearNoBlend]
[00:28:36] *** Loading: [fpNearNoBlendNoise]
[00:28:36] *** Loading: [fpNearBlend]
[00:28:36] *** Loading: [fpNearBlendNoise]
[00:28:36] *** Loading: [fpFarBlend]
[00:28:36] *** Loading: [fpForestPlane]
[00:28:36] *** Loading: [fpForestPlaneNoise]
[00:28:36] *** Loading: [fpForestPlaneEdges]
[00:28:36] *** Loading: [fpForestPlaneEdgesNoise]
[00:28:37] Load bridges
[00:28:37] Load static objects
[00:28:38] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[00:28:39] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[00:28:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[00:28:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[00:28:44] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[00:28:44] java.lang.ArrayIndexOutOfBoundsException
[00:28:44] at com.maddox.il2.fm.Motor.calcAfterburnerCompressorFactor(Motor.java:945)
[00:28:44] at com.maddox.il2.fm.Motor.load(Motor.java:337)
[00:28:44] at com.maddox.il2.fm.EnginesInterface.load(EnginesInterface.java:68)
[00:28:44] at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:356)
[00:28:44] at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
[00:28:44] at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
[00:28:44] at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
[00:28:44] at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
[00:28:44] at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
[00:28:44] at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
[00:28:44] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
[00:28:44] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
[00:28:44] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
[00:28:44] at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
[00:28:44] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[00:28:44] at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
[00:28:44] at com.maddox.il2.game.Mission._load(Mission.java:487)
[00:28:44] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[00:28:44] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[00:28:44] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[00:28:44] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[00:28:44] at com.maddox.il2.game.Main.exec(Main.java:448)
[00:28:44] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[00:28:44] Loading preset my_presets/sounds/models.Ship.prs
[00:28:44] Loading sample my_samples/ship_00.wav
[00:28:44] Loading preset my_presets/sounds/weapon.Cannon85t.prs
[00:28:44] Loading original sample from SFS samples/Gun_Static_03.wav
[00:28:44] cannot open file for reading
[00:28:44] Cannot open audio file samples/Gun_Static_03.wav
[00:28:44]
[00:28:45] null
[00:28:45] java.lang.NullPointerException
[00:28:45] at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:621)
[00:28:45] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:561)
[00:28:45] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:525)
[00:28:45] at com.maddox.il2.game.Mission._load(Mission.java:625)
[00:28:45] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[00:28:45] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[00:28:45] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[00:28:45] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[00:28:45] at com.maddox.il2.game.Main.exec(Main.java:448)
[00:28:45] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[25.06.2013 00:28:49] -------------- END log session -------------

I feel a bit noobish now with the log Files.(after 5 Years of modding IL-2..)I read through so many posts since this helpfull tool comes out,but I never understand what part of the Log.is the important one.

Gruß Jörg
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Giuseppin on June 24, 2013, 07:38:49 PM
Can anybody confirm the missing crosshairs on the Wellington's bombsight? The other flyable AI Bombers work fine. I suspect it can be fixed easily.
Yes, same for me.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 25, 2013, 04:50:16 AM
Can anyone help with my QMBpro?
Yes, of course ;)
The thing is: You've collected a set of map/mission files from a different game/mod pack. That's fine but it's a bit hard for others to precisely follow that path unless you provide a comprehensive list of things to be done. The easiest would be if you could just offer the set of addons required for download right here in this thread. If that ain't feasible, please provide links to the mods which are required, together with a precise instruction how to install and setup these mods in order to get exactly to the point you're at right now.
Once that's done, we can try to reproduce the issue and once we see it with our own eyes, we have the ability to debug and nail it down.

missing crosshairs on the Wellington's bombsight
Thanks for the report. It's on the todo list and will be sorted out in due time.

Here´s the Log File. Hope this helps a bit.
Code: [Select]
(...)
[00:28:44] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[00:28:44] java.lang.ArrayIndexOutOfBoundsException
[00:28:44] at com.maddox.il2.fm.Motor.calcAfterburnerCompressorFactor(Motor.java:945)
(...)
Thanks for the log Jörg, that's what we needed.
However I have to repeat that this is precisely the issue which has been sorted out with the v5.11 patch for Modact 5.
This means that either you did not install patch 5.11, or you did not install it correctly (which in fact is nothing more that installing it on top of your existing modact 5 installation), or you installed a different "buttons" file on top after that.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on June 25, 2013, 04:57:44 AM
5.11  ???

...from Time to Time,I should read the first post of a thread,and not the last one!  :D

Thanks Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: RAECHER on June 25, 2013, 05:01:02 AM
Hi, Mike. Any thoughts on my initlog I posted in post #141? Thanks .
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Towarisch on June 25, 2013, 08:36:02 AM
Hello,

i have fix it by myself :P ;)....

Under the category of sound in the conf.ini, i´ve changed the line:  SoundFlags.forceEAX1=0 in  SoundFlags.forceEAX1=1. That´s all..... :).

My little helping hand was the:http://wiki.sturmovik.de/index.php?title=Hall-Effekt_in_Bodenn%C3%A4he

Thanks again, for this great work....

And a great time

Towarisch
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 25, 2013, 08:58:36 AM
Hi, Mike. Any thoughts on my initlog I posted in post #141? Thanks.
Sorry, catching up the reports slowly :-\

Code: [Select]
2013-06-23 16:57:08:484 (dinput.dll) : IL-2 Process ID = 00000D88
2013-06-23 16:57:08:484 (dinput.dll) : Starting Watchdog at C:\Copy of IL-2 Sturmovik 1946 4.12m\bin\selector\basefiles\IL-2 Watchdog.exe
2013-06-23 16:57:08:500 (dinput.dll) : Watchdog Process not created
2013-06-23 16:57:08:500 (dinput.dll) : JVM Parameters injector deactivated
Just to be on the safe side: Did you check whether the file "IL-2 Watchdog.exe" exists at all in the folder "C:\Copy of IL-2 Sturmovik 1946 4.12m\bin\selector\basefiles\"?
I'm asking since I don't see any good reason for the line "(dinput.dll) : Watchdog Process not created" which basically means nothing else but the fact that the game couldn't launch "IL-2 Watchdog.exe" and that in turn has just one single good reason which would be that the file is missing (for whatever reason).

So please check whether the file exists. If it doesn't, reinstall Modact 5.10 plus patch 5.11 (you can just install them on top again, make sure to click "yes" when the installer asks you to overwrite existing files).
If it exists already, please report back. I will have to prepare some special debugging dll for you in that case.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 25, 2013, 09:17:39 AM
Hey guys i was testing out the LaGG pack and in QMB missions the tail wheel doesn't come down on the LaGG-3 Series 35 and 66. the others are fine. I loaded it up on top and still no use

da log
Code: [Select]
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: ATI Radeon HD 3470 - Dell Optiplex
  Version: 2.1.8870
  Extensions: GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced 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_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient 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_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_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_swizzle 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_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint 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 (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.

Maximum texture size : 8192
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
AutoMounting SFS files from folder SFS_AUTO now...
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 - MiniMap Mod by P.A.L.SFS... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1

Loading mission Records/Intro 04 Ed.trk...
User cancel
java.lang.RuntimeException: User cancel
at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:447)
at com.maddox.il2.game.Mission.loadMain(Mission.java:812)
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)
User cancel
java.lang.RuntimeException: User cancel
at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:447)
at com.maddox.il2.game.Mission.loadMain(Mission.java:812)
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)
Loading mission QuickQMBPro/Stalingrad_Winter/Stalingrad_WinterRedNone00.mis...
Loading vertex/fragment programs: *708309000*
*** 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]
*** 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
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
cannot open file for reading
Cannot open audio file samples/dive_1.wav
cannot open file for reading
Cannot open audio file samples/dive_2.wav

cannot open file for reading
Cannot open audio file samples/dive_1.wav
cannot open file for reading
Cannot open audio file samples/dive_2.wav

WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Stalingrad_Winter/Stalingrad_WinterRedNone00.mis is Playing
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.

warning: no files : music/inflight
[Jun 25, 2013 3:19:05 PM] -------------- END log session -------------
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: RAECHER on June 25, 2013, 09:22:03 AM
Hi, Mike. Thanks for your reply.

I just managed to solve my issue after finding this answer at 'stackoverflow.com' : "This is usually result of missing C++ runtime libraries. Find VC++ redistributable package and install it on target computer. It can be downloaded from Microsoft: http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=29 or http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=15336."

 I installed this file: "vcredist_x86.exe" and voila, it now works perfectly!  I can now use this spectacular ModAct of yours, for which I am grateful!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 25, 2013, 10:28:42 AM
Um any idea for the LaGG pack?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 25, 2013, 11:40:47 AM
This is usually result of missing C++ runtime libraries.
Eww...
(http://www.sas1946.com/images/imageshit/img20/6901/9ykb.jpg) (http://www.sas1946.com/images/imageshit/img69/2866/vhfs.jpg)

I'm growing old. Sorry, that's been my mistake. I forgot to statically link the VC++ runtimes to the watchdog executable, as a result this exe now dynamically links to msvcrt90.dll which indeed might be missing on some PCs. Silly and stupid mistake of mine, I owe you a can of beer.
Will be fixed with the next patch.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 25, 2013, 12:17:22 PM
any help for me?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 25, 2013, 12:28:44 PM
I just noticed in FMB its has issues two.. for the Series 39 and 66 it spawns wheels tailwhell down. but then it wont go up
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 25, 2013, 01:08:23 PM
Wulfy, as much as we'd like to help you out, please give us a break for a day.
Nobody ever promised that each and every mod would work flawlessly with 4.12.
It's much likely that the issue you encounter simply means that the LaGG pack needs an update for 4.12.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: panzerkeil on June 25, 2013, 02:00:20 PM
The only thing that bugged me when I upgraded to 4.12 with mod activator was the fact that no matter what sound mod I tried, the Japanese aircraft (and some others) kept sounding like lawn mowers (default sounds).
I found that somewhere along the way an extra motor.merlin.prs has been added to the stock sounds, and once I placed a modified copy to my presets folder the last remaining stock sounds were gone!   :)
Good workaround until jafa has done his magic with 4.12.   :D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: gauderio on June 25, 2013, 05:31:28 PM
Yes panzerkeil, that's what I said on page 10 of this topic. The sound of LA5, LA7 and Japanese aircraft remained in the original sound (IL2 Stock).

And the sound of the P51 got the same engine sound of Spitfire (Merlin engine sound)
And it's happening to other people too. It sure is a bug in the SAS 5

I have UP3 RC4, I have DBW and SAS 4 (in separate installations) and in them is perfect. This error only happens in SAS 5.


(sorry my english)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: the_woz on June 25, 2013, 08:15:53 PM
Found a bug on the Pe-2 series with Modact v5.1
Bombsight is unusable, due to too small FOV see:

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

Uploaded with ImageShack.us (http://www.sas1946.com/images/imageshit/dead/dead.gif)

This is the most that can be seen of the bomsight, happens on all the Pe-2 variants.
Tried enabling the FOV mod on JSGME, but it doesnt make a difference in bombsight view.
On the stock game all these planes work fine.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 26, 2013, 04:02:57 AM
Found a bug on the Pe-2 series with Modact v5.1
Bombsight is unusable, due to too small FOV
Thanks for the report. This issue is triggered by the AI flyables pack, an old hier.him file for the Pe-2 bombardier made it into that pack.
For the time being, when you wanna fly the Pe-2 add a "-" in front of the filename "sas_ai_3do01.SFS" in SFS_AUTO folder, so that it's name is "-sas_ai_3do01.SFS". This will disable the 3D files from AI flyables pack and will get you back to the default Pe-2 bombardier position.

This bug will be fixed with the next patch.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: LuseKofte on June 26, 2013, 04:49:39 AM
I got error in the only download I could use. Google
I was to upload this to my mediafire account for mirror. I try again later
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 26, 2013, 04:54:59 AM
Yeah it's a bit tricky with the available hosters these days.
In order to download large files from Google you should best use Google Chrome. It's silly, but I experienced this myself: Internet Explorer, Firefox and Opera gave me some 150kb/s download rate and constantly interrupted downloads from Google drive. Turned on Chrome, 3MB/s and download went through flawlessly. There's no obvious reason for this behaviour, I guess Google intentionally treats other browsers as bad as can be.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: LuseKofte on June 26, 2013, 08:30:15 AM
OK I try that and give you my links if I manage to overcome this
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: henkypenky on June 26, 2013, 10:31:29 AM
Hi, an addition to my post nr 160: P-51b's work ok. Don't know what I did wrong the first time  :-[
The Mig 3 - http://www.sas1946.com/main/index.php/topic,13907.0.html - does work ok  :)
Also got the P-40's pack working ok. One (small) problem though; in JapanCats A6M pack I only have the 300 Ltr. droptank available. Anybody got an idea how to fix this?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on June 26, 2013, 10:34:40 AM
Henkypenky you need Jcats  Arms   http://www.sas1946.com/main/index.php/topic,10767.msg116290.html#msg116290
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: henkypenky on June 26, 2013, 02:03:17 PM
Of course, why didn't I remember  ;)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: duffys tavern on June 26, 2013, 02:21:53 PM
Got the B-26 to work, 4.09 version. Still working with the P-61s.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on June 26, 2013, 10:30:34 PM
Hey I got my 109-G6A/S and G-10 to work (added Birdmans Fix for JCats BF's) 8)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: cgagan on June 27, 2013, 02:39:29 AM
Guy are these from the Bf ultimate pack? Did you manage to install it in 412?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on June 27, 2013, 02:43:35 AM
No Costas, its just using JCat's 109 3D/w Birdman's Fix. I couldnt get the Ultimate Pack to work,  "ctd @ 30% mission launch" :(
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: cgagan on June 27, 2013, 02:45:43 AM
OK, thanks...
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 27, 2013, 05:44:59 AM
Hey I got my 109-G6A/S and G-10 to work (added Birdmans Fix for JCats BF's) 8)

Hold up there bravo... JC didnt fix the G-10 or G-6A/S... unless i missed it?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 27, 2013, 06:00:00 AM
oh... sorry bravo, could you post the link again... i think i need to re DL.. I got only two planes with fixes ???
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 27, 2013, 06:21:05 AM
yeah thx bravo ;D Could you leave up the link until tonight like 8 o'clockish? I just checked it on my Laptop and looked at the files. Thank you so much :)
I'm away from home right now
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: m0nk on June 27, 2013, 09:48:16 AM
Thanks for the update's  ;D

Using this mod a long time and (finally) decided to register today  :P
Also, in addition I have made an other mirror for you guys. (Website runs for 6 years already and is paid 5 years in front from this moment of writing)
Link: www.swe-gaming.com (http://www.swe-gaming.com) and deep linking is allowed. (Website still under construction but folder paths will stay)

Keep up the good work!
m0nk
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: MvRich on June 27, 2013, 09:11:22 PM
Thank you guys  ;)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Malone on June 27, 2013, 11:56:09 PM
just a small bug report (hopefully it's not just me, lol)
when using the PAL minimap mod in JSGME, it disables the new full-screen map that comes with 4.12.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 28, 2013, 12:38:11 AM
when using the PAL minimap mod in JSGME, it disables the new full-screen map that comes with 4.12.
Sounds reasonable but I'd like to postpone this until other bugs are fixed.
This is rather a new feature request for the PAL MiniMap mod than a real bug.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Malone on June 28, 2013, 03:01:22 AM
sure, it's definitely not a show-stopper, Mike.
just something to add to the wishlist, then... ;)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Dauntless1 on June 28, 2013, 05:22:10 AM
Not just you.  :o
I noticed it the first day and disabled it.
Me likey full screen map!  8)

just a small bug report (hopefully it's not just me, lol)
when using the PAL minimap mod in JSGME, it disables the new full-screen map that comes with 4.12.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 28, 2013, 06:26:46 AM
just a quick question.... does Mod act include "the latest buttons" for installing some planes?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on June 28, 2013, 06:34:16 AM
Just need to look in>
IL-2/#SAS/STD/gui/game/buttons

so far I have installed 20 to 30 some WWII aircraft single plane installs,
and a lot of aircraft packages such as the Hurricane pack,Corsair pack etc.
and all 100% of the WWI aircraft

The BF packs don't seem to work though without CTD
All in all though,I found most 4.10 planes work ok

Ship pack works on SAS modact 5 also
so I imagine Tanks and vehicles would as well although I have not got around to trying yet
Now I have the ship pack working I plan to install some tanks,vehicles and artillery next
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on June 28, 2013, 06:41:18 AM
does Mod act include "the latest buttons"
Yep, it's kinda "buttons 10.3" with 4.12 FMs included.
It still needs some fine tuning (e.g. sound matrix as reported by several users in this thread) but basically everything's in there already.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: the_woz on June 28, 2013, 11:26:46 AM
I made a quick fix 'mod' for the bombsights of the Pe-2, Il-4 and Pe-8.

Just drop the contents of this zip on your #SAS folder.

http://www.mediafire.com/download/d5xjkxqkb4ekruy/fixedbombardiers.zip

~S~
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Uzin on June 28, 2013, 01:05:54 PM
Just a question:
is it possible to install DBW1916 or its content into 4.12 SAS Modact 5.1, and how ?
Sorry , I cannot find the answer here at SAS , can anybody navigate me ?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on June 28, 2013, 01:08:26 PM
Hey guys for some reason in my object list a bunch of carriers are missing. I only have the Akagi, the Saratoga, Lexington, Essex and, Intrpid 
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Epervier on June 28, 2013, 02:01:36 PM
In 412 and in ModAct 5.11 :
The same error in static.ini

Instead of:
buildings.House$BambooHut]

buildings.House$BambooHut2]

to:
[buildings.House$BambooHut]

[buildings.House$BambooHut2]
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on June 28, 2013, 02:17:16 PM
Some Ultimate Pack Bf-109's work in MA 5.11, you have to test each one you want to see if they work. ;)

This is F4/Z  and a E-1   :P 8)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Dauntless1 on June 29, 2013, 06:25:20 AM
Thanks!!  8)

In 412 and in ModAct 5.11 :
The same error in static.ini

Instead of:
buildings.House$BambooHut]

buildings.House$BambooHut2]

to:
[buildings.House$BambooHut]

[buildings.House$BambooHut2]
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Dauntless1 on June 29, 2013, 06:29:30 AM
Bravo,
What mod are you using for the exhaust flames?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: duffys tavern on June 29, 2013, 06:36:01 AM
Still trying to get the AI planes to taxi back to parking spot after they land. They still stop on runway, shut down and disappear.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on June 29, 2013, 06:51:28 AM
@ Dauntless, its Tigers UV3 with out the/his Buttons File!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Claw on June 29, 2013, 07:10:03 AM
duffys tavern

Thanks for the link. They work great and their really nice. I've not tried the 61's. Having too much fun with Corsairs. The flight dynamics seem to be more like what a Corsair should be. The .50 cals on the other hand don't. As a test I shot down one Zero and ended the mission to check the stats. It took 58 hits to bring it down. Then I did the same with D3A1 and took 82 hits to bring it down.

In any case, their a great ride and I enjoy the challenge.

Thanks again

Bob
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Dauntless1 on June 29, 2013, 08:34:53 AM
Thanks.  8)

@ Dauntless, its Tigers UV3 with out the/his Buttons File!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: El_Marta on June 29, 2013, 12:17:56 PM
@WOZ THX for fixing
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: cgagan on June 30, 2013, 05:31:35 AM
With PAL's MissionProCombo enabled through JSGM, I only get "USSR" and "Luftwaffe" as nationality options; I select other nationalities, but it always reverts to USSR/Luftwaffe; I have ForgottenCountries Full enabled through JSGM also...
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on June 30, 2013, 06:08:59 AM
Old reported bug mate!

Some users have it!

ATM only solution is disable Mission pro....
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: cgagan on June 30, 2013, 08:00:07 AM
Thank you Walter,
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: <Gunny> on June 30, 2013, 10:07:41 AM
Thank you for this new ModAct.
I have found that the Wellington has no cross hair in the bomb sight.
As for the rest all working GREAT.
Again Thank You. :) 
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: karo on July 02, 2013, 01:30:49 PM
Guys, I've got a problem  :(

When I try to run the game,  il-2 Watchdog.exe gives me this error: "the procedure entry point memmove_s could not be located in the dynamic library msvcrt.dll

I don't have any problems with clean 4.12 or other il2 versions e.g. HSFX 5, Modact 3.06 

Any advice?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 03, 2013, 12:31:32 AM
This issue has been solved 3 pages earlier, see here: http://www.sas1946.com/main/index.php/topic,35348.msg386889.html#msg386889

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: LuseKofte on July 03, 2013, 10:13:28 AM
The canopy of the BF-109 do not eject when bailing out in 4.12. dunno if this has to do with the mod act.
When I try to open the text say canopy open but it does not happened
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 03, 2013, 11:06:24 AM
Thanks for the report. This looks like a mismatching flag in the 109's flight model. I just compared Modact with Stock game and apparently in Stock 4.12 the 109s don't have moving canopies, that's the reason why they don't have them in Modact 5 either (no change to flyable stock aircraft). The fact that you get the HUD log message when pressing the canopy hotkey however means that in their flight model the flag for moving canopy is set, so that's the mistake here.
Should have no effect in gameplay though.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: karo on July 04, 2013, 03:14:44 AM
This issue has been solved 3 pages earlier, see here: http://www.sas1946.com/main/index.php/topic,35348.msg386889.html#msg386889

Best regards - Mike

Thanks Mike! I didn't know that RAECHER's method could solve my problem. Anyway, when I run the game the error still shows up on the screen, but after a few seconds the game starts to load correctly :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: szolnok95 on July 04, 2013, 02:40:52 PM
This mod are AWSOME!  8)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Atoka220 on July 05, 2013, 07:27:23 AM
Works ultrapack on it?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 05, 2013, 09:01:02 AM
You could try to "combine" it into a single game folder, but "on it" in terms of running Ultrapack based on 4.12, no, that's pending the next UP release.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: WindWpn on July 05, 2013, 11:24:04 AM
Question regarding Sounds.  Should the sas_sound_01.sfs archive be updated to load the prs and wav files in the new "my_samples", "my_presets" file structure for 4.12?  I am seeing log errors where prs and wav files are not found because the game is looking in "my_..." and if not found there, it is loading the game defaults (or are the game "defaults" the sas sounds because the sas sfs archive uses the samples/presets original folder naming convention?).

Attempting to get my 4.12 sounds working well and am nearly there, but there are some things to clear up.  This consideration per the sas sounds raised my attention given that one log error reported is:
Code: [Select]
[11:08:34 PM] Tried to load preset my_presets/sounds/weapon.mgun_15_dual.prs but file is not found
and this prs is in the SAS sfs archive.

~S~
wind
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 05, 2013, 01:36:30 PM
Just an observation:

 in 4.12, Iv noticed that the shells are not so large and quite a few less of them while ejecting from the planes. Looks much nicer than before. Thanks TD or who ever! :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Wulfy on July 05, 2013, 01:37:32 PM
From lower particle effects ;)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 05, 2013, 01:39:49 PM
I like it.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Atoka220 on July 06, 2013, 09:48:03 AM
You could try to "combine" it into a single game folder, but "on it" in terms of running Ultrapack based on 4.12, no, that's pending the next UP release.

Best regards - Mike

and the il-2 selector?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SuperEtendard on July 06, 2013, 11:41:34 AM
Thanks for the release, its a great modact, with a lot of great features  ;)

I have a bug to report:
Sometimes when i minimize the game with the 'Windows key', and then click to enter the game, it shows the presentation screen for some time and then the game CTD.

 Other thing, did you change the effects like the previus Modact, or you left the original 4.12 ones?

Thanks
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yeikov on July 06, 2013, 06:35:08 PM
Hello,

What .mat filename (in #SAS/STS/gui) do I need to use to customize my splash screen? I've been trying every possible combination without success, even the name which appears in the stock GUI classes does not seem to work... (gui/wide_background_[locale].mat)

Thanks!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 07, 2013, 01:25:51 AM
Should the sas_sound_01.sfs archive be updated to load the prs and wav files in the new "my_samples", "my_presets" file structure for 4.12?
(...)
This consideration per the sas sounds raised my attention given that one log error reported is:
Code: [Select]
[11:08:34 PM] Tried to load preset my_presets/sounds/weapon.mgun_15_dual.prs but file is not foundand this prs is in the SAS sfs archive.
Hi WindWpn,
It's strange that you see this error log entry since usually it ain't there unless you explicitely enable sound debugging.
Let me try to clarify this: No, there's no need to reflect the "my_samples", "my_presets" folder structure in the SAS Modact. The sounds and presets in the Modact SFS files reflect the basic game folder structure and that's just fine. They overwrite the default game sounds and presets just like it used to be in game versions prior to 4.12.
The "my_samples" and "my_presets" folders are just there for online gameplay on servers which have crt checks enabled, but still set the flag that permits users to use custom sounds and presets. In that case, while the game must not be touched in any other way, the clients still can use their custom sounds and presets from these two distinctive folders.
However even in that case the log line, as stated above, only appears when there's a debug flag set.
This flag per default is unset in the release version of 4.12 (you don't happen to be running a beta or RC version, don't you?).
You can manually set the flag in your conf.ini in the [game] section by setting "DebugSounds=1" (note that by default this value doesn't exist so it defaults to "0").

and the il-2 selector?
It's compatible with any game version.

Sometimes when i minimize the game with the 'Windows key', and then click to enter the game, it shows the presentation screen for some time and then the game CTD.
Sounds interesting, never heard of that before.
In either case you should show us your log.lst and initlog.lst contents when the game crashed, usually there should be something useful in there in case of a CTD.

did you change the effects like the previus Modact, or you left the original 4.12 ones?
"Change the effects like the previus Modact"? Please explain.
Regarding effects this modact is quite like the previous one, it doesn't touch them unless you enable the effects mod in JSGME.

What .mat filename (in #SAS/STS/gui) do I need to use to customize my splash screen?
The mats are defined in the "gui" folder, so you can create you own custom splash screen mod e.g. by placing new mats in a folder like "#SAS/MyNiceCustomSplashScreens/gui".
The mat names are "background<C>.mat" and "wide_background<C>.mat" without locale. "<C>" is a counter value, Modact 5 ships with 15 splash screens integrated (0 through 14) but you can define more if you like. In order to use less than 15 splash screens you have to create dummy ".mat" files since the game will automatically pick up as many splash screens as it can find, so at least 15 are always there.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yeikov on July 07, 2013, 01:34:53 AM
Ah now I see, thanks for the detailed explanation!  ;)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Mission_bug on July 07, 2013, 02:29:25 AM
Hello Mike, I posted a log a while ago because I was having a problem with I-16s exploding in the 4.12 taxi demonstration mission and I could not figure out what was going on, well it would appear to be an objects problem.

I had removed what few mods I had added to ModAct 5.11 so thought it must be a problem with ModAct itself, wrong. :-[

The first thing I always add to a new ModAct game are are maps and objects.  I have not had much time lately to investigate further until yesterday when a comparrison of stock 4.12 and Modact 5.11 showed a difference in the size of the camouflage net hangers, WTF. ???

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Hangersize_zpsc60b771e.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Hangersize_zpsc60b771e.jpg.html)

I tried various aircraft but all gave the same result, it was only when I actually moved the stationary planes outside the net hanger and tried the mission again without a problem that I realised it could be the hanger itself. :'(

Looks like TD have altered the size and my adding the older objects sfs files had reverted back to the original objects, hence BOOM. :o

Sorry to have even thought your lovely mod activator could have been to blame, I hang my head in shame and will severely chastise myself for having not tried harder to find the problem before posting.  ;)

Wishing you all the very best, Pete. ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: lantanido on July 07, 2013, 04:27:14 AM
Thanks boys! Great work  ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on July 07, 2013, 04:39:31 AM
Looks like TD have altered the size and my adding the older objects sfs files had reverted back to the original objects, hence BOOM. :o

when adding older SFS Files,specifically objects you must use the older static.ini to be able to use those older objects etc.
you would also need to then add the "new 4.12 objects Static.ini info" into your older static.ini you use for your older SFS Files you add

http://www.sas1946.com/main/index.php/topic,35419.0.html

Code: [Select]

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////  start 4.12 Objects
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


//===========================================================================
[***]
Title North Africa
//===========================================================================

[buildings.House$tobruk_mosque]
Title           Tobruk_Mosque
MeshLive        3do/Buildings/Tobruk/Mosque/Live/Live.sim
MeshDead        3do/Buildings/Tobruk/Mosque/Dead/Dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.30

[buildings.House$bank_AA]
Title           Tobruk_Bank_AA
MeshLive        3do/Buildings/Tobruk/Bank_AA/Live/Live.sim
MeshDead        3do/Buildings/Tobruk/Bank_AA/Dead/Dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.55

[buildings.House$bank_Office]
Title           Tobruk_Bank_Office
MeshLive        3do/Buildings/Tobruk/Bank_Office/Live/Live.sim
MeshDead        3do/Buildings/Tobruk/Bank_Office/Dead/Dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.55

//===========================================================================
[***]
Title Med
//===========================================================================

[buildings.House$arc]
Title Roman_arc
MeshLive 3do/Buildings/Med/arc/live/live.sim
MeshDead 3do/Buildings/Med/arc/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.7

[buildings.House$column1]
Title Column_1
MeshLive 3do/Buildings/Med/column1/live/live.sim
MeshDead 3do/Buildings/Med/column1/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column2]
Title Column_collapsed
MeshLive 3do/Buildings/Med/column2/live/live.sim
MeshDead 3do/Buildings/Med/column2/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column3]
Title Column_2
MeshLive 3do/Buildings/Med/column3/live/live.sim
MeshDead 3do/Buildings/Med/column3/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column4]
Title Column_2_collapsed
MeshLive 3do/Buildings/Med/column4/live/live.sim
MeshDead 3do/Buildings/Med/column4/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column5]
Title Column_2_collapsed_2
MeshLive 3do/Buildings/Med/column5/live/live.sim
MeshDead 3do/Buildings/Med/column5/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$olive_tree_1]
Title Olive_tree_1
MeshLive 3do/flora/Olive_Tree01/live/live.sim
MeshDead 3do/flora/Olive_Tree01/dead/dead.sim
AlignToLand 0
Body WoodSmall
Panzer 0.2

[buildings.House$olive_tree_2]
Title Olive_tree_2
MeshLive 3do/flora/Olive_Tree02/live/live.sim
MeshDead 3do/flora/Olive_Tree02/dead/dead.sim
AlignToLand 0
Body WoodSmall
Panzer 0.2

[buildings.House$romanway1]
Title Romanway_1
MeshLive  3do/Buildings/Med/romanway1/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway1/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$romanway2]
Title Romanway_2
MeshLive  3do/Buildings/Med/romanway2/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway2/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$romanway3]
Title Romanway_3
MeshLive  3do/Buildings/Med/romanway3/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway3/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$romanway4]
Title Romanway_4
MeshLive  3do/Buildings/Med/romanway4/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway4/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0


[buildings.House$crater1_summer]
Title Crater_1_Summer
MeshLive  3do/Buildings/Med/Crater1_Summer/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater1_Summer/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater2_summer]
Title Crater_2_Summer
MeshLive  3do/Buildings/Med/Crater2_Summer/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater2_Summer/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater1_winter]
Title Crater_1_Summer
MeshLive  3do/Buildings/Med/Crater1_Winter/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater1_Winter/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater2_winter]
Title Crater_2_Summer
MeshLive  3do/Buildings/Med/Crater2_Winter/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater2_Winter/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater1_desert]
Title Crater_1_Summer
MeshLive  3do/Buildings/Med/Crater1_Desert/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater1_Desert/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater2_desert]
Title Crater_2_Summer
MeshLive  3do/Buildings/Med/Crater2_Desert/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater2_Desert/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0


//PLATES

//===========================================================================
[***]
Title GroundPlate
//===========================================================================

[buildings.Plate$GroundParking]
Title           Parking
Mesh            3do/airfield/ground/Parking/mono.sim

[buildings.Plate$GroundParkingLarge]
Title           Parking
Mesh            3do/airfield/ground/ParkingLarge/mono.sim

[buildings.Plate$GroundParkingSide]
Title           ParkingSide
Mesh            3do/airfield/ground/ParkingSide/mono.sim

[buildings.Plate$GroundParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/ground/ParkingCorner/mono.sim

[buildings.Plate$GroundRunway]
Title           Runway
Mesh            3do/airfield/ground/Runway/mono.sim


[buildings.Plate$GroundRunwayLong]
Title           Runway
Mesh            3do/airfield/ground/RunwayLong/mono.sim

[buildings.Plate$GroundRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/ground/RunwayEnd/mono.sim

[buildings.Plate$GroundTaxi]
Title           Taxi
Mesh            3do/airfield/ground/Taxi/mono.sim

[buildings.Plate$GroundTaxiLong]
Title           Taxi
Mesh            3do/airfield/ground/TaxiLong/mono.sim

[buildings.Plate$GroundTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/ground/TaxiEnd/mono.sim

[buildings.Plate$GroundTurn]
Title           Turn
Mesh            3do/airfield/ground/Turn/mono.sim

[buildings.Plate$GroundHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/ground/HardstandLarge/mono.sim

[buildings.Plate$GroundHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/ground/HardstandMedium/mono.sim

[buildings.Plate$GroundHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/ground/HardstandSmall/mono.sim


//===========================================================================
[***]
Title WinterGroundPlate
//===========================================================================

[buildings.Plate$GroundWinterParking]
Title           Parking
Mesh            3do/airfield/groundWinter/Parking/mono.sim

[buildings.Plate$GroundWinterParkingLarge]
Title           Parking
Mesh            3do/airfield/groundWinter/ParkingLarge/mono.sim

[buildings.Plate$GroundWinterParkingSide]
Title           ParkingSide
Mesh            3do/airfield/groundWinter/ParkingSide/mono.sim

[buildings.Plate$GroundWinterParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/groundWinter/ParkingCorner/mono.sim

[buildings.Plate$GroundWinterRunway]
Title           Runway
Mesh            3do/airfield/groundWinter/Runway/mono.sim

[buildings.Plate$GroundWinterRunwayLong]
Title           Runway
Mesh            3do/airfield/groundWinter/RunwayLong/mono.sim

[buildings.Plate$GroundWinterRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/groundWinter/RunwayEnd/mono.sim

[buildings.Plate$GroundWinterTaxi]
Title           Taxi
Mesh            3do/airfield/groundWinter/Taxi/mono.sim

[buildings.Plate$GroundWinterTaxiLong]
Title           Taxi
Mesh            3do/airfield/groundWinter/TaxiLong/mono.sim

[buildings.Plate$GroundWinterTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/groundWinter/TaxiEnd/mono.sim

[buildings.Plate$GroundWinterTurn]
Title           Turn
Mesh            3do/airfield/groundWinter/Turn/mono.sim

[buildings.Plate$GroundWinterHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/groundWinter/HardstandLarge/mono.sim

[buildings.Plate$GroundWinterHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/groundWinter/HardstandMedium/mono.sim

[buildings.Plate$GroundWinterHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/groundWinter/HardstandSmall/mono.sim


//===========================================================================
[***]
Title ConcretePlate
//===========================================================================

[buildings.Plate$ConcreteConnect]
Title           Connect
Mesh            3do/airfield/Concrete/Connect/mono.sim

[buildings.Plate$ConcreteHangar]
Title           Hangar
Mesh            3do/airfield/Concrete/Hangar/mono.sim

[buildings.Plate$ConcreteRunway]
Title           Runway
Mesh            3do/airfield/Concrete/Runway/mono.sim


[buildings.Plate$ConcreteRunwayLong]
Title           Runway
Mesh            3do/airfield/Concrete/RunwayLong/mono.sim

[buildings.Plate$ConcreteRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Concrete/RunwayEnd/mono.sim

[buildings.Plate$ConcreteTaxi]
Title           Taxi
Mesh            3do/airfield/Concrete/Taxi/mono.sim

[buildings.Plate$ConcreteTaxiLong]
Title           Taxi
Mesh            3do/airfield/Concrete/TaxiLong/mono.sim

[buildings.Plate$ConcreteTurn]
Title           Turn
Mesh            3do/airfield/Concrete/Turn/mono.sim

[buildings.Plate$ConcreteParkingLarge]
Title           Taxi
Mesh            3do/airfield/Concrete/ParkingLarge/mono.sim

[buildings.Plate$ConcreteHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Concrete/HardstandLarge/mono.sim

[buildings.Plate$ConcreteHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Concrete/HardstandMedium/mono.sim


//===========================================================================
[***]
Title BlankPlate
//===========================================================================

[buildings.Plate$BlankParking]
Title           Parking
Mesh            3do/airfield/Blank/Parking/mono.sim

[buildings.Plate$BlankParkingLarge]
Title           Parking
Mesh            3do/airfield/Blank/ParkingLarge/mono.sim

[buildings.Plate$BlankParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Blank/ParkingSide/mono.sim

[buildings.Plate$BlankParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Blank/ParkingCorner/mono.sim

[buildings.Plate$BlankRunway]
Title           Runway
Mesh            3do/airfield/Blank/Runway/mono.sim

[buildings.Plate$BlankRunwayLong]
Title           Runway
Mesh            3do/airfield/Blank/RunwayLong/mono.sim

[buildings.Plate$BlankRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Blank/RunwayEnd/mono.sim

[buildings.Plate$BlankTaxi]
Title           Taxi
Mesh            3do/airfield/Blank/Taxi/mono.sim

[buildings.Plate$BlankTaxiLong]
Title           Taxi
Mesh            3do/airfield/Blank/TaxiLong/mono.sim

[buildings.Plate$BlankTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Blank/TaxiEnd/mono.sim

[buildings.Plate$BlankTurn]
Title           Turn
Mesh            3do/airfield/Blank/Turn/mono.sim

//===========================================================================
[***]
Title PCPPlate
//===========================================================================

[buildings.Plate$PCPParkingLarge]
Title           Parking
Mesh            3do/airfield/PCP/ParkingLarge/mono.sim

[buildings.Plate$PCPConnect]
Title           Connect
Mesh            3do/airfield/PCP/Connect/mono.sim

[buildings.Plate$PCPHangar]
Title           Hangar
Mesh            3do/airfield/PCP/Hangar/mono.sim

[buildings.Plate$PCPRunway]
Title           Runway
Mesh            3do/airfield/PCP/Runway/mono.sim

[buildings.Plate$PCPRunwayLong]
Title           Runway
Mesh            3do/airfield/PCP/RunwayLong/mono.sim

[buildings.Plate$PCPRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/PCP/RunwayEnd/mono.sim

[buildings.Plate$PCPTaxi]
Title           Taxi
Mesh            3do/airfield/PCP/Taxi/mono.sim

[buildings.Plate$PCPTaxiLong]
Title           Taxi
Mesh            3do/airfield/PCP/TaxiLong/mono.sim

[buildings.Plate$PCPTurn]
Title           Turn
Mesh            3do/airfield/PCP/Turn/mono.sim

//===========================================================================
[***]
Title Pac_GrPlate
//===========================================================================

[buildings.Plate$Pac_GrParking]
Title           Parking
Mesh            3do/airfield/Pac_Gr/Parking/mono.sim

[buildings.Plate$Pac_GrParkingLarge]
Title           Parking
Mesh            3do/airfield/Pac_Gr/ParkingLarge/mono.sim

[buildings.Plate$Pac_GrParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Pac_Gr/ParkingSide/mono.sim

[buildings.Plate$Pac_GrParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Pac_Gr/ParkingCorner/mono.sim

[buildings.Plate$Pac_GrRunway]
Title           Runway
Mesh            3do/airfield/Pac_Gr/Runway/mono.sim

[buildings.Plate$Pac_GrRunwayLong]
Title           Runway
Mesh            3do/airfield/Pac_Gr/RunwayLong/mono.sim

[buildings.Plate$Pac_GrRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Pac_Gr/RunwayEnd/mono.sim

[buildings.Plate$Pac_GrTaxi]
Title           Taxi
Mesh            3do/airfield/Pac_Gr/Taxi/mono.sim

[buildings.Plate$Pac_GrTaxiLong]
Title           Taxi
Mesh            3do/airfield/Pac_Gr/TaxiLong/mono.sim

[buildings.Plate$Pac_GrTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Pac_Gr/TaxiEnd/mono.sim

[buildings.Plate$Pac_GrTurn]
Title           Turn
Mesh            3do/airfield/Pac_Gr/Turn/mono.sim

[buildings.Plate$Pac_GrHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Pac_Gr/HardstandLarge/mono.sim

[buildings.Plate$Pac_GrHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Pac_Gr/HardstandMedium/mono.sim

[buildings.Plate$Pac_GrHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/Pac_Gr/HardstandSmall/mono.sim

//===========================================================================
[***]
Title Pac_SandPlate
//===========================================================================

[buildings.Plate$Pac_SandParking]
Title           Parking
Mesh            3do/airfield/Pac_Sand/Parking/mono.sim

[buildings.Plate$Pac_SandParkingLarge]
Title           Parking
Mesh            3do/airfield/Pac_Sand/ParkingLarge/mono.sim

[buildings.Plate$Pac_SandParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Pac_Sand/ParkingSide/mono.sim

[buildings.Plate$Pac_SandParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Pac_Sand/ParkingCorner/mono.sim

[buildings.Plate$Pac_SandRunway]
Title           Runway
Mesh            3do/airfield/Pac_Sand/Runway/mono.sim

[buildings.Plate$Pac_SandRunwayLong]
Title           Runway
Mesh            3do/airfield/Pac_Sand/RunwayLong/mono.sim

[buildings.Plate$Pac_SandRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Pac_Sand/RunwayEnd/mono.sim

[buildings.Plate$Pac_SandTaxi]
Title           Taxi
Mesh            3do/airfield/Pac_Sand/Taxi/mono.sim

[buildings.Plate$Pac_SandTaxiLong]
Title           Taxi
Mesh            3do/airfield/Pac_Sand/TaxiLong/mono.sim

[buildings.Plate$Pac_SandTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Pac_Sand/TaxiEnd/mono.sim

[buildings.Plate$Pac_SandTurn]
Title           Turn
Mesh            3do/airfield/Pac_Sand/Turn/mono.sim

[buildings.Plate$Pac_SandHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Pac_Sand/HardstandLarge/mono.sim

[buildings.Plate$Pac_SandHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Pac_Sand/HardstandMedium/mono.sim

[buildings.Plate$Pac_SandHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/Pac_Sand/HardstandSmall/mono.sim


//===========================================================================
[***]
Title DesertGroundPlate
//===========================================================================

[buildings.Plate$DesertGroundParking]
Title           Parking
Mesh            3do/airfield/Desert/Parking/mono.sim

[buildings.Plate$DesertGroundParkingLarge]
Title           Parking
Mesh            3do/airfield/Desert/ParkingLarge/mono.sim

[buildings.Plate$DesertGroundParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Desert/ParkingSide/mono.sim

[buildings.Plate$DesertGroundParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Desert/ParkingCorner/mono.sim

[buildings.Plate$DesertGroundRunway]
Title           Runway
Mesh            3do/airfield/Desert/Runway/mono.sim

[buildings.Plate$DesertGroundRunwayLong]
Title           Runway
Mesh            3do/airfield/Desert/RunwayLong/mono.sim

[buildings.Plate$DesertGroundRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Desert/RunwayEnd/mono.sim

[buildings.Plate$DesertGroundTaxi]
Title           Taxi
Mesh            3do/airfield/Desert/Taxi/mono.sim

[buildings.Plate$DesertGroundTaxiLong]
Title           Taxi
Mesh            3do/airfield/Desert/TaxiLong/mono.sim

[buildings.Plate$DesertGroundTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Desert/TaxiEnd/mono.sim

[buildings.Plate$DesertGroundTurn]
Title           Turn
Mesh            3do/airfield/Desert/Turn/mono.sim

[buildings.Plate$DesertHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Desert/HardstandLarge/mono.sim

[buildings.Plate$DesertHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Desert/HardstandMedium/mono.sim

[buildings.Plate$DesertHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/Desert/HardstandSmall/mono.sim



//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// RAILS
///////////////////////////////////////////////////////////////////////////////////////////////////////////////

[buildings.Plate$RailVokzalPlatform]
Title           VokzalPlatform
Mesh        3do/Buildings/Rail/Vokzal/Platform/mono.sim

[buildings.Plate$RailVokzalRailLeft]
Title           VokzalRailLeft
Mesh            3do/Buildings/Rail/Vokzal/RailLeft/mono.sim

[buildings.Plate$RailVokzalRailLine]
Title           VokzalRailLine
Mesh            3do/Buildings/Rail/Vokzal/RailLine/mono.sim

[buildings.Plate$RailVokzalRailRight]
Title           VokzalRailRight
Mesh            3do/Buildings/Rail/Vokzal/RailRight/mono.sim

[buildings.Plate$RailVokzalSquare]
Title           VokzalSquare
Mesh            3do/Buildings/Rail/Vokzal/Square/mono.sim



[buildings.Plate$RailVokzalPlatformW]
Title           VokzalPlatformWinter
Mesh            3do/Buildings/Rail/Vokzal_W/Platform/mono.sim

[buildings.Plate$RailVokzalRailLeftW]
Title           VokzalRailLeftWinter
Mesh            3do/Buildings/Rail/Vokzal_W/RailLeft/mono.sim

[buildings.Plate$RailVokzalRailLineW]
Title           VokzalRailLineWinter
Mesh            3do/Buildings/Rail/Vokzal_W/RailLine/mono.sim

[buildings.Plate$RailVokzalRailRightW]
Title           VokzalRailRightWinter
Mesh            3do/Buildings/Rail/Vokzal_W/RailRight/mono.sim

[buildings.Plate$RailVokzalSquareW]
Title           VokzalSquareWinter
Mesh            3do/Buildings/Rail/Vokzal_W/Square/mono.sim

//===========================================================================
[***]
Title Masking Nets
//===========================================================================



[buildings.House$AirdromeMaskingnetMid]
Title           Airdrome_Maskingnet
MeshLive        3do/Buildings/Airdrome/Maskingnet/live_mid.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet/dead_mid.sim
Body            WoodMiddle              // FIXME: need special type 'Cloth'
Panzer          0.1

[buildings.House$AirdromeMaskingnetBig]
Title           Airdrome_Maskingnet
MeshLive        3do/Buildings/Airdrome/Maskingnet/live_big.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet/dead_big.sim
Body            WoodMiddle              // FIXME: need special type 'Cloth'
Panzer          0.1



[buildings.House$AirdromeMaskingnetMidW]
equals buildings.House$AirdromeMaskingnetMid
MeshLive        3do/Buildings/Airdrome/Maskingnet_W/live_mid.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet_W/dead_mid.sim

[buildings.House$AirdromeMaskingnetBigW]
equals buildings.House$AirdromeMaskingnetBig
MeshLive        3do/Buildings/Airdrome/Maskingnet_W/live_big.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet_W/dead_big.sim


As you can see above in the 4.12 static.ini info for the Nets (at the bottom) ,that the new nets actually have new names
designating them Mediterranean Nets with MED and BIG in there names so they are in fact new nets
rather than old nets just being altered

Hope this helps
Cheers
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Badger on July 07, 2013, 04:58:54 AM
Salut

I just downloaded this and it works.
But.....when I set the game to run with SAS modact the game switches into German.
ok, I can read German, and live in Germany, but I prefer the game to be in english though.
anyway to stop this happening???

Mark
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Claw on July 07, 2013, 05:41:50 AM
Mark

Yes in the Config.ini file there is a line under [rts]

locale=

change it to locale=en

hope this helps

Bob
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Badger on July 07, 2013, 05:52:25 AM
yahooo


that did the trick...danke
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Stefan SG on July 07, 2013, 07:59:47 AM
Pls find link for BF-110 working in 4.12

http://www.mediafire.com/download/ed5ry93zx4eh39a/plane_Bf-110.zip

But Cirx's Bf 110 family http://www.sas1946.com/main/index.php/topic,813.0.html doesn''t work  :(
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Mission_bug on July 07, 2013, 10:51:55 AM
Hello UP~Boomer, thank you very much for for the info in your post, however, I already have the objects sfs files and the static.ini sorted out.

The net hanger in question is not actually the new one in your list, it is much smaller, that is what is strange.  It uses the existing entries so is in effect the small default version.  The problem I have is that if I play the 4.12 taxi mission in my Modact without the object sfs files and their entries all is fine, however with those active when I launch the mission the I-16 aircraft which are part of the mission explode.  You can see from my image in the previous post that the upper image is how the net hanger looks with the sfs objects active, the lower is how it looks as you find it in 4.12 with its stock objects as called up with that static.ini, confused, you bet I am.

You obviously have your ModAct game with the object packs active so do me a favour and please try the mission and see if you get the same result I do, exploding I-16s.

If you select Ctrl and I think F2 it will scroll you through the camera views, the third is the airfield with the I-16s on it.

Wishing you all the very best, Pete ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on July 07, 2013, 05:38:05 PM
ya you bet,the nets have changed  :D

I have the same issues you describe,
played around with changes to static.ini/objects etc.
but did not get anywhere with it

not sure about it,even disabling the SFS Files and static.ini they still explode other than in the default game
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Plowshare on July 07, 2013, 06:09:26 PM
Mission_bug and UP~Boomer:

A rather radical cure for this sort of thing is to do what I've done for those maps that have windsocks. Go into the static.ini, find the entry for the object in question - in this case the nets - and lower them to below ground level using these lines in the static.ini:

AddHeightLive   0.00 - whatever height it takes to get this below ground
AddHeightDead   0.00 - whatever height it takes to get this below ground

This will mean every map with these objects on them will have those nets underground; also any missions you've made using these objects will have blank spots. What you then do is rename the nets you want to show and place them by hand. It's gonna be a pain in the ass but, if there isn't another solution this will work. As I said above, this is what I did to get rid of the windsocks that had been placed on maps.

In the case of missions using these objects you can use the find-and-replace feature in Notepad and go through your .mis file and replace the nets that are now missing.

Hope this helps.

Bob
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Mission_bug on July 08, 2013, 12:21:16 PM
Hello guys, my cure was to merely remove the stationary aircraft from the net hanger but bob's solution does give an alternative. ;) 
Thing is who needs the grief of checking through all their missions or campaigns to either move the stationary aircraft or alter the hangers so they are underground, some missions are quite complex so you could spend days messing around to get things set up right.  You would probably go off the idea of playing anything. :D

Thing with this is if I had not already tried the mission in the stock 4.12 and seen the I-16s while scrolling through the aircraft to see what was happening I would have been unaware there was a problem.  Just think if this was a mission where the enemy aircraft spawned in those hangers, it would be a rather uneventfull mission eh.  Anyone first trying the mission in their Modact game may never have known if they had not scrolled through the camera views and seen the debris on the airfield. :o

I found if I deactivated the sfs object files and put back the stock static.ini all was ok, but swithching things about like that would be a pita.
I also tried altering some entries like UP~Boomer with no joy.

Maybe the best solution would be to try and extract the hanger in question and use it in the 3do folder in MapMods. :-\

Wishing you all the very best, Pete. ;D

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 08, 2013, 12:29:36 PM
Here's a list of every mod reported working in 4.12 so far (gathered from digging through the threads) to save newbs like me from tediously digging through 342509325802324 pages of information.

I'd love to put this in a separate thread, but I have no fucking clue into which forum it would fit best.

Also, help with amending this list is greatly appreciated. I don't care if you need to skin and gut a modpack to get your hands on some content or if you need to delete or edit a certain file to make it run as long as you mention it when you say that mod x or y works!
(Note: Being the hypocrite that I am, I was too lazy to provide links to the aircraft packs. Google might find them just fine though.)






Aircraft

(All with AutoDiffFM(?) or 4.12 DiffFM [A0]; use 4.10 versions)
Code: [Select]
A6M A6M_JCats_20110605 (reqs weapons pack (Arms_JCats_A6M_20110101)!)
A6M2K v1.2 (use 4.09 version) [A46]
A6M3 kamikaze [A12]
Airacobra I [A35]

B4Y1 [A48]
B-25_new [A14] [A15] [A16]
B-26B_for409_v2.2a   (reqs Weapons complement 260lbsBombfrag & M26Incendiary V2) [A58]
Beaufighters_SAS_v3 [A59]
Bf-109 Ultimate [A3]
Bf-109B [A4]
Bf-109 series (JCat pack + Birdman fix) [A5]
Bf-109E Recon [A51]
Bf-110s (fixed version: [A1], also: [A2])
Blenheim Mk If [A13]
Blenheim Mk IV v2
Bü-181

C.714 [A23]
Cr-32 [A27]

D3A1 [A9]
D.520 [A25]
D4y [A47]
Do-335A-6 [A63]

F2A-3 [A37]
F4U-1
Fi-156
F-82 [A19]
Firefly FR Mk.I [A18]
Fokker_CX (reqs Arms_Dutch, Russian & France)
FokkerG1
Fw-190 & Ta-152 Pack [A17]

G.56 [A26]
G4M2-A [A68]

H5Y1 [A55]
He-60 [A52]
He-111Hs [A66]
Hurricane_Pack_SAS 2.1 [A43]

I-15 M22&M25 [A32]
I-153 Early [A28]
I-16 Complete [A30]
IAR-80 stuff [A6] [A7]

J1N1-S [A64]
J7W1 Shinden
J7W1 Shinden Field Mod [A8]
Ju-87 Pack [A50]
Ju-88As [A67]
Ju-88C-6 [A61]
Ju-88G-6 (use 4.09 & effects fix) [A57]
Ju-188 [A60]

Ki-10 [A45]
Ki-44-II [A10]
Ki-51/31 [A44]
Ki-62/Ki-100 [A11]
Ki-67 [A62]
Ki-98
Koolhoven_FK51+fix (reqs Arms_Finland & Spain)

L-5
LaGG-3 s1&s11
Lancaster v3.1 [A56]
Late Corsair pack (orig and v2) (reqs late Corsairs weapons standalone)
LeO-451 [A65]

M6A1 [A49]
Martlet Mk.I/II [A38]
Mb.152 [A24]
Me-262  (reqs 00_MortarMod)
MiG-3
Miles Magister
Mosquito B Mk.16 [A69]
Mosquito FB Mk.IV [A70]
Mosquito FB Mk.18 [A71]
Mosquito NF.30 [A72]
Moquito Fb.MkVI [A73]

PA-48 Enforcer-CRP
P38 Lightning Collection Light v1.1 (reqs [A16])
P-40_Pack_v1.1
P-47C
P-47D cockpits [A20]
P-47N [A34]
P-51Bs
P-51 B/C Fillet [A36]
P-51 pack
PWS-26
PBN/PBY [A53]

R-5_R-5_skis flyable v1.2

Seafire Late [A39]
Jero's Spitfre spinners fix (delete SpitfireMkIvroeg folder)
Spitfire Mk.I to Mk.Va SAS v3.0 [A41]
Spitfire Mk.Vc [A40]
Spitfire 12 & 14 Griffons
Spitfire 14e bubble top
Stranraer [A54]
Su-29

T-6/Harvards
TeXaCo (<-- wtfisthis)
Thunderbolt Mk.I and II [A42]
Tiger Moth
Typhoons & Tempests PACK V2cczk_101tfs_- (reqs Hurricane_Pack_SAS & Bombs 250-500-1000_Loku_UK)

Yak-1_KB
Yak-3 w/ M-107 [A29]
Yak-7UTI [A33]

U-19
UTI-4B [A31]

VG33 [A22] (use 4.09 version)

Z-50
Z-26


Open canopies for the stock Fw-190s and P-40s [A21]

Maps

Code: [Select]
All, provided the objects files are installed. Some will also need Zuti's Friciton Mod.

See also: [M1]

Campaigns

Code: [Select]
...


Sounds

Code: [Select]
Jiver's Sound Mod
Tiger's Sound Mod v3 (without the buttons file!)
Complete Weapons Sound Pack

Effects

Code: [Select]
UP Cinematic Effects
Gun Cam Tracers


Other stuff

Code: [Select]
Pe-2, IL-4, Pe-8 bombsight fixes: [O1]

Small static.ini fix: [O2]

Fix for exploding I-16s below camo nets: [O3]

Asura's DGen for 4.12: [O4]

Carrier Crew v5 [O5]

Tree shadows [O6]

Gore FX [O7]

Luftwaffe Pilots [O8]

BOB RAF pilots [O9]

USN pilots [O10]

New mod wheels (use HSFX version) [O11]

Fixed cowlings and props [O12]

[A0] http://www.sas1946.com/main/index.php/topic,35820.0.html

[A1] http://www.sas1946.com/main/index.php/topic,35348.msg389873.html#msg389873

[A2] http://www.sas1946.com/main/index.php/topic,35348.msg390165.html#msg390165

[A3] http://www.sas1946.com/main/index.php/topic,14700.msg390672.html#msg390672

[A4] http://www.sas1946.com/main/index.php/topic,5018.msg390688.html#msg390688

[A5] http://www.sas1946.com/main/index.php/topic,29193.msg390904.html#msg390904

[A6] http://www.sas1946.com/main/index.php/topic,35751.0.html

[A7] http://www.sas1946.com/main/index.php/topic,1526.0.html

[A8] http://www.sas1946.com/main/index.php/topic,30774.0.html

[A9] http://www.sas1946.com/main/index.php/topic,35422.0.html

[A10] http://www.sas1946.com/main/index.php/topic,33598.0.html

[A11] http://www.sas1946.com/main/index.php/topic,3204.0.html

[A12] http://www.sas1946.com/main/index.php/topic,3289.0.html

[A13] http://www.mediafire.com/download/8w26is32jar9r8w/L_ac_Blenheim_Mk_If.rar

[A14] http://www.mediafire.com/download/9k2dosodeiuwmne/L_ac_B-25_new.rar

[A15] http://www.mediafire.com/download/b0iy40pxs9usdsf/AAA_Weapons.7z

[A16] http://www.sas1946.com/main/index.php/topic,24656.0.html

[A17] http://www.sas1946.com/main/index.php/topic,20351.msg391365.html#msg391365

[A18] http://www.sas1946.com/main/index.php/topic,33979.0.html

[A19] http://www.sas1946.com/main/index.php/topic,18532.0.html

[A20] http://www.sas1946.com/main/index.php/topic,31007.0.html

[A21] http://www.sas1946.com/main/index.php/topic,1444.0.html

[A22] http://www.sas1946.com/main/index.php/topic,25721.0.html

[A23] http://www.sas1946.com/main/index.php/topic,31982.0.html

[A24] http://www.sas1946.com/main/index.php/topic,30610.0.html

[A25] http://www.sas1946.com/main/index.php/topic,34590.0.html

[A26] http://www.sas1946.com/main/index.php/topic,2244.0.html

[A27] http://www.sas1946.com/main/index.php/topic,674.0.html

[A28] http://www.sas1946.com/main/index.php/topic,7230.0.html

[A29] http://www.sas1946.com/main/index.php/topic,2400.0.html

[A30] http://www.sas1946.com/main/index.php/topic,26.0.html

[A31] http://www.sas1946.com/main/index.php/topic,4685.msg390097.html

[A32] http://www.sas1946.com/main/index.php/topic,1420.0.html

[A33] http://www.sas1946.com/main/index.php/topic,564.0.html

[A34] http://www.sas1946.com/main/index.php/topic,33276.msg390097.html

[A35] http://www.sas1946.com/main/index.php/topic,2704.0.html

[A36] http://www.sas1946.com/main/index.php/topic,8431.0.html

[A37] http://www.sas1946.com/main/index.php/topic,33210.msg390097.html

[A38] http://www.sas1946.com/main/index.php/topic,779.0.html

[A39] http://www.sas1946.com/main/index.php/topic,33445.0.html

[A40] http://www.sas1946.com/main/index.php/topic,8912.0.html

[A41] http://www.sas1946.com/main/index.php/topic,13798.0.html

[A42] http://www.sas1946.com/main/index.php/topic,16816.0.html

[A43] http://www.sas1946.com/main/index.php/topic,14699.0.html

[A44] http://www.sas1946.com/main/index.php/topic,14502.0.html

[A45] http://www.sas1946.com/main/index.php/topic,19215.0.html

[A46] http://www.sas1946.com/main/index.php/topic,23712.0.html

[A47] http://www.sas1946.com/main/index.php/topic,26468.0.html

[A48] http://www.sas1946.com/main/index.php/topic,13233.0.html

[A49] http://www.sas1946.com/main/index.php/topic,35097.0.html

[A50] http://www.sas1946.com/main/index.php/topic,7910.0.html

[A51] http://www.sas1946.com/main/index.php/topic,14203.0.html

[A52] http://www.sas1946.com/main/index.php/topic,23996.0.html

[A53] http://www.sas1946.com/main/index.php/topic,476.0.html

[A54] http://www.sas1946.com/main/index.php/topic,35318.0.html

[A55] http://www.sas1946.com/main/index.php/topic,35006.0.html

[A56] http://www.mediafire.com/?5kx09p1j4lrx9w8

[A57] http://www.sas1946.com/main/index.php/topic,23846.0.html

[A58] http://www.sas1946.com/main/index.php/topic,17791.0.html

[A59] http://www.sas1946.com/main/index.php/topic,996.0.html

[A60] http://www.sas1946.com/main/index.php/topic,26335.0.html

[A61] http://www.sas1946.com/main/index.php/topic,27820.0.html

[A62] http://www.sas1946.com/main/index.php/topic,30464.msg390097.html

[A63] http://www.sas1946.com/main/index.php/topic,30462.msg390097.html

[A64] http://www.sas1946.com/main/index.php/topic,30408.msg390097.html

[A65] http://www.sas1946.com/main/index.php/topic,32853.0.html

[A66] http://www.sas1946.com/main/index.php/topic,31248.0.html

[A67] http://www.sas1946.com/main/index.php/topic,32369.0.html

[A68] http://www.sas1946.com/main/index.php/topic,30389.msg391371.html#msg391371

[A69] http://www.sas1946.com/main/index.php/topic,9973.0.html

[A70] http://www.sas1946.com/main/index.php/topic,1108.0.html

[A71] http://www.sas1946.com/main/index.php/topic,10713.0.html

[A72] http://www.sas1946.com/main/index.php/topic,18781.msg391377.html#msg391377

[A73] http://www.sas1946.com/main/index.php/topic,23913.msg391378.html#msg391378

[M1] http://www.sas1946.com/main/index.php/topic,35419.0.html

[O1] http://www.sas1946.com/main/index.php/topic,35348.msg387668.html#msg387668

[O2] http://www.sas1946.com/main/index.php/topic,35348.msg387711.html#msg387711

[O3] http://www.sas1946.com/main/index.php/topic,35348.msg390198.html#msg390198

[O4] http://www.sas1946.com/main/index.php/topic,20104.msg388742.html#msg388742

[O5] http://www.sas1946.com/main/index.php/topic,16467.0.html

[O6] http://www.sas1946.com/main/index.php/topic,14789.0.html

[O7] http://www.sas1946.com/main/index.php/topic,74.0.html

[O8] http://www.sas1946.com/main/index.php/topic,2227.0.html

[O9] http://www.sas1946.com/main/index.php/topic,5558.0.html

[O10] http://www.sas1946.com/main/index.php/topic,4603.0.html

[O11] http://www.sas1946.com/main/index.php/topic,34533.0.html

[O12] http://www.sas1946.com/main/index.php/topic,25142.0.html
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 08, 2013, 12:58:32 PM
Thanks for your efforts Heretic, we'll check where this fits best asap.
Pete, you know these FMB thingy thing is all greek to me, so forgive me if this is a stupid question: The net hangers bug happens in Modact 5 only and not in stock 4.12? In either case, could you please tell the precise name of the regarding net hanger object?

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on July 08, 2013, 04:58:44 PM
Pete, you know these FMB thingy thing is all greek to me, so forgive me if this is a stupid question: The net hangers bug happens in Modact 5 only and not in stock 4.12? In either case, could you please tell the precise name of the regarding net hanger object?

Best regards - Mike

Ok,I have a solution to the Hanger Bug
It happens only when trying to add the Object SFS Files to the auto SFS File folder
using the UP3 static.ini to add more objects

It does not happen in 4.12 SAS Modact 5 or in the default game

To use the Object SFS Files,to add more objects to your SAS Modact 5 and to cure the hanger bug
You need to extract "up_objects02.sfs" with the SFS File extractor

Once extracted,search>
up_objects02/3do/Buildings/Airdrome/Maskingnet

delete that folder from the extracted files
delete> Maskingnet

Now place the extracted up_objects02 folder and all it's contents into your #SAS Folder>
IL-2/#SAS/up_objects02

Now.... if using up_objects01 and 03 and the 04 SFS Files in the auto SFS File folder
and the extracted up_objects02 folder in the #SAS folder(minus the maskingnet folder)

You now just need to edit your static.in

Using the UP3 Static.ini that goes with the up_object SFS Files

You need to search nets,remove in whole the first net entry you come to using the search function of your text editor
remove everything in Red

[buildings.House$AirdromeMaskingnet]
Title           Airdrome_Maskingnet
MeshLive        3do/Buildings/Airdrome/Maskingnet/live.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet/dead.sim
Body            WoodSmall              // FIXME: need special type 'Cloth'
Panzer          0.0001

Then add the 4.12 static.ini info to your static.ini (Post #252)

you'lle have all the UP3 objects added to your install using 01,03 and 04 of the up_object SFS Files
The up_objects02 folder will be exxctracted using it in the #SAS folder
and you'll have the offending static.ini info removed from the older masking net as well as the actual object
which keeps it from over-riding the default new masking net of the same type and size

The bug must be in the properties of that objects somehow
removing it and doing as I described cured the exploding planes in the 4.12 taxi test mission for me
with being able to use the SFS Files other than up_objects02 which could use being re-compiled into an SFS File with the maskingnet folder removed

Cheers
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 08, 2013, 05:06:41 PM
Thank you Boomer
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Murph on July 08, 2013, 05:56:50 PM
I'm not very comfortable using the extractor, any chance you could post the modified .sfs and static.ini for us? If not I still thank you for finding the solution.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Mission_bug on July 09, 2013, 12:29:54 PM
Hello Mike, sorry for the late reply but UP~Boomer has actually answered your question, I'm late to the party again. ;)

My initial thoughts were that it was ModAct 5 but a little trial and error eventually pointed to the particular item as UP~Boomer has shown.
This happens to be the default small net hanger but it would appear that in 4.12 the dimensions and the colouring have been altered, possibly when the guys from TD were testing the new taxi routine they found the same problem I did.  So if you install the UP sfs files into your Modact 5 it over writes the new wider net in 4.12 and loads the smaller original item, hence the exploding I-16s.  The fix should be as UP~Boomer prescribes. ;)

Thank you very much UP~Boomer for doing the trial, sorry I needed to go somewhere last night so did not have the chance to try the experiment myself, I will see if I can extract the objects from said sfs file and and delete the troublesome item. 8)


Wishing you all the very best, Pete. ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: El_Marta on July 09, 2013, 12:32:31 PM
Is fireball's carrier takeoff included or did anybody manage to make it work with this?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 09, 2013, 12:51:45 PM
El Marta it would benefit you to read though this entire thread, than ask that question. Like all of has, read it.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: El_Marta on July 09, 2013, 01:47:17 PM
OK Bravo, I reread it as I have done before. Either I am very dense or there is actually no information about it. Your answer to my question appears to be even less beneficial as my question.

You may have a look at post #146 of this thread.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Mission_bug on July 09, 2013, 01:48:53 PM
All now working superbly for me. 8)

Before:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Maskingnet1_zps6fb44fa0.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Maskingnet1_zps6fb44fa0.jpg.html)

After:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Maskingnet2_zpsedaadf3e.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Maskingnet2_zpsedaadf3e.jpg.html)

I extracted the objects from the sfs file as instructed and popped that folder into my #sas folder, deactivated the Maskingnet folder and deactivated the sfs file in the auto installer but left the entry as was in my Static.ini and all is well with the world. 8)

Thank you very much UP~Boomer, greatly appreciated.

Wishing you all the very best, Pete. ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 10, 2013, 03:22:27 PM
Good news Fellow 4.12er's  Stefan2 has made a way for both the Bf-109 Ultimate Pack and B C & D 109's to work in SAS MA5.11

http://www.sas1946.com/main/index.php/topic,14700.msg390672.html#msg390672  <-----Ultimate Pack

http://www.sas1946.com/main/index.php/topic,5018.msg390688.html#msg390688    <-----B,C, & D 109's

                                                                                       :D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Stefan SG on July 11, 2013, 01:57:43 AM
This weekend updated version of Bf-109 pack (+ Bf-109F-4/Trop, Bf-109F-6, Bf-109G-8) for 4.12 will be ready.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: henkypenky on July 11, 2013, 03:35:05 AM
Hi, one more confirmation that Stefan2's fix for the Bf-109B-1 works, thanks for this one Stefan.  :)
I have got a question on your 'other' 109's pack: does these include JapanCat's 3d fixes? Or do we have to add these ourselfs?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Stefan SG on July 11, 2013, 04:00:38 AM
Dear henkypenky,

JapanCat's 3d fixes aren't included, but I use it as separate mod together with Bf-109 pack and it works good.

Hi, one more confirmation that Stefan2's fix for the Bf-109B-1 works, thanks for this one Stefan.  :)
I have got a question on your 'other' 109's pack: does these include JapanCat's 3d fixes? Or do we have to add these ourselfs?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: henkypenky on July 11, 2013, 04:54:33 AM
Thanks Stefan, I'll guess I'll than wait till after the weekend, when 'everything' is reworked.  ;)
Further, in addition to my previous messages I can report some more mods working o.k in 4.12:

Aircraft:
A6M_JCats_20110605    needs Arms_JCats_A6M_20110101
B-25_new              needs AAA_Weapons
B-26B_for409_v2.2a   needs Weapons complement 260lbsBombfrag & M26Incendiary V2
Beaufighters_SAS_v3
Bf109BCD_SAS_v1.1   needs Stefan2's fix
BF-110         version reworked by Greif
Blenheim Mk If
Blenheim Mk IV v2
F4U1_Birdcage Muas
Fokker_CX              needs Arms_Dutch, Russian & France 
FokkerG1
Hurricane_Pack_SAS
Koolhoven_FK51+fix   needs Arms_Finland & Spain
Lagg3 serie1 & 11
late Corsairs planes V2   needs late Corsairs weapons standalone
Me-262         needs 00_MortarMod
MiG-3
P38 Lightning Collection Light v1.1 also needs AAA_Weapons
P-40_Pack_v1.1
P-51Bs
R-5_R-5_skis flyable v1.2
Spitfire 1 tm 5 SAS v3.0
Spitfire 12 & 14 Griffons
Spitfire 14e bubble top
Typhoons & Tempests PACK V2cczk_101tfs_- standalone needs Hurricane_Pack_SAS & Bombs 250-500-1000_Loku_UK 
Yak-1_KB

Adding these mods to the #SAS folder I had the expierience that copying the mod folders from my 4.10 install sometimes didn't work, using a fresh 'unpacked' one did. Also I found that there are more dependencies between mods than I knew; I had to start from a fresh #SAS folder as my 75 gallon tank was again floating free under its shackles. I put B-25 new + AAA_weapons in the folder and the planes didn't show in the QMB screen  ???, pressing 'Fly' and than Shift - Tab gave the info that Gear.mat could not be opened. Checked the planes folder and the Gear files where present. But the planes only became visible after putting Jero's New Wheels mod back in the folder, as it hab been in the previous one.
I had the same with the Typhoon mod; only the bombs where selctable in QMB. Putting Loku's bombs back gave me the rocket load-outs back. And changed the colours of the Beaufighter rockets from white / red to green.
Could it be that Il-2 makes connections between different folders somewhere?
Oh, the floating tank was caused by the '75Gallon tank' folder inside Loku's USAAF ordnance, even when only the skin file was left, so that one had to go.
I also deleted the SpitfireMkIvroeg folder from Jero's Spitfre spinners fix as this gave wrong colour on the spinner.

 
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Stefan SG on July 11, 2013, 05:18:28 AM
Thank You, henkypenky.

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: cgagan on July 11, 2013, 05:33:43 AM
Many thanks henkypenky, truly valuable information!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 11, 2013, 11:13:30 AM
For JCats 109's see here for those who dont have it:  http://www.sas1946.com/main/index.php/topic,29193.msg390904.html#msg390904
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 11, 2013, 11:21:50 AM
List updated.

http://www.sas1946.com/main/index.php/topic,35348.msg390135.html#msg390135
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Kilo on July 11, 2013, 12:13:00 PM

[/code]

Maps

Code: [Select]
...

Every single map works in every single version (as long as you've got the objects needed).
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yeikov on July 11, 2013, 01:15:07 PM

[/code]

Maps

Code: [Select]
...

Every single map works in every single version (as long as you've got the objects needed).

And Zuti's Friction Mod, otherwise some airfields might not work "exactly" as intended  ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Boomer on July 11, 2013, 03:26:41 PM
Every single map works in every single version (as long as you've got the objects needed).

and textures,you still need the maps textures in order for the map to load
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: csvousden on July 11, 2013, 09:28:33 PM
Where did you get the Blenheim Mk If? the B-25s?  Would it be possible to get the actual pages linked.  I can't find the Blenheim, and  there are 3 potential B-25 options.

Thank you for the great guidance offered.
C
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: henkypenky on July 12, 2013, 02:37:04 AM
Hi cv, these links are removed fore (to me unknown) reasons, I've re-uploaded the files to Mediafire:

Blenheim Mk If: http://www.mediafire.com/download/8w26is32jar9r8w/L_ac_Blenheim_Mk_If.rar
B-25: http://www.mediafire.com/download/9k2dosodeiuwmne/L_ac_B-25_new.rar
Weapons AAA: http://www.mediafire.com/download/b0iy40pxs9usdsf/AAA_Weapons.7z

Files where kopied from my game, hope they work for you.

Admins: If I'm violating rules with this please remove / let me know
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: 4ent on July 12, 2013, 05:39:53 AM
New B-25 don´t worked for me.I can see only blue horizont and Log says same error for all models:

[11:24:10]   INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/gearIb.tga'
[11:24:10]   WARNING: object '3DO/Plane/TEXTURES/gearIb.tga' of class 'TTexture2D' not loaded
[11:24:10]   INTERNAL ERROR: Texture required
[11:24:10]   WARNING: object '3DO/Plane/B-25D-20(USA)/gear.mat' of class 'TMaterial' not loaded
[11:24:10]   INTERNAL ERROR: Material: Can't load 'gear.mat'
[11:24:10]   Mission error, ID_04: java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'gear.mat'
[11:24:10]   
[11:24:10]   java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'gear.mat'
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: csvousden on July 12, 2013, 07:04:36 AM
Thanks Henkypenky, but I could not get either one to work.  I do appreciate the files though.
C
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Moezilla on July 12, 2013, 07:26:16 AM
New B-25 don´t worked for me.I can see only blue horizont and Log says same error for all models:

[11:24:10]   INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/gearIb.tga'
[11:24:10]   WARNING: object '3DO/Plane/TEXTURES/gearIb.tga' of class 'TTexture2D' not loaded
[11:24:10]   INTERNAL ERROR: Texture required
[11:24:10]   WARNING: object '3DO/Plane/B-25D-20(USA)/gear.mat' of class 'TMaterial' not loaded
[11:24:10]   INTERNAL ERROR: Material: Can't load 'gear.mat'
[11:24:10]   Mission error, ID_04: java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'gear.mat'
[11:24:10]   
[11:24:10]   java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'gear.mat'

Looks like the gear.mat included in the download is from one of the wheel mods and as a result is looking for a texture you don't have.



Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: henkypenky on July 12, 2013, 07:28:28 AM
Adding the 'new wheels mod for USA' by Jero worked for me, please try that one
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Epervier on July 12, 2013, 07:37:26 AM
New B-25 don´t worked for me.I can see only blue horizont and Log says same error for all models:

[11:24:10]   INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/gearIb.tga'
==> Mod Wheels v5.3 not the new Mod Wheels
http://www.sas1946.com/main/index.php/topic,24656.0.html
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: 4ent on July 12, 2013, 08:36:54 AM
 OK, I installed  Mod Wheels but now when I try new B-25 in QMB, game at 30% loading mission crashed back to selector with " 6dof for TrackIR...bla...bla stopped working" message  :(
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: henkypenky on July 12, 2013, 11:50:34 AM
Hi 4ent, as you can read in my 'large' message I had the same problem; plane doesn't show in QMB screen and when pressing 'Fly' button you'll get a clear blue sky. When you press Shift and Tab you'lle see that gear.mat could not be loaded. At least that's how it was on my game. I than istalled what I called the new wheels mod - http://www.sas1946.com/main/index.php/topic,34533.0.html - and B-25 was visible. Mind you I loaded the wheels mod before the plane mod, perhaps thats your problem?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: 4ent on July 12, 2013, 12:27:31 PM
Hi,henkypenky I have wheels mod before plane mod with result as above.
Log says:java.lang.NoSuchMethodError
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Mission_bug on July 12, 2013, 12:34:05 PM
Hello henkypenky, thank you very much for the mod links, I really needed the B-25s to get certain things working in my ModAct 4 install. 8)

The original thread was removed because the link was inoperative but there was a post to the effect that someone here was working on putting up a new link, sadly it has not yet appeared.  If I remember there was also a dead link in the Blenhein thread or it pointed to a site where you needed to register to download, either way it is great to finally have these and the weapons pack as seperate downloads. ;)

Wishing you all the very best, Pete. ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Stefan SG on July 13, 2013, 11:14:56 AM
Pls see Fw-190 pack for ModAct 5.11.

http://www.sas1946.com/main/index.php?topic=20351.1044
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 13, 2013, 07:53:10 PM
Hi guys, new here, long time computer flier and mod adder of Janes, mscfs, wings over nam, and Silent Hunter so many mods so little time, and a fan of the great work you do here, one problem I can't seem to remedy is that, I can't seem to get the bomb sights to work in any of the heavies,{ B17s , B24}since 4.11 , I do alot of online flying in hyperlobby and love bombing the crap out of airfields and catching guys on the ground the Pe8 and the 5000klg is a favorite.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 14, 2013, 08:20:25 AM
thank you for your timely responce, I have all of that, the bomb sight does not appear when you go to that station it worked in 4.10 but didn't in 4.11 it is mapped in as gunsight veiw just as it is in the lighter bombers in which I have no problem,, in the B17s, B24s,  and the B29 you key in to the bombadier postion hit gunsight it  gives a locked and larger veiw of the bombadier station. thank you
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: <Gunny> on July 14, 2013, 11:12:15 AM
Could you take a screen shot and post it?
That may help.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 14, 2013, 12:38:43 PM
I think at the moment that might be beyond me, but stay with me if you will, I'm in the B17g I go to bombadier station I can see the interior of the nose as a B17g would look like with the little guy up front, I hit the button which would take me to the bombsight like all the light and medium bombers do, but instead I get a locked close up veiw of the back of the head of the little guy in the nose, i downloaded the b24d I think that is what it was, nice bird flew nicely tried bombsight and ctd. and again thank you for your timely responce
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: <Gunny> on July 14, 2013, 12:50:15 PM
Ok here is my bombing check list.
1. Closed pit
2  Engage level flight. (assign a key in controls)
3. Default key to bomber position (C)
4. Default to bomb sight ( shift+F1) 
   When you click shift+F1 you should see the bomb sight.
   Now the B-29 has no cross hair in the bomb sight at this time.
 
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Cloyd on July 14, 2013, 01:08:02 PM
Any advice on getting the Albatros DVa working in 4.12? I tried, didn't work. Maybe not yet possible?
I'd like to try it out against FatCat99's 4.12 AI.

Thanks,
Cloyd
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 14, 2013, 03:55:28 PM
Ok here is my bombing check list.
1. Closed pit
2  Engage level flight. (assign a key in controls)
3. Default key to bomber position (C)
4. Default to bomb sight ( shift+F1) 
   When you click shift+F1 you should see the bomb sight.
   Now the B-29 has no cross hair in the bomb sight at this time.
Check and check, took the b29 up noticed it had the b25  bomb station no problem there tried shift f1 nothin, tried my assigned key to bombsight like I have in the B25,, just got a zoomed forward veiw of bomb station in the B29. I had these planes running fine in 4.10 then patched to 4.11 and lost the sights I remember there was a lot of animation in 4.10 like you were getting up to look down the sight,, 4.11 must have changed a file to where that animation stops half way,, again thank you for your time.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: <Gunny> on July 14, 2013, 04:24:01 PM
Sorry I can't help as I'm out of ideas.
Hope you can figure it out, if you do please post what you had to do.
Good luck.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 14, 2013, 04:56:50 PM
I think I got it figured out, to fix it is another story, it starts with the imported cockpit file, I believe it is the b25j bombardier folder that is the 3do folder that isn't being updated along with the game as it is patched up,, that means the in game b25j bombardier station doesn't match the imported cockpits causeing a conflict. But of course the game is hard coded,, I can't find the in game aircraft files to switch them around and see if that works..If I can find a working up to date b25j cockpit 3do file with updated b25j bombardier file we'll see what happens. Reason being imported early b25s and the bomb sight doesn't work in them either. :'(
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: <Gunny> on July 14, 2013, 05:29:32 PM
Did you install the bombers by hand into the ModAct 5.11?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 14, 2013, 05:59:39 PM
installed into the modact 5.11 thank you for your time
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 14, 2013, 06:01:46 PM
installed into the modact 5.11 copy paste if thats what you mean, thank you for your time
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 15, 2013, 09:46:28 AM
As it stands, on the bomb sight issue I am at a loss, I've downloaded a few bombers light and heavy and none of the bomb sights work I believe that patching up from 4.10 to 4.11 changed the on board b25 bomb sight to were imported bomber sights won't work, and 4.12 didn't help, so in theiory the b25j bombaider file in the 3do file of  the imported bombers needs too be updated. or I can be completely wrong , and that means I'm koo koo for cocoa puffs thank you for your time.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: <Gunny> on July 15, 2013, 10:30:13 AM
Yubba all the bombers you say dont work for you in-fact do work for me.

This leads me to think you may have a bad down load or a bad patch.
If you have the time I would say reinstall your game from the disk and down load the
patches to get you to 4.12.
Then see if they work. 

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 15, 2013, 11:42:17 AM
Hmmmm very interesting, youv say that you have zee bomb sights ???? Are you running stock 4.12 ??? has there been an update with the modact 5.11, I was doing alot of experiments booh ha ha ha, monkeying with the modact,, I had all the tbms and avengers and then I lost them,, like I said I'm new here and I'm learning your modding system, I was running Neuro's ai mod from Foxbat Squadron and was quite happy till 4.11 when I the lost the sights then 4.12 came along and wiped the slate clean, but I managed to save Neuro's planes and cross some of them over to modact 5.11 they fly fine but no bombsights, same with downloads from here, question I have is, is there an updated button or can you switch back and forth with the buttons running 4.12 and this new modact ????
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: <Gunny> on July 15, 2013, 12:10:16 PM
Yes -From a clean install from disk plus all the patches up to 4.12
All my bombers have the bomb sight working.

I have the 4.12 plus ModAct 5.1 installed with the Flyable AI also installed and they all work.
Now the Wellington and B-29 have problems but in time I'm sure that will be fixed.

Go to the  first  post here and get all that is needed.
I would say please dont mix mods your only looking for trouble.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Semor on July 15, 2013, 12:41:12 PM
Quote
I would say please dont mix mods your only looking for trouble.

True Words Gunny,true Words  :D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 15, 2013, 02:57:10 PM
Many thanks gunny I'll give it a whrill, I think I down load a new 4.11 patch that's where the trouble started and see what happens ...
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 15, 2013, 02:59:09 PM
List amended.

http://www.sas1946.com/main/index.php/topic,35348.msg390135.html#msg390135
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 15, 2013, 06:47:17 PM
silly me, didn't load ai planes right, 17s with sights I'm good, showed my handy work in Battle feild hyperlobby, thanks for the help. Hopefully they will get more heavy bomber senario's up.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: <Gunny> on July 15, 2013, 07:43:54 PM
Good for you.
I'm with BF and know where you fly.  lol

Your good to go now Happy Flying. :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 15, 2013, 09:25:22 PM
All I ask is be gentle,  :D is anybody runnin that tracker mod with webcam ????
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: David1991 on July 16, 2013, 04:58:26 AM
What mods can use with this modact? I have just installed 1l-2 with 4.12 patch and have also installed the latest SAS Mod activator.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 16, 2013, 05:44:45 AM
What mods can use with this modact? I have just installed 1l-2 with 4.12 patch and have also installed the latest SAS Mod activator.

http://www.sas1946.com/main/index.php/topic,35348.msg390135.html#msg390135

You're, of course, free to try any mod you like. The worst they can do is crash your IL-2.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: GUZKNIFE on July 16, 2013, 07:47:58 AM
Many thanks for your work!  :) Thank you very much! :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: sphantom on July 16, 2013, 08:42:04 AM
if you want a navy all the ships work in 4.12
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: GUZKNIFE on July 16, 2013, 10:20:11 AM
Fairey Firefly FR Mk.I - http://www.sas1946.com/main/index.php/topic,33979.0.html
P-82 Twin Mustang (franken) - http://www.sas1946.com/main/index.php/topic,18532.0.html
Works in 4.12 SAS ModAct 5.11 :) Thank you!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: heck mitchell on July 16, 2013, 07:26:46 PM
Thanks for the lists, Heretic.  They've been a great help.  Between 4.12 and this Mod Activator, this has been an awesome week for my IL2 enjoyment.  Great job, SAS and the D-Team.  Thank you.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: pappaoat on July 16, 2013, 08:14:15 PM
So how do we get this all to work? What's the installation order for all the Il-2 Patches, including 4.12, DBW and the new mod acts????? I can't get it all to work.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: farang65 on July 16, 2013, 11:57:42 PM
after an evening in Chiang Mai yesterday with wife finally decided to get up to date concerning this new mod act.

seeing a 4.07 come up on the screen first took me back  ;D

installed the mega pack patches up to 4.10.1 more familiar territory  ;D

installed ever so quickly 4.11 and fix 4.11.1 first time to see this properly on screen as well OMG

then took the big gamble and yes 4.12 with the new game loading image from the IC boys came in to view loaded and checked evering thing

now the sas mod act such a simple one click install.  :D ;)

you really have to know your file location one slip up with that and your f'ed

4.12 easy peasy  ;D

A fresh look for a new game patch mod act.

so scared to veer away from my beloved 4.10

if any updates for the 4.12 sas mod act are going to be made in the future

can i suggest one thing ____________ to change that aweful start up video as well.

the randome start up pictures are awesome  ;D i am sure if possible a clip from an IL-2 movie would be much better than that orginal video via movie authors permission of course for the mod act only.

Kirby
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: fatty_finn on July 17, 2013, 02:46:10 AM
Dear all
4.12 etc is fantastic -thanks to all.
Some people here have reported the problem: "planes loaded to 30% and screen froze."
I have the same problem, when trying to add some aircraft mods to 4.12.
Has anyone posted a solution to this ? - I couldnt find one on searching this thread.
thanks, FF
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: VF111Sundowner on July 17, 2013, 04:50:08 AM
So how do we get this all to work? What's the installation order for all the Il-2 Patches, including 4.12, DBW and the new mod acts????? I can't get it all to work.

DBW wont work with 4.12, it needs to be it's own seperate install.

But for installing 4.12 just pretty much follow SAS~farang65's post
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: farang65 on July 17, 2013, 06:30:01 AM
i used the mega patch 4.08 to 4.10.1 first

very quick and easy  from M4T

followed by 4.11 then 4.11.1 hot fix from M4T

to 4.12 from M4T

lastly and most awesomely the sas modact 5 for 4.12   ;) :)
pretty much all one click installs even the modact

truly can't be any simpler than that  ;D :D ;)

one thing i have noticed with the very first start up screen the small one is you basically need a solid coloured monitor screen with your icons surrounding it then it looks real good  ;)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 18, 2013, 07:27:14 AM
Lovely stuff, I just got one gripe, the flight model of the TBMs suck it's like walkin on a tight rope.,, never mind thinking you are going to take off,, off a carrier, or land on one, it can be done, but it isn't very realistic. Could some please point me in the direction of the cataphalt mod thank you, I fly'em I don't modd'em.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 18, 2013, 12:49:42 PM
List updated.

http://www.sas1946.com/main/index.php/topic,35348.msg390135.html#msg390135


Still need to index one page of twins and one page of jets. GIMME A FUCKING BREAK, GUYS!

Also, time for a spreadsheet.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 19, 2013, 12:49:12 AM
Could some please point me in the direction of the cataphalt mod thank you
Hi yubba,

Nice to meet you here. I remember the discussion we've had on SOV (Tungsten map) regarding this matter yesterday. Unfortunately the catapult mod (it's called Carrier Takeoff Mod or shortly "CTO" to be precise) has not been lifted to 4.12 yet, so I ask for your patience for the time being.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on July 19, 2013, 03:25:18 AM
List updated.

http://www.sas1946.com/main/index.php/topic,35348.msg390135.html#msg390135


Still need to index one page of twins and one page of jets. GIMME A FUCKING BREAK, GUYS!

Also, time for a spreadsheet.

For jets I find , with the few I installed before leaving for holiday , that they have very lower speed performance than in JW environment and them are also almost unusable due too rapid overheating!

This should be caused by the new drag introduced by TD....and since many planes can be affected from this , from gear and gunsight trouble , have you test each plane in all this aspect before declare it 412 friendly?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 19, 2013, 09:33:38 AM
This should be caused by the new drag introduced by TD....and since many planes can be affected from this , from gear and gunsight trouble , have you test each plane in all this aspect before declare it 412 friendly?

Of course not.

I just skim the threads and if there's a "works in 4.12" remark in them (meaning that the add-on doesn't crash the sim and looks like it should), I add it to the list.
Nothing more, nothing less.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Tran Long on July 19, 2013, 10:45:48 AM
Hi heretic.
You can update your list again now.
Upgraded Bf-109 cockpit pack Greifwerke edition mod works with 4.12. Tested
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 19, 2013, 10:56:48 AM
Thanks for the info.

Here's yesterday's version as a much cleaner spreadsheet. Bookmark this site, if you want to.

https://docs.google.com/document/d/1Q-GyHJ0WoGmzuJ13zEIeIlNVX0D0oWrDoJN_QsgA21c/pub
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 19, 2013, 10:58:58 AM
Awesome, thanks Heretic
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 19, 2013, 11:42:58 AM
By the way, the document auto-updates whenever I make changes.


Also, if someone has a Google account and wants to join in, PM me.



And: I'd appreaciate campaign compatibility info. Stock 4.12 campaigns are boring.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on July 19, 2013, 04:37:20 PM
OK!

Thanks for the clarification and the list link!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: flightdok74 on July 19, 2013, 09:41:35 PM
Has anyone been able to get Tiger 33's Ultimate Sound Mod V3 to work in SAS Mod Activator v5.1 for 4.12m yet?.....and how is it done......thanks........ ;)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 20, 2013, 12:28:58 AM
Has anyone been able to get Tiger 33's Ultimate Sound Mod V3 to work in SAS Mod Activator v5.1 for 4.12m yet?.....and how is it done......thanks........ ;)
UV3 modifies a lot of base game classes so it won't work "from the scratch". A modified version for 4.12 would be required.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Tran Long on July 20, 2013, 01:32:01 AM
Hey heretic. somewhat improved Bf-110G4+ Bf-110H4 v2.0, Tu-4 and P-39/A-20 open canopy mods worked perfectly. Tested :D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: henkypenky on July 20, 2013, 02:30:30 AM
@ Heretic, also the opening canopies for Lagg-3, La-5 & La-7 work ok in 4.12. Downloadlinks seems to have gone from SAS
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 20, 2013, 08:46:35 AM
Could some please point me in the direction of the cataphalt mod thank you

The CTO (Carrier Take Off) Mod for 4.12+Modact 5 is done, see here: http://www.sas1946.com/main/index.php/topic,35916.0.html

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 20, 2013, 08:49:23 AM
How do you install the 4.12 Diff Fm, being new here, and to the modding of Il2 I don't know my way around.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 20, 2013, 12:12:29 PM
List updated:

https://docs.google.com/document/d/1Q-GyHJ0WoGmzuJ13zEIeIlNVX0D0oWrDoJN_QsgA21c/pub



More links would be nice...
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 20, 2013, 12:43:19 PM
Thanks for all your work regarding 4.12 compatibility Heretic, very much appreciated!

How do you install the 4.12 Diff Fm
No need to, it's included in Modact 5 already.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 20, 2013, 12:48:03 PM
Thanks for all your work regarding 4.12 compatibility Heretic, very much appreciated!

No problem. If I can't make classfiles compatible to 4.12, I can at least do that. It's also a nice exercise for working with Google Drive.

I very much hope that my list helps newbies. Getting into the whole IL-2 modding and compatibility thing isn't all that easy.






Also, on a more general note:

If you find out any issue(s) with a mod declared 4.12 compatible, report it and I will add it to the list!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Tran Long on July 20, 2013, 12:59:46 PM
Hey Heretic.
Sas late seafire pack doesn't work fully. Their aft gears do not moving when you up/down your gears
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 20, 2013, 03:12:15 PM
thank u,, better to ask the questions than to reinstalling..the carrier take off mod works.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 21, 2013, 04:31:24 AM
Don't know of how much importance this is to you, but there's a new version of the CTO mod available in the same thread. Version 1.01 implements code changes required for AI planes to utilize catapults.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 21, 2013, 12:31:29 PM
List - guess what - updated.

https://docs.google.com/document/d/1Q-GyHJ0WoGmzuJ13zEIeIlNVX0D0oWrDoJN_QsgA21c/pub
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: jcalonso on July 21, 2013, 04:32:25 PM
 :)
Hi everyone!
OK, I don't know where to post this, but I've noticed today that in my 4.12 with SAS_5.1, A6M Zero's, when on ground or on the flight deck, all appear with their landing gear up in the air, as if they were screaming Banzai! Banzai!  ??? ??? Has anybody seen this sort of thing before?... The landing gear seems to deploy upwards instead of downwards? I do not have any A6M mods installed and I've tried to disable "wheels mod" and "fixed cowling engines and props" mod, but I still get the same problem.
Any help will be appreciated
Best Regards,
JC
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on July 22, 2013, 03:26:34 AM
Look for a conflicting mods by searching the 3do/plane/NAME folder....
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: jcalonso on July 22, 2013, 03:26:57 PM
Thanks walter.
After some testing I think I found the cause of the problem. When trying to transfer the maps from "4.10 with DBW 1.71" to "4.12 with SAS 5.1" , I copied by mistake to SFS_AUTO some sfs's files from up planes, cockpit, sounds, etc. So, basically I screwed up big time. I have to go back and try to correct what I did wrong and see if it works. Thank god I only have a few mods in place in case I have to reinstall SAS 5.1 from scratch.
All in all, I had a good laugh looking at those zeros "lowering" their landing gear "up" in the air!
Best Regards,
JC
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 22, 2013, 07:24:17 PM
the lancaster doesn't look anything like the pictures show :'(
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Gerax on July 22, 2013, 10:46:02 PM
doesn't look anything like the pictures show :'(

Have to say the same about my new wife.  :-X
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 23, 2013, 12:45:11 AM
the lancaster doesn't look anything like the pictures show :'(
Have to say the same about my new wife.  :-X
And to top it all, neither are part of Modact 5 :P

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on July 23, 2013, 10:02:22 AM
the lancaster doesn't look anything like the pictures show :'(
Have to say the same about my new wife.  :-X
And to top it all, neither are part of Modact 5 :P

Best regards - Mike
Well that's what they keep telling me, I guess it was the wrong place to gripe about the lancaster, I got it prettied up except at cockpit view, can see through the trailing edge of both wings, where you can see the flaps, looks fine in external and top turret views. It seems to fly well,, no bombsight,,,I miss flying the lanacaster in aces high where they gave you 2 ai wingman bombers ,,,made short work of bases,, yes goooooddd timesss..
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: tuskegee76 on July 23, 2013, 04:47:17 PM
I don't know but euh why does my white mouse cursor won't go away and I can't move it, the yellow one does?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: bestekampfpilot58 on July 23, 2013, 05:52:38 PM
Salute all..

I recently purchased a new computer, much better then my last one, and, with a 22" monitor! SO, naturally I had to install my
favorite aviation sim on it. This was of course a NEW install of il2 patched up to 4.12m. Then I installed the SAS mod 5.1 and I'm delighted
to say that for the most part I'm very happy with this SAS mod!! With the new BIG screen that I have, it is a very intense
experience now to fly this sim!! Bear in mind that I only had this sim up and going for about 1 hour now. I've installed about 10 different
mods from my other computer that has modact 4.10m on it. I have only had one difficulty to report. The cowl and spinner fix for the Fw190
does not work? So what you have is the old ugly, stock fw190 cowl and spinner!! This is a major thing for me as I usually fly the Fw190
or the P51 mustang, as they are my favorite planes in this sim. Would anyone have any ideas as to how I could correct this? I have not
yet installed the Fw190 mega pack, which I hope to do in the near future.

These are the mods that I've installed UNDER SAS.....

Bf-109 fix Spinners
Catahoulak9_50cals_v8
F6F HellCat Stock
F6F Hueyman-Ton414 Prop
G4M2E_fix cowling engine & prop
G50Propmod
GUNFIRE
JCats_Arms
JCats_Me109
Zorin_Ord_IJAAF_IJNAF
Zorin_Ord_Luftwaffe
Zorin_Ord_RAF

All these mods seem to work just fine, at least as far as I can determine.
Does it make any difference if I place the mods under SAS or should ALL mods be under jsgme?  Just before I
started to write this message I flew a Hellcat against 2 Japanese Zeros, shot them both down, VERY COOL over
the ocean, with the waves glistening, whoooo!! Anyway, I would really appreciate any info on that Fw190 cowl
error.
Thanks for the excellent job on Mod Act 5.1!!  ;D
Horrido!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 23, 2013, 05:55:22 PM
Place them in your #SAS Folder, and if you have a mod or mods you need to turn on or off, then place them in jsgme Folder. Follow the same folder structure as the current jsgme Mods folder Mods.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: bestekampfpilot58 on July 23, 2013, 06:18:13 PM
Hi,

Hmmm...perhaps I have a corrupt fw190 cowl file? When I put the fw190 file in the sas folder
and go into the game, none of the Fw190's will load? Not the Fw190A or fw190D or any of the
Fw190 series will load? There is a clicking sound when I try and preview the ac, but nothing
happens. When I remove the Fw190 file from the sas folder, then the old stock Fw190 loads?
Yikes!! Please bear in mind that this is a fresh Il2 install not even 3 hours old!! Where could I
d/l another version of the Fw190 cowl file?
Thanks again...
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: bestekampfpilot58 on July 23, 2013, 06:53:07 PM
Well!

I got the Fw190 cowl problem, resolved, well sorta kinda..
I d/l and installed this old mod, FW190 Cowling Mod for 410 and..voila! it works!!!
Problem is that it dos not cover all the various mods of the Fw190, but I will take it
and be glad I got it! I'm going to make a copy of this Fw190 4.10 mod, and cut
and paste the different models of the Fw190 into it, and see at what point the
mod fails. I think that I can (eventually) have all the Fw190s loading in the game.
Thanks again for the great job on Mod Act 5.1!! Love it!!!  :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 24, 2013, 12:50:20 AM
why does my white mouse cursor won't go away and I can't move it, the yellow one does?
Because underneath your fullscreen IL-2 game window, Windows is asking you for Firewall permissions for your IL-2 application.
Alt+Tab out of your game and you should see a window asking which networks IL-2 should be allowed to accept connections from.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Dakpilot on July 24, 2013, 08:13:14 AM
@ Bestkampfpilot58  this is what you want for fix all cowlings in 4.12 inc. FW's.   use version for 4.12

http://www.sas1946.com/main/index.php/topic,25142.0.html

Cheers Dakpilot
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: bestekampfpilot58 on July 24, 2013, 12:28:36 PM
Hi Dakpilot,


I've installed these three mods with no problems..

4.12 Stock_fix Cowling Engines & prop
FW190 Cowling Mod for 410
Fw-190A-9 Patch

These two cause separate conflicts..

Fw-190_fix Spinners (version 12?)
Fw-190_Family_ver.2

When I put these 2 folders either by themselves, OR, together in
the SAS folder, then while in QMB in the arming screen you
cannot view the aircraft. You pick on the button to preview
your armament choice, and nothing happens?

I d/l this file, Fw-190_fix Spinners, yesterday from this page
http://www.sas1946.com/main/index.php/topic,25142.0.html,
which is the page that you referenced..
Dare I assume that I have the right file? I did not see any other
Fw190 files on the page....?

I'm trying to figure this out because I REALLY want to install
claymores Fw190 mega pack! Yet, I hesitate because I'm worried
that I may expend a large effort to install the Fw190 mega pack
and then to have this same type of reaction...

I'm not complaining too much though, since this mod.....
FW190 Cowling Mod for 410, DOES work, I do have 'correct'
looking Fw190's in the game.  :)

PLUS....My new computer came with (yuck!) Windows 8, so I'm busy
working through that as well.. Lucky for me that I've used computers
since about 1988, so Windows 8 is not all THAT bad.... :P

Thanks again..
Horrido!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: bestekampfpilot58 on July 24, 2013, 12:54:54 PM
Dakpilot!!

A little light just popped on!! This file..4.12 Stock_fix Cowling Engines & prop appears to be the 'panacea!', while THIS file still causes the QMB lock up...
Fw-190_Family_ver.2. I think my problem is solved!!!    ;D  ;D

I was confused between Fw-190_Fix Spinners and 4.12 Stock_fix Cowling Engines & prop..If this 'fix' keeps working I can (at last!) install the Fw190 mega pack!!

Thanks SO much!!!  :)
Horrido
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: tuskegee76 on July 24, 2013, 02:54:57 PM
a small issue here, when on the runway with my hurricane my tailwheel lock won't work while whit a other plane it does.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 25, 2013, 06:59:21 AM
when on the runway with my hurricane my tailwheel lock won't work
Tell that to 1C/TD. This is stock game behaviour.

in my object list a bunch of carriers are missing. I only have the Akagi, the Saratoga, Lexington, Essex and, Intrpid
I know this reply is damn late but could you please explain this more detailed?
I tried to reproduce this issue, but comparing my static ships list stock game and Modact 5 seem identical.

I have issues with the Mission Editor ( IL2 v4.12m + ModAct v5.11 )
I created simple clash between PZL 11c and He-111.
At the beginning the PZLs were airborne at waypoint 0.
When I changed Waypoint 0 to takeoff, those changes are not reflected in a play.
What's the most strangest is that I open mission file in a text editor and those changes are there:

[pl0100_Way]
  TAKEOFF 112753.95 31795.00 0 0 &0
  NORMFLY_401 94506.26 31188.13 1200.00 300.00 &0
  TRIGGERS 0 0 0 5 0
  LANDING 111179.50 31373.13 0 0 &0


So how could it be...
I have many weird behaviors but this one is the strangest,
and it does not occur in an un-modded stock game.
Does anyone else have the same or a similar issue?
If so, could you please provide some sample mission to reproduce this issue?

Thanks and best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: GUZKNIFE on July 26, 2013, 02:19:58 AM
Original Diff_FM for 412 in a folder XTD.  :) Thank you!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: LuseKofte on July 27, 2013, 05:25:27 AM
can you get this wind fix working and implemented to this fine SAS modact ?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: tuskegee76 on July 27, 2013, 08:18:02 AM
When choosing DBW with the selector it doesn't load, do I have to enable something else? Or do I have to DL additional files? 
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: cgagan on July 27, 2013, 08:37:22 AM
DBW is not part of the SAS 5.11 Modact. You have to install it in order to be able to select it, but from what I've read so far, there are incompatibility issues...
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Tran Long on July 27, 2013, 09:28:17 AM
AC-47 work fine,every things perfect if you use this version http://www.sas1946.com/main/index.php/topic,32003.0.html
AT-802U work fine too, just have a bug with tailwheel texture, at least you can have tiny blades. :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 27, 2013, 09:58:35 AM
can you get this wind fix working and implemented to this fine SAS modact ?
Yep, it's done already and will be released with the upcoming next patch.
Thanks for pointing to that mod.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 27, 2013, 10:07:29 AM
Oh very good  "Up coming next Patch"  Very Cool.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 27, 2013, 11:57:41 AM
New patches available in first post.
Please upgrade to Modact Patch 5.12 (all users) and AI Flyables Patch 5.11 (those who have the AI Flyables Pack installed).

For fixed bugs and known remaining ones, please check the Changelog at the lower end of first post.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: LuseKofte on July 27, 2013, 03:52:09 PM
I do not know if you need another mediafire but here it is: http://www.mediafire.com/?7t118an101ygpcc

Anyway this one means a lot to me, many thanks for your work Mike, I am very grateful :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 27, 2013, 04:08:40 PM
Otto, the Planes Taxiing seem to work better too.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: LuseKofte on July 27, 2013, 04:16:00 PM
I had some struggle installing maps, an dretextured maps. This is due to the objects. I have no time doing theat stuff right now. I be away for two weeks then I got one week at home before I go to Crete. Then two more weeks at work. Then I might find the time. I figured out the taxi and the random qmb missions and I will remake as many existing qmb I can eventually.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 27, 2013, 04:24:38 PM
Cool Otto, there is no hurry for me, I just like all your Missions.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: LuseKofte on July 27, 2013, 04:50:15 PM
Well , thx buddy. But in order to use 4.12 as it should be used I have spent time altering the timing and spawn on QMB and campaigns. As soon you start taxi everything in the campaign and qmb is timed badly, the bombers or enemy comes too soon and so on.
To be able to use all futures of 4.12 there are already tremendous of work to be done on existing missions.
I want this last baby (or patch if you will :) )of mine to work properly
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 27, 2013, 05:26:14 PM
Totally understood.  :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 28, 2013, 04:23:08 AM
I want to remind/warn any one patching up to back up your Static.ini or other modded stuff.
Good point Bravo.

As a rule of thumb, I'd recommend never to directly touch any of the files in STD or XTD folder.
It's much more clever to create a flat copy of the required files in an own folder, e.g. "MY_INI" or the like. That way you're safe for future updates, too. You can always merge your modded ini and properties files after performing updates that way.

I do not know if you need another mediafire but here it is: http://www.mediafire.com/?7t118an101ygpcc
Thank you very much, I'll add that mirror to the first post immediately.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Mission_bug on July 28, 2013, 09:07:35 AM
Hello Mike, thank you very much for the updated ModAct 5, I have not noticed anything odd since installing it. 8)

However, just a couple of issues I am having now and before the update, I wonder if you could shed some light on these. ;)

I get quite a lot of 'Mission loding failed:nul', could this be a problem with the ModAct or is it caused by the mod aircraft themselves?

The B-25TS and B-25TSstub are two mod examples but there is also the same issue with some of the Db series aircraft which are stock.

I have also started a new Stationary aircraft mod using the 4.12 dumped file you made available and I am getting some strange behaviour from some of the seaplanes. (Only happens with the stationary, in game aircraft are ok)

This is Matt's F1M in 4.12 with ModAct 5:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/In412Modact_zps2923ec47.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/In412Modact_zps2923ec47.jpg.html)

And the same mod in 4.11 with ModAct 4:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/In411Modact_zps06ff9436.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/In411Modact_zps06ff9436.jpg.html)

This effect of the float angle is not unique to this particular mod but also appears with the N1K as well, but not with the A6M-N machines which have the same kind of float array.  Seems strange both types are fine in modded 4.11.

In answer to a previous question on modded seaplanes in 4.12 you said something had altered that now stops them landing on water airfields as they should, could those changes to the way seaplanes are implimented in 4.12 also be causing this?

Wishing you all the very best, Pete. ;D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: stugumby on July 29, 2013, 08:58:21 PM
i installed the 2 new patches after installinhg stock 412.1 patch, now when i start i get the start splash screen and it crashes to desktop, no mesage but selector comes back up, i can select stock game and it loads, select mod act and save and it starts to load and goes back to selector page. my path C:games/ubisoft/il21946  is this corect or does it dump into #sas folder only?
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 30, 2013, 04:44:59 AM
i installed the 2 new patches after installinhg stock 412.1 patch
Who did tell that Modact 5 is compatible with IL-2 4.12.1 yet?

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: aasser004 on July 30, 2013, 06:22:59 AM
how do I adjust the resolution? it keeps on crashing whenever i try to do so. any help is much appreciated! thanks!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 30, 2013, 07:24:35 AM
Try to repeat adjusting the resolution in Stock Game mode. Modact 5 uses the same settings, so whatever you adjust in stock game mode applies to Modact 5 too.

And please make sure not to use IL-2 4.12.1m together with Modact 5 yet. You have to wait for the release of a new Modact 5 Patch which implements compatibility with that latest official patch.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 30, 2013, 09:53:14 AM
- Edit: Nope.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 30, 2013, 10:03:39 AM
But, Heretic, you also should Make another folder in jsgmemods for the current 4.12 files.SFS, and 4.12 DT.dll so you can revert back to 4.12...

And that wont make 4.12.1m work until SFS Auto and the Selector has been recoded for 4.12.1m.

So its best for all of us to wait for the oficial ModAct Patch.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 30, 2013, 10:10:35 AM
Well, it's too late now, lol.

But here it goes again, in short order:

1. JSGMEMODS\4.12.1 (create it!) with dt.dll and files.sfs from 4.12.1
2. All other 4.12.1 files remain in IL2's root folder
3. Folder named #4121 in IL-2 root with the "STD" and "XTD" folders from 4.12 (Modact) in it
4. In #4121\STD\.rc remove the three lines referring to SAS automount and add: "@sfs MOUNT fb_3do26.sfs" and "@sfs MOUNT fb_maps20.sfs" to it
5. Open il2fb.ini and add this:
Code: [Select]
[Modtype_05]
Name=4.12.1m (JSGME!)
Help=Stock 4.12.1 (#4121) (Check JSGME!)
Files=none
Mods=#4121
6. Then change this to reflect the number of actual active entries (otherwise the selector won't list your entry for 4.12.1)
Code: [Select]
[Modtypes]
Types=n
7. IL-2 should launch without crashing



- Edit:
How much of 4.12.1 gets broken by this, I don't know. But I could successfully run a single mission.


- Edit²:
http://www.sas1946.com/main/index.php/topic,35330.msg394934.html#msg394934

Meh, could've been done with much less work.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: stugumby on July 30, 2013, 11:42:06 AM
Thanks for steering me straight, I missed the .1 part and incorrectly assumed new 412.1 was out and new update was for it.

on another note my never set up back up copy has been done up to 412.1, wont open says it needs dvd in drive, I removed the org exe and tried the no dvd one and it opens to 5% and crashes, screen says 412.1. any ideas before I go bonkers, I have the dvd so I can always do up another install with all patches from 408. also copied my older 412 into a new folder, it is using the 4446kb exe and isnot modded,
also tried the sound in set up as in the 5% troubleshooter page but to no avail.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on July 30, 2013, 11:49:09 AM
Really, your better off using you DVD version, "less problems"
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: <Gunny> on July 30, 2013, 11:53:37 PM
I made a clean install with the newer modact for 4.12.1 that was posted today.
Now I cant record a mission. This is what is says.

(http://www.sas1946.com/images/imageshit/img855/310/87c.png)

Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on July 31, 2013, 01:37:06 AM
I made a clean install with the newer modact for 4.12.1 that was posted today.
Now I cant record a mission.

Sure it was hard to get what's been told a dozen of times already:
please make sure not to use IL-2 4.12.1m together with Modact 5 yet.

Should I make this the forum banner for the coming days? Send it around to everyone by e-mail? Engrave it in stone and drop it on the capitol?

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: VF111Sundowner on July 31, 2013, 05:54:37 AM


Eh look at it this way Mike,  They sure are enthusiastic about 4.12 and Modact!

But yeah I see where you coming from. And I would prefer my notice on Italian Marble please.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Dauntless1 on July 31, 2013, 06:27:19 AM
 :D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Stefan SG on July 31, 2013, 07:32:46 AM
Hey guys, who are funs of good humor.
It seams that it is not right when somebody is trying to mock Storebror. All of us should be grateful to him for the wonderful ModAct 5.11/5.12, which allowed us to use modded 4.12 practically just after its release. Before to joke, pls imagine that You were him and You were forced to answer the same question a few times only to be asked about the same thing again.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on July 31, 2013, 08:01:42 AM
I'm perfectly used to that as I spend most of my time in the MSFS community. You sure as hell have people incapable of using Google/search engines there.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: sphantom on July 31, 2013, 08:24:26 AM
Should I make this the forum banner for the coming days? Send it around to everyone by e-mail? Engrave it in stone and drop it on the capitol?
yes You should it might stop a few questions regarding the patch and problems happening.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Funktrain on July 31, 2013, 01:38:10 PM
I'm crashing at video options. Running 5.10 on a fresh 4.12. The bizarre thing is that I had it running fine until I botched the install of 5.11. I deleted everything and repatched to 4.12. Now it crashed when modifying the resolution. By the way, Thanks for everything you've done for the community.

I assume it may be the patch sequence or something. I thought I repeated the same process but it's the only thing I can think of.

Oh, not running 5.11. Just 5.10 which worked before. I'm at a loss.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: VF111Sundowner on July 31, 2013, 01:52:09 PM
Hey guys, who are funs of good humor.
It seams that it is not right when somebody is trying to mock Storebror. All of us should be grateful to him for the wonderful ModAct 5.11/5.12, which allowed us to use modded 4.12 practically just after its release. Before to joke, pls imagine that You were him and You were forced to answer the same question a few times only to be asked about the same thing again.

If this was directed at me, Then I apologize to Storebror, and everone else as well.
I am grateful for his work, and look forward to the new patch I'm sure he is working feverishly on.
My post was only to express those sentiments, and hopfully lighten the mood and express an understanding of his frustration.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: duffys tavern on July 31, 2013, 04:34:48 PM
Thanx for your help guys we'll wait, no hurry. Appreciate the mod for 4.12. Please keep up the good work.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on August 01, 2013, 12:40:23 AM
I would prefer my notice on Italian Marble please.
Not quite, but as close as it gets:
(http://www.sas1946.com/images/imageshit/dead/dead.gif)

Mates, don't worry. It's okay to have some fun here. It will neither accelerate nor slow down development of the next modact ;)

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on August 01, 2013, 04:02:53 AM
Damn, almost spit me coffee allover me monitor in laughter, Lol. Thats Very Cool Mike.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Dauntless1 on August 01, 2013, 05:23:21 AM
 :D
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on August 01, 2013, 08:45:10 AM

Quoted for awesomeness!
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: yubba on August 01, 2013, 09:39:30 AM
A bit of good news, the b24 campaign long rangers from mission4today download works in 4.12 with no addons, but of course I got side tracked, trying to piece together a pacific anti-ship campaign, with torpedo bombers, the TBDs fly nicely, the TBFs are another story,, a carrier based TBD campaign is well over due.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: VF111Sundowner on August 01, 2013, 01:06:31 PM
Touche Mr. Storebror, Touche.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Tran Long on August 02, 2013, 05:10:25 AM
SA 2 and Nike ANTI-AIR missile work perfect
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Heretic on August 02, 2013, 12:22:14 PM
New rule: All new suggestions for entries for the compatibility list have to come with a link to the source thread or the direct download.

List: https://docs.google.com/document/d/1Q-GyHJ0WoGmzuJ13zEIeIlNVX0D0oWrDoJN_QsgA21c/edit
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on August 02, 2013, 04:10:56 PM
Very good, thanks Heretic...
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Whiskey_Sierra_972 on August 03, 2013, 03:14:29 AM
Hi!

I have just discovered that (PLEASE Storebror don't worry if you think that this can be a waste of time , you're right because it's a limit case) there is a limit in the number of installation options we can have in the 'CHANGE SETTINGS' drop down menu!

Since I start to test planes I add a lot of new Modtype because I usually split planes in dedicated age and area installations , the last two are:

; Mod Type No.16 (Zero-based Index = 15).
[Modtype_15]
Name=STORMY SKYES
Help=STORMY SKYES, mods reside in '#SAS_10_STORMY_SKYES' folder
Files=none
Mods=#SAS_10_STORMY_SKYES

; Mod Type No.17 (Zero-based Index = 16).
[Modtype_16]
Name=KNIGHTS OF THE NIGHTS
Help=KNIGHTS OF THE NIGHTS, mods reside in '#SAS_11_KNIGHTS_OF_THE_NIGHTS' folder
Files=none
Mods=#SAS_11_KNIGHTS_OF_THE_NIGHTS

Well , in the drop down list the Modtype 15 is the last visible.....

No a great deal as I can delete some unused 'slot' and rise the latter but since I noticed this I report it anyway!

Apologize for my continue bothering!

walter
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on August 03, 2013, 09:25:43 AM
Mates, we're ready with Modact 5.2 for IL-2 4.12.1m.
Go get it here: http://www.sas1946.com/main/index.php/topic,36163.0.html

If no massive bugs occur I'll lock this thread in a day or two.

Best regards - Mike
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: BravoFxTrt on August 03, 2013, 09:30:50 AM
Oh hell, Thank you so much Mr Mike, this is very awesome.
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: tuskegee76 on August 04, 2013, 02:25:29 AM
hi Mike euuh I need your help, so I did a clean install for the newest version, now when start i this new version it loads just 5% and kicks back to my desktop. My game is patched so i don' t have a clue really, so i'm eagerly waiting after some much needed advice. I installed it the same way like the earlier release so that shouldn't be the problem?
cheers
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: Sky9t_Mik on August 04, 2013, 07:42:17 PM
Thanks so much for your work  ...  Really  really  like  that !   :)
Title: Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
Post by: SAS~Storebror on August 08, 2013, 01:36:37 AM
Thanks for all your responses mates, much appreciated. It helped a lot in bug-hunting and lead us to a more stable modact 5.2.
Please note that this thread is locked now and it will be dumped in a few days to avoid confusion.

Thanks again and best regards - Mike