Special Aircraft Service

The SAS Factory - Tech Help, Ancient Mods etc. => Community Universal Patch (C.U.P.) => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => C.U.P. Lounge => Topic started by: SAS~Monty27 on March 03, 2015, 06:11:08 PM

Title: Community Universal Patch C.U.P. [4.12]
Post by: SAS~Monty27 on March 03, 2015, 06:11:08 PM
Release Post here:
http://www.sas1946.com/main/index.php/topic,45222.0.html

Visit the CUP download section for more downloads!
Find it here:
http://www.sas1946.com/main/index.php/board,241.0.html
Title: Re: Community Universal Patch C.U.P.
Post by: eMeL on March 03, 2015, 06:15:20 PM
Well this is it. I still can't believe it's really happening but here we are. The CUP is up. I hope you'll enjoy it a s much as we do. Over three months we've worked on this and through all sorts of dilemmas we've pulled it off. WWI, WWII, Jet age all in one simple install! Have fun and enjoy.

Cheers,
eMeL
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 03, 2015, 06:17:29 PM
Congrats and many thanks to all the makers/modders of this pack
and all their work and a special thank to Simon.  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 03, 2015, 06:19:47 PM
Couldn't have done it without you mate!  Thanks to everyone who has helped with downloads, testing advice and feedback.  This is just the beginning.
Title: Re: Community Universal Patch C.U.P.
Post by: RDDR Hangar19 on March 03, 2015, 06:59:44 PM
Happy CUP....ping.

Just filled mine to the brim with some stinking good Vodka...baby potatoes and all.
We all hope the community will have a blast with CUP.. We all worked extremely hard to bring this to you.
Not to forget the three of us were helped on this project by the very best SAS modders here. ;) ;) ;) ;)
Cheers RDDR
Title: Re: Community Universal Patch C.U.P.
Post by: benitomuso on March 03, 2015, 07:12:54 PM
Great this finally has seen the light of the day!!!!!!!!!!!!!!!!!!!!

I personaly know the amazing effort something like that has implied for you. So many thanks for your dedication, time and commitment.

Even when it could be improved (everything can be tweaked and refined), I hope CUP could become a base standard, so all of us could be based on a single basement for everything.

I bring up my CUP wishing your work could lead to an age of high coherence and less dispersion on MODding and in installations.

Thank you Monty!

Pablo

Title: Re: Community Universal Patch C.U.P.
Post by: nzmigman on March 03, 2015, 07:15:10 PM
Bye Bye bandwidth..... :)
I thank you...for all your work and effort.
My Il2 thanks you as well. :) :) :) :) :) :) :) :)
My CUP runeth over
Title: Re: Community Universal Patch C.U.P.
Post by: benitomuso on March 03, 2015, 07:16:30 PM
PD: I love this Logo!!!!!!!!!!!!!!!!!!
(https://www.mediafire.com/convkey/40e8/yde6biiy6a9arbb6g.jpg)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 03, 2015, 07:22:32 PM
Thank you Pablo - Your tools, code and Pre-DBW made it possible.  The Community Universal Patch - C.U.P. was named by you and everyone adopted your suggestions.  As you said months ago - "This is a new beginning"

eMeL is a wonderful designer too, he has made it all look so good!  ;D
Title: Re: Community Universal Patch C.U.P.
Post by: eMeL on March 03, 2015, 07:31:27 PM
eMeL is a wonderful designer too, he has made it all look so good!  ;D

Anything for CUP.  8)
Title: Re: Community Universal Patch C.U.P.
Post by: Forager on March 03, 2015, 07:35:20 PM
Thank You, to all involved.
Title: Re: Community Universal Patch C.U.P.
Post by: kingsley on March 03, 2015, 08:10:04 PM
Not bad works just fine The splash screens are great loads fast and depending on the campaign/objects/amount of planes and guns/art/ack ack. Just a hint at a hit on the fps. Good job at the surprise opening today not even a mere hint.
                                                                                                                            Thanks
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 03, 2015, 08:40:38 PM
Not bad works just fine The splash screens are great loads fast and depending on the campaign/objects/amount of planes and guns/art/ack ack. Just a hint at a hit on the fps. Good job at the surprise opening today not even a mere hint.
                                                                                                                            Thanks

Aww c'mon Kingsley, you knew where we were at and delivery is always better than trailers.  Thanks for checking the downloads as we built it.  ;D
Title: Re: Community Universal Patch C.U.P.
Post by: 361st_Hoss on March 03, 2015, 09:01:49 PM
On your next update could you put the MC 205 III, Mosquito FBMkIV CC, Beaufighter MkX, C-47, S-199, Spitfire FRMk XIVE, Spitfire Mk IX25lb, Spitfire Mk IXe, Tempest MkV into the Jet War, 1948 Israel just wont be the same without them.  And my Kheil Ha'Avir campaign won't run without it.  Unless you can run a campaign across CUP installs, this one starts in 1948 and runs to the Six Day War.

Thanks for the pack guys, will get it installed one day this week and see what's goin on.  Are the Carrier cats working for the jets?............ the CPM they did not work all that great.

Cheers

Hoss
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 03, 2015, 09:22:46 PM
On your next update could you put the MC 205 III, Mosquito FBMkIV CC, Beaufighter MkX, C-47, S-199, Spitfire FRMk XIVE, Spitfire Mk IX25lb, Spitfire Mk IXe, Tempest MkV into the Jet War, 1948 Israel just wont be the same without them.  And my Kheil Ha'Avir campaign won't run without it.  Unless you can run a campaign across CUP installs, this one starts in 1948 and runs to the Six Day War.

Thanks for the pack guys, will get it installed one day this week and see what's goin on.  Are the Carrier cats working for the jets?............ the CPM they did not work all that great.

Cheers

Hoss

Thanks Mike, you just designed The Jet Age part-05.  Be with you within the week, ready to go in SFS format. 

BTW-The S-199 is already there under 'Prop Singles' and the Daks are under 'Prop Heavies'.

The Carrier Cats are all fine too, with a tweakable Catapult.ini inside the STDs.  We separated the WWIIs and Jets because of code and resource complications and have ended up with great configurable cats in both eras.

Title: Re: Community Universal Patch C.U.P.
Post by: RDDR Hangar19 on March 03, 2015, 09:30:02 PM
Hi Mike,
Excellent idea......We'll definitely do this.
I think I have just about everything in the way of skins that you
might need.
Cheers, Christopher

Title: Re: Community Universal Patch C.U.P.
Post by: UberDemon on March 03, 2015, 10:13:49 PM
Everybody super happy.

Let me congratulate you on a super product.  Lots of fun.

UberDemon/danzigzag
www.uberdemon.net
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 03, 2015, 10:25:40 PM
Everybody super happy.

Let me congratulate you on a super product.  Lots of fun.

UberDemon/danzigzag
www.uberdemon.net

Thanks UD for being such a BIG help.  Your fantastic addons are standard now and your supplement included with the the C.U.P. manual.  I'm sure more will follow and I'm already working on the first Expansion Packs to add even more aircraft.

The best thing about these projects is making new friends of your calibre.  8)

Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 03, 2015, 10:29:14 PM
Monty:  YOUR AN ANIMAL:)))

c
Title: Re: Community Universal Patch C.U.P.
Post by: UberDemon on March 03, 2015, 10:55:36 PM
Thanks UD for being such a BIG help.  Your fantastic addons are standard now and your supplement included with the the C.U.P. manual.  I'm sure more will follow and I'm already working on the first Expansion Packs to add even more aircraft.

The best thing about these projects is making new friends of your calibre.  8)

You are quite welcome.  Thank you again for adding my old mods/missions, and allowing me to participate, albeit in a very small part, in this project.

Let me know how I can help in the future and I'll do my best to find the time.

UD/dzz
Title: Re: Community Universal Patch C.U.P.
Post by: Draken on March 03, 2015, 11:03:50 PM
Thanks !
Is  "  SAS AI Flyable pack " required ?
Title: Re: Community Universal Patch C.U.P.
Post by: Typhoon Ib on March 03, 2015, 11:14:25 PM
Bag of Nuts.
2.9 Giiigs for one of 50 parts.

mediafire will hate us!
Go!
Go! GoGoGo!
Title: Re: Community Universal Patch C.U.P.
Post by: UberDemon on March 03, 2015, 11:39:45 PM
Thanks !
Is  "  SAS AI Flyable pack " required ?

No.  It is installed automatically in Modules 2 (DOF/WW1), 3 (WAW/WW2) and 4 (JTW/JET).

Only install SAS MODACT 5.3, but do not enable any of its JSGME mods.
 
UD/dzz
Title: Re: Community Universal Patch C.U.P.
Post by: vegetarian on March 03, 2015, 11:45:15 PM
 Absolutely fantastic! A great big thank you to everyone involved - from modders to compilers to testers. What a wonderful example of group collaboration. Now the team can move onto solving world peace  ;D
Title: Re: Community Universal Patch C.U.P.
Post by: Aviar on March 04, 2015, 12:08:11 AM
HSFX 7.0 is listed in the Selector but it does not even try loading. Do I actually have to install HSFX7 into the CUP folder?

Aviar
Title: Re: Community Universal Patch C.U.P.
Post by: UberDemon on March 04, 2015, 12:14:20 AM
HSFX 7.0 is listed in the Selector but it does not even try loading. Do I actually have to install HSFX7 into the CUP folder?

Aviar

No, you don't need to, and probably shouldn't for now.  Please read this:  http://www.sas1946.com/main/index.php/topic,44941.msg503440.html#msg503440

UD/dzz
Title: Re: Community Universal Patch C.U.P.
Post by: UberDemon on March 04, 2015, 12:16:37 AM
Also, everyone, you probably want to get the DBW1916 Skinpack, which works wonderfully in DOF:

https://www.mediafire.com/?8w6whlivxdbas2f

UD/dzz
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 12:17:21 AM
HSFX 7.0 is listed in the Selector but it does not even try loading. Do I actually have to install HSFX7 into the CUP folder?

Aviar

HSFX 7.0 is listed in the Selector alongside SAS Modact and the Stock game.  This is because these are the other main things people use the selector for and we don't mess with them in any way.  The NEW ERAs that belong to C.U.P. are: Dawn of Flight, World at War and The Jet Age.  Any of the options listed in the new Selector will still have to be installed by the user.

C.U.P. will enable you to install: Dawn of Flight, World at War and The Jet Age. - Get the Map Expansion first.  It is your responsibility to also have a working SAS MODACT.  We have nothing to do do with HSFX and nothing is effected by C.U.P.  If you didn't have HSFX before this you won't have it afterwards either!
Title: Re: Community Universal Patch C.U.P.
Post by: Mopat on March 04, 2015, 12:19:55 AM
 8) 8) 8)
HD, True color, 2048x2048 mods are in the packs, or need to download independently...many of new skins are 2048x2048, some plane and ships also works only in HD...
So, starting to download the parts of new toy...(Very-very silently asked: have UH-1 family in this pack? Or still war ???)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 12:25:09 AM
8) 8) 8)
HD, True color, 2048x2048 mods are in the packs, or need to download independently...many of new skins are 2048x2048, some plane and ships also works only in HD...
So, starting to download the parts of new toy...(Very-very silently asked: have UH-1 family in this pack? Or still war ???)

All HD included and ready to go - nothing extra needed.  Please check out the C.U.P. User's Manual.

THE C.U.P. USERS MANUAL
https://www.mediafire.com/?wow2810te78n2ej

There is no 'war' and most modders get along great these days.  We also hope to include even more content as people get the idea and like this system.  This is not a 're-posting' of mods either, the C.U.P. format is unique and none of the SFS files will be of any use outside C.U.P.

Bear in mind also; this is 412.  Most new mods are made in, and for, 412 these days and loads more have been successfully converted.  Anything older does not get in here without thorough testing first.  So some things have not necessarily been 'missed', we are just testing them a bit more.

C.U.P. is so-called because it is a community effort to move forward into 412...


Title: Re: Community Universal Patch C.U.P.
Post by: Draken on March 04, 2015, 12:41:09 AM
Could you give the checksum of each file to download , please ?

Direct download of large files results often in corrupted files...
Or will a torrent be available ?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 12:44:01 AM
Could you give the checksum of each file to download , please ?

Direct download of large files results often in corrupted files...
Or will a torrent be available ?

Yes torrents will be available, courtesy of SAS~Farang65, they will be up shortly.  The other files are not that big really, every individual download is under 2Gb, most are a lot smaller.
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 04, 2015, 12:45:08 AM
congratulations on the release!

i was a fan of the TFM, eventough i had some specific problems (due to my very specific taste in flying :) ), but i am very excited to download and try CUP now.

very big thanks to the people responsible for making this possible and all the hard hard work!



quick question:

the credits list the SAS Engine Mod only in the modern Jet Age package, so i can assume it is not active in the WW2 part of the game?

(one of my favorite Mods is not comaptible with sas engine mod, so for me that would be a good thing :) )

Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 12:47:24 AM
congratulations on the release!

i was a fan of the TFM, eventough i had some specific problems (due to my very specific taste in flying :) ), but i am very excited to download and try CUP now.

very big thanks to the people responsible for making this possible and all the hard hard work!



quick question:

the credits list the SAS Engine Mod only in the modern Jet Age package, so i can assume it is not active in the WW2 part of the game?

(one of my favorite Mods is not comaptible with sas engine mod, so for me that would be a good thing :) )

SAS EngineMOD is used in WaW and JTW, but they are different versions (the Western0221 Patch in JTW).  What favourite mod are you referring to?
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 04, 2015, 01:08:44 AM
ah i see. not a deal breaker since i can just keep my normal modact installation next to this new wonderland that is CUP.

i was referring to Japancats effect mod, which i got very used to, since i do mostly pacific flying. he has nice hit effects for the japanese 7.7mms and other effects that enhance the PTO flying, but sadly is not compatible with the SAS engine Mod.

i actually contacted Japancat about this incompatability some time ago and he said he _might_ look into fixing the mod to make it work ontop of the sas engine mod, but he doesn't have the time.

S!
Title: Re: Community Universal Patch C.U.P.
Post by: rickster on March 04, 2015, 01:47:27 AM
Thank you guys for all your hard work.Can't wait to fire this puppy up!
Title: Re: Community Universal Patch C.U.P.
Post by: Alfie Noakes on March 04, 2015, 01:56:34 AM
I have become mysteriously  "ILL"  today and won't be able to go to work.......... :D

Many thanks to all the developers for this LEVIATHAN effort  ;D

Cheers

Alfie

P.S Oooooooo proper 4.12 maps for us WW I boys.......thankyouthankyouthankyou !   
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 02:07:27 AM
ah i see. not a deal breaker since i can just keep my normal modact installation next to this new wonderland that is CUP.

i was referring to Japancats effect mod, which i got very used to, since i do mostly pacific flying. he has nice hit effects for the japanese 7.7mms and other effects that enhance the PTO flying, but sadly is not compatible with the SAS engine Mod.

i actually contacted Japancat about this incompatability some time ago and he said he _might_ look into fixing the mod to make it work ontop of the sas engine mod, but he doesn't have the time.

S!

Yes, these are great effects, particularly the smokes.  Here they are integrated into the #WAW SASEngineMOD for C.U.P., no conflicts, no crashes.

JCat's Effects for 412 - JCats MargeEffects 20131209R
UnZIP/UnRAR direct to Il2 Main Install

JSGME Activate #WAW_Japancats Effects

JCats Effects WAW.rar
https://www.mediafire.com/?q5gsjkn7xt6nzks


(https://www.mediafire.com/convkey/0901/zscz7z4q5ig50256g.jpg)

(https://www.mediafire.com/convkey/a238/bb79f67by0f63266g.jpg)

Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 02:12:28 AM
I have become mysteriously  "ILL"  today and won't be able to go to work.......... :D

Many thanks to all the developers for this LEVIATHAN effort  ;D

Cheers

Alfie

P.S Oooooooo proper 4.12 maps for us WW I boys.......thankyouthankyouthankyou !

Oh dear Alfie, have a good fly instead, that'll make you feel better!  ;D
Title: Re: Community Universal Patch C.U.P.
Post by: polo199 on March 04, 2015, 02:35:03 AM
To Simon and all the great modders that made this thing possible,

Congratulations and thank you very much!

I'm yet to try it but you are the guys (along with this forum) that make this sim one of the greatest PC game of all times (at least I believe so). The amount of content and work that comes with that IL2 modding is impressive.

"Thanks" because now I want to leave the office and it's only 10AM and I feel like I need some urgent, unplanned holidays.  :P
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 04, 2015, 03:05:56 AM
Looks like it's going to be a busy morning. And people ask "what will you do with your time, now that you have retired".

Congrats on the completion of this project. Hope to be up and testing within a couple of hours.
Title: Re: Community Universal Patch C.U.P.
Post by: SkyHigh on March 04, 2015, 03:28:52 AM
Thanks to all concerned. Truly our CUP runneth over!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 04, 2015, 03:52:38 AM
Simon, I set this thread sticky.  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Poltava on March 04, 2015, 04:33:09 AM
Yes, thanks to ALL involved for a herculean effort! SUPER! D/L-ing now!  ;D ;D ;D
Title: Re: Community Universal Patch C.U.P.
Post by: marcost on March 04, 2015, 04:49:40 AM
Very well done to all involved and thank you! Will install this weekend

Regards,

M
Title: Re: Community Universal Patch C.U.P.
Post by: Jimbo947 on March 04, 2015, 05:03:25 AM
Just one question... Is C.U.P. going to entirely wide- screen 16.9-1 or the old format 4.3?
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 04, 2015, 05:12:13 AM
speachless...... IL is now rebirth in a super power shape. thx a lot to everyone involved as you guys spent a lot and lot of hours to make IL2 fans so happy. thank you very much...
Title: Re: Community Universal Patch C.U.P.
Post by: Skunk on March 04, 2015, 05:16:05 AM
No "all-in-one" download(torrent)?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 05:16:17 AM
Simon, I set this thread sticky.  ;)

Thanks Gerhard - Stage Two now, manage it and develop...

No "all-in-one" download(torrent)?

We will have Torrent downloads too, they are coming...
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 04, 2015, 05:28:55 AM
Just one question... Is C.U.P. going to entirely wide- screen 16.9-1 or the old format 4.3?

I have it running on my 4:3 screen. I did nothing apart from using the conf.ini settings as I have it in my  4.12 ModAct. And I am pretty sure it works for all members with Widescreens.
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 04, 2015, 05:37:37 AM
ah i see. not a deal breaker since i can just keep my normal modact installation next to this new wonderland that is CUP.

i was referring to Japancats effect mod, which i got very used to, since i do mostly pacific flying. he has nice hit effects for the japanese 7.7mms and other effects that enhance the PTO flying, but sadly is not compatible with the SAS engine Mod.

i actually contacted Japancat about this incompatability some time ago and he said he _might_ look into fixing the mod to make it work ontop of the sas engine mod, but he doesn't have the time.

S!

Yes, these are great effects, particularly the smokes.  Here they are integrated into the #WAW SASEngineMOD for C.U.P., no conflicts, no crashes.

JCat's Effects for 412 - JCats MargeEffects 20131209R
UnZIP/UnRAR direct to Il2 Main Install

JSGME Activate #WAW_Japancats Effects

JCats Effects WAW.rar
https://www.mediafire.com/?q5gsjkn7xt6nzks



thank you VERY much for this. i can't wait to try this. still downloading :D

is there a way to donate?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 05:43:24 AM
I have a question, or mods such aircraft as the MiG-21 bis, MiG-19, A-4, F-8 were in CUP captured with upgrade issued by 4S_Vega if you need to add them yourself.
Thank you for your wonderful work.
Seb

I like all 4S_Vega's upgrades and have included them.  For the record the jet FMs can be found inside #JTW/YTD.  From here it is easy to try other varieties and updates.  #JTW/YTD is less than 1Mb in size, so back it up and feel free to experiment.

ah i see. not a deal breaker since i can just keep my normal modact installation next to this new wonderland that is CUP.

i was referring to Japancats effect mod, which i got very used to, since i do mostly pacific flying. he has nice hit effects for the japanese 7.7mms and other effects that enhance the PTO flying, but sadly is not compatible with the SAS engine Mod.

i actually contacted Japancat about this incompatability some time ago and he said he _might_ look into fixing the mod to make it work ontop of the sas engine mod, but he doesn't have the time.

S!

Yes, these are great effects, particularly the smokes.  Here they are integrated into the #WAW SASEngineMOD for C.U.P., no conflicts, no crashes.

JCat's Effects for 412 - JCats MargeEffects 20131209R
UnZIP/UnRAR direct to Il2 Main Install

JSGME Activate #WAW_Japancats Effects

JCats Effects WAW.rar
https://www.mediafire.com/?q5gsjkn7xt6nzks



thank you VERY much for this. i can't wait to try this. still downloading :D

is there a way to donate?

Yes - Be excellent to one another.  8)
Title: Re: Community Universal Patch C.U.P.
Post by: Sakura_Matou on March 04, 2015, 06:13:42 AM
Awesome thanks for this Monty, Benito, and the rest of the team.

Only thing I am sad about is I can no longer fly the jet war planes alongside the WW2 planes.

But over all great work!
Title: Re: Community Universal Patch C.U.P.
Post by: polo199 on March 04, 2015, 06:18:21 AM
Quick questions for the CUP team:

- is the AI sniper turret gunner mod included? (don't remember whose MOD it is).
- are there any "CUP" single mission included in each module? To get a taste of things to come (many great custom campaigns and missions under CUP from the IL2 community :) )

Thx in advance for the answer.
Title: Re: Community Universal Patch C.U.P.
Post by: timmy1963 on March 04, 2015, 06:23:04 AM
I cant thank all of you enough for what you have done.You guys are the best.The Dawn of Flight was a big surprise and greatly appreciated.I read the manual and i am very excited to get started.To see you got Tiger33's Sounds to work brought a tear to my eye.Thank you again to everyone involved in this massive project ;D ;D ;D Let the downloading begin!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 06:42:31 AM
Awesome thanks for this Monty, Benito, and the rest of the team.

Only thing I am sad about is I can no longer fly the jet war planes alongside the WW2 planes.

But over all great work!

There are a lot of crossovers post WWII.  North Korean La9s and 11s up against Panthers for example.  Israel 1948 began with a whole bunch of WWII surplus on all sides along with the development of the earliest jets.  AG51's Early Middle-East Flightline Expansion adds even more and is next...

In fact The Jet Age features a very varied flightline that is organised in this way:

NATO Coalition (jets)
Eastern Bloc (jets)
Prop Singles
Prop Heavies
Helicopters
Experimental

This modular organisation by Era is about function not limitation.  If you have some specific scenario in mind not properly covered get your list together and lets get it done.  8)

I cant thank all of you enough for what you have done.You guys are the best.The Dawn of Flight was a big surprise and greatly appreciated.I read the manual and i am very excited to get started.To see you got Tiger33's Sounds to work brought a tear to my eye.Thank you again to everyone involved in this massive project ;D ;D ;D Let the downloading begin!

Us too!  Tiger33's sounds are native to 'World at War' because WWII just doesn't sound right without them!  All those big inlines, and the radials, wow.  We also managed to cover a little more than the original set, try out the Grumman Duck for example, what a beautiful warbling cadence.  I also like the P38s and Zeros, but the star of the flybys is the Bf 109E4 - listen to that supercharger whine!

Our professional musician and sound-mixer, RDDR, is also working on a new soundset for 'The Jet Age'.  What I do know about these so far is, they are LOUD!  ;D  We have been going over many individual recordings and aim to achieve the same effect for the jets. 

Best of all; working direct to SFS we have managed to compress the soundsets by a factor of over 200% with no loss of quality.  The 30Gb+ of total downloads for C.U.P. would represent well over 150Gb un-compressed.


Title: Re: Community Universal Patch C.U.P.
Post by: Birdman on March 04, 2015, 06:57:23 AM
Thank You a lot for this mega mod pack after so long messy time since DBW!

I hope there isn't too much outdated content so that it can be updated and fine-tuned easily enough. I really hope that CUP would have the best possible versions of all planes, cockpits, maps and other content after some time. Looks like I'll have a lot of work ahead with checking whether all existing bug fixes from me and others are included, but I'll try all I can to fix as many bugs in CUP as possible.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 07:01:07 AM
Thank You a lot for this mega mod pack after so long messy time since DBW!

I hope there isn't too much outdated content so that it can be updated and fine-tuned easily enough. I really hope that CUP would have the best possible versions of all planes, cockpits, maps and other content after some time. Looks like I'll have a lot of work ahead with checking whether all existing bug fixes from me and others are included, but I'll try all I can to fix as many bugs in CUP as possible.

Thanks Birdman.  We do have a good solid structure in place and the easiest possible foolproof install.

The next stage will be development and tweaking, with smaller scale addons, and I look forward to your expert assistance.   
Title: Re: Community Universal Patch C.U.P.
Post by: PO_MAK_249RIP on March 04, 2015, 07:08:18 AM
WOW!

What excellent timing guys, new PC next week and now this - yippee!!!

Still hate the name tho - sorry guys  :(
Title: Re: Community Universal Patch C.U.P.
Post by: timmy1963 on March 04, 2015, 07:09:07 AM
Thanks Monty and thank you RDDR for working on those jet sounds.Me and my Bose cant wait :) :)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 04, 2015, 07:09:26 AM
Only thing I am sad about is I can no longer fly the jet war planes alongside the WW2 planes.

Of course you can. But you shold know what you are doing...   :)

CUP isn't closed, its open. You can add any compatible mods to the folders,
in this case TFJ. But when, you are doing this on your own risk,
and when a update is availble you should know how to safe what you've added,
changed before doing this update. Apart from this you are free to do
whatever you want.  ;)

btw: you get the stock 412 planes in TFJ with just simply adding
the missing air.ini lines. The planes are there ...  8)

when you do so, then PLEASE tell us what you have changed
when you report any problems!! And do not forget the log file!   ;D

Title: Re: Community Universal Patch C.U.P.
Post by: Sakura_Matou on March 04, 2015, 07:32:21 AM
Ok Monty, and Gerax for your Replys.

Bassicly my wish was to have the Jet War planes upto 1955 or so be combined with world at war. I Just Used to have alot of fun Flying F-86s against various WW2 planes and also flying against them.

Some of the New Jet war planes I love, such as the Bronco and Russian Hevies and of course the Pogo. If there was a way to combine both Jet war and World at war I wold love that.
Title: Re: Community Universal Patch C.U.P.
Post by: Lakajadiwa on March 04, 2015, 07:33:18 AM
Would it be possible that instead of downloading parts for one section that section would just have a torrent dl?
Title: Re: Community Universal Patch C.U.P.
Post by: BOYAN on March 04, 2015, 08:22:10 AM
Our professional musician and sound-mixer, RDDR, is also working on a new soundset for 'The Jet Age'.  What I do know about these so far is, they are LOUD!  ;D  We have been going over many individual recordings and aim to achieve the same effect for the jets. 

As if the release of CUP isn`t enough awesome news in one day... This one brought a huge smile to my face!! Yes, finally, the jets are getting some sound treatment!! Oh my, to hear that whoooosh from MiG-21 or Phantom... Awesome news!! One question If I may... Will the soundset be available as a standalone mod or only for CUP?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 04, 2015, 08:30:59 AM
Ok Monty, and Gerax for your Replys.

Bassicly my wish was to have the Jet War planes upto 1955 or so be combined with world at war. I Just Used to have alot of fun Flying F-86s against various WW2 planes and also flying against them.

Some of the New Jet war planes I love, such as the Bronco and Russian Hevies and of course the Pogo. If there was a way to combine both Jet war and World at war I wold love that.

There are very good reasons why there are seperate 'Modules',
and so no, this modules will not be combined.   :-X

But above I told you how to have WWII planes in JTW.
Have you read it?  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 04, 2015, 08:41:50 AM
Congrats Monty and team on a truly monumental effort.  Can't wait to finish downloading so I can give it a whirl!   8) 8) 8)
Title: Re: Community Universal Patch C.U.P.
Post by: Forager on March 04, 2015, 08:44:09 AM
All installed in less than 1 hour after initial downloads.
All modules working just fine.
Thanks to all involved.
Title: Re: Community Universal Patch C.U.P.
Post by: Moezilla on March 04, 2015, 08:57:12 AM
Thanks for all your hard work gathering, integrating and testing this amount of content. Hats off to all involved.

I am still downloading and was wondering if a filelist.txt is included or could be provided for those of us who like to get our hands dirty?
Title: Re: Community Universal Patch C.U.P.
Post by: greybeard307 on March 04, 2015, 08:58:30 AM
Many thanks to Monty and Team
All downloaded unpacked and installed and everything seems to work no issues except deleting the last.quick when changing modules.
Not too sure about what I should enable from the JGSME enabler so left that alone for now.
Special thanks to UberDemon whose contributions to IL2 are many and legendary, I still use your mission generator to this day, your updates and helpful comments over the years are most appreciated
Title: Re: Community Universal Patch C.U.P.
Post by: Plowshare on March 04, 2015, 09:11:46 AM
As a mission maker, and a hoarder, I always kept the old versions of maps and made the new retextured maps as another map. Looking over the list of maps in the CUP Manual (everyone should read this!) I see you have done this as well. This is needed for old missions to be brought over to this with as little fuss as possible.

One question just to be absolutely certain I have this right: For now I can just dl and install Module #3 - World-at-War - after installing Module #1 - SAS Modular Map Expansion?  I'm just more than a tad impatient to get something up and running today.

Great stuff guys.

Bob.
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 04, 2015, 09:17:13 AM

One question just to be absolutely certain I have this right: For now I can just dl and install Module #3 - World-at-War - after installing Module #1 - SAS Modular Map Expansion?  I'm just more than a tad impatient to get something up and running today.

Bob.

Yes.  Modules 2/3/4 are independent of each other.  And this approach is exactly what I am going to take.
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 04, 2015, 09:18:00 AM
First of all thanks to the whole team that made this possible! I am very excited to try this out! I only have one question before i begin,

There are extras shown in the screenshots of JSGME in the manual. Do i have to enable these or are those already integrated?

Thanks!

moepkid
Title: Re: Community Universal Patch C.U.P.
Post by: Plowshare on March 04, 2015, 09:27:50 AM
Barkhorn1x:

It must be you I'm fighting for the bandwidth from mediafire! Just kidding - we're probably like a pack of ravenous dogs all trying to get the same little tasty morsel!

Bob
Title: Re: Community Universal Patch C.U.P.
Post by: ls on March 04, 2015, 09:40:18 AM
Help, please,

CUP stops loading at 95%.
Log.txt is empty.

I have installed maps and second module DOF.
What is the problem?

P.S. Should I install all modules?

EDIT: Everything is OK, my fault - I wanted to start too fast (I didn't set up JSGME options properly)!
Thanks for CUP!!!


Greetings,
ls
Title: Re: Community Universal Patch C.U.P.
Post by: Sakura_Matou on March 04, 2015, 09:52:50 AM
Ok Monty, and Gerax for your Replys.

Bassicly my wish was to have the Jet War planes upto 1955 or so be combined with world at war. I Just Used to have alot of fun Flying F-86s against various WW2 planes and also flying against them.

Some of the New Jet war planes I love, such as the Bronco and Russian Hevies and of course the Pogo. If there was a way to combine both Jet war and World at war I wold love that.

There are very good reasons why there are seperate 'Modules',
and so no, this modules will not be combined.   :-X

But above I told you how to have WWII planes in JTW.
Have you read it?  ;)

Yes I have, sadly it just seems that stock planes will be re-added if I do. Kind of a bummer, at least I was under that impression. I really wanted to only add a few of the planes from Jet War to WaW. But I will admit I am new to this and dont want to mess it up.
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 04, 2015, 09:59:20 AM
Barkhorn1x:

It must be you I'm fighting for the bandwidth from mediafire! Just kidding - we're probably like a pack of ravenous dogs all trying to get the same little tasty morsel!

Bob

Oh I hear you.  The d/l is sooooo SLOOOWWWW.   :-[ Must be a lot of guys banging away!
Title: Re: Community Universal Patch C.U.P.
Post by: Danziger on March 04, 2015, 10:15:15 AM
Some of you guys make some videos please! I'm a truck driver over the road and I will not be able to get to my computer for a couple of months : (

Also, are the full throttle exhaust flames included with Tiger's sound mod?
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 04, 2015, 10:22:14 AM
Barkhorn1x:

It must be you I'm fighting for the bandwidth from mediafire! Just kidding - we're probably like a pack of ravenous dogs all trying to get the same little tasty morsel!

Bob

Oh I hear you.  The d/l is sooooo SLOOOWWWW.   :-[ Must be a lot of guys banging away!

Blame me. I had my desktop and 3 laptops running to d/l 4 files at a time! Got all 3 modules installed and running with no probs so far.

Again, a big thanks to Monty and team for all they put into this.
Title: Re: Community Universal Patch C.U.P.
Post by: Forager on March 04, 2015, 10:36:07 AM
Nevermind. :)
Title: Re: Community Universal Patch C.U.P.
Post by: Lakajadiwa on March 04, 2015, 11:31:45 AM
Two thinks i dont know if its just me but some of the A6M models dont work, and why are there no Polish Aircraft in ww2 module?
Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 04, 2015, 12:07:29 PM
Excellent Stuff

Everything Works like a dream EXCEPT (Im sorry to be the one posting a problem) - I appear to have an issue with the Opel Blitz damage objects - I had the same error with TFM. Its a fresh install of everything - with only JGSME mods provided with CUP enabled. I attach relevant parts of the  logfile below. Its most apparent when watching Blackdeath Track - as soon as the opel Blitz columns are destroyed I get a slideshow - down to 2 or 3FPS.

I don't want to go manually inserting files into my freshly modded STD so any help appreciated

No other errors yet.

Fantastic work!

Code: [Select]
ERROR: Can't open file '3do/Cars/OpelBlitz6700A_radio/summer/Damage.mat'
WARNING: object '3do/Cars/OpelBlitz6700A_radio/summer/Damage.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'Damage.mat'
Mesh 3do/Cars/OpelBlitz6700A_radio/summer/dead.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/Cars/OpelBlitz6700A_radio/summer/dead.sim not created

INTERNAL ERROR: Can't open file '3do/Cars/OpelBlitz6700A_medic_summer/summer/base.mat'
WARNING: object '3do/Cars/OpelBlitz6700A_medic_summer/summer/base.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3do/Cars/OpelBlitz6700A_medic_summer/OpelBlitzTextures/damage64.tga'
WARNING: object '3do/Cars/OpelBlitz6700A_medic_summer/OpelBlitzTextures/damage64.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3do/Cars/OpelBlitz6700A_medic_summer/summer/Damage.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'Damage.mat'
Mesh 3do/Cars/OpelBlitz6700A_medic_summer/summer/dead.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/Cars/OpelBlitz6700A_medic_summer/summer/dead.sim not created
INTERNAL ERROR: Can't open file '3do/Cars/OpelBlitz6700A_summer/summer/base.mat'
WARNING: object '3do/Cars/OpelBlitz6700A_summer/summer/base.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3do/Cars/OpelBlitz6700A_summer/OpelBlitzTextures/damage64.tga'
WARNING: object '3do/Cars/OpelBlitz6700A_summer/OpelBlitzTextures/damage64.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3do/Cars/OpelBlitz6700A_summer/summer/Damage.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'Damage.mat'
Mesh 3do/Cars/OpelBlitz6700A_summer/summer/dead.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/Cars/OpelBlitz6700A_summer/summer/dead.sim not created

INTERNAL ERROR: Can't open file '3do/Cars/OpelBlitz6700A_radio/summer/Damage.mat'
WARNING: object '3do/Cars/OpelBlitz6700A_radio/summer/Damage.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'Damage.mat'
Mesh 3do/Cars/OpelBlitz6700A_radio/summer/dead.sim not created
com.maddox.


(http://s2.postimg.cc/bc655bwx5/cupscreen.jpg) (http://postimage.org/)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 04, 2015, 12:25:54 PM
Two thinks i dont know if its just me but some of the A6M models dont work

yes, there is something missing (the arms pack for JapanCats A6Ms),
download it in the attachement at the end of this post and copy the folder
"! JCats_Arms_20130802" into your #WAW folder. This is a temporary fix only
and this will be repaired with the next update(s)!

Quote
, and why are there no Polish Aircraft in ww2 module?
I am sure there will be some updates.
Would be nice when you name the planes you want to have.

And: see my reply #61 above. You are free to add all the planes
you are missing by yourself when you want them so desperately ..  ;D.

Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 04, 2015, 12:37:31 PM
Thanks you very much. This is a great step for Il2, a new era.

I´ve downloaded everything and now I have my first question.
I have the 9 rar files with the maps. When I unzip them I get 9 folders with the same name as the 9 rar files. is that what I want or I want all the maps in the SFS_MAPS folder. Maybe, I unzip them the wrong way, right?  :-\\

Could someone put pictures of the proper file structures in the folders? Thanks.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 04, 2015, 01:14:03 PM
I post one example, thats what I have inside SAS-MME09.rar .

(http://s27.postimg.cc/qs5k7qk6r/MME09.jpg) (http://postimage.org/)

And so its is in all the rar files. They come with subfolders
of any kind, ie "SFS_MAPS" etc.
Title: Re: Community Universal Patch C.U.P.
Post by: the_soupdragon on March 04, 2015, 01:21:06 PM
Great to see that she's been launched Thanks for all the hard work Monty and crew.
Yeah it looks like mediafire is getting battered. someone needs to set up a torrent for this if possible.

SD
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 04, 2015, 01:30:54 PM
spartan, I am right now unzipping the maps and what I get is a single SFS_MAPS, the mod folders for the 3 eras, a bin folder, a JSGME folder and the selector.exe plus some more thingies I forgot to note mentally;
all these go directly into the game root, it is very simple and has been done in a mere 5 minutes now; next step, unzipping of the era packs...

oh and I forgot to mention, from map pack 6 onward, certain files start to overwrite older versions of themselves, stuff like maps.properties or all.ini;
that is normal so no need to panic :)
Title: Re: Community Universal Patch C.U.P.
Post by: LuseKofte on March 04, 2015, 01:50:06 PM
  :o I just might have done a hasty decision pulling the plug on this game  :-X
I knew you was up for something , while I was a team member I saw you hard work.  :-\\ But I was too busy testing it

Way to go old mate, congratulation :) What a job you have done
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcSom3Gshhd1ct9uULUetr25G2h7e9Nsp9D_Gqey8Y1yMIWbZP3_TA)

(http://media0.giphy.com/media/10xZU9b7JBx14s/200_s.gif)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 02:02:39 PM
Help, please,

CUP stops loading at 95%.
Log.txt is empty.

I have installed maps and second module DOF.
What is the problem?

P.S. Should I install all modules?

EDIT: Everything is OK, my fault - I wanted to start too fast (I didn't set up JSGME options properly)!
Thanks for CUP!!!


Greetings,
ls

Hi Is - What is the problem? - this part is ALWAYS solved by looking in the Logfile.  Everyone please note, that is the ONLY way to diagnose stuff at a distance.  Logfile setup is on the front page.  The C.U.P. install is actually so simple that often repeating the process, in order to do it more carefully and properly, also solves most things that people come up with.

  :o I just might have done a hasty decision pulling the plug on this game  :-X
I knew you was up for something , while I was a team member I saw you hard work.  :-\\ But I was too busy testing it

Way to go old mate, congratulation :) What a job you have done
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcSom3Gshhd1ct9uULUetr25G2h7e9Nsp9D_Gqey8Y1yMIWbZP3_TA)

(http://media0.giphy.com/media/10xZU9b7JBx14s/200_s.gif)

Hey Otto!  Get your original discs out and you can be up and running again within the hour old friend!  ;D

Thanks you very much. This is a great step for Il2, a new era.

I´ve downloaded everything and now I have my first question.
I have the 9 rar files with the maps. When I unzip them I get 9 folders with the same name as the 9 rar files. is that what I want or I want all the maps in the SFS_MAPS folder. Maybe, I unzip them the wrong way, right?  :-\\

Could someone put pictures of the proper file structures in the folders? Thanks.

As SAS~Gerax illustrates:  just unRAR everything and point it towards your main Il2 Install.

Some of you guys make some videos please! I'm a truck driver over the road and I will not be able to get to my computer for a couple of months : (

Also, are the full throttle exhaust flames included with Tiger's sound mod?

OH YES! There's a great video right up front...

Ok Monty, and Gerax for your Replys.

Bassicly my wish was to have the Jet War planes upto 1955 or so be combined with world at war. I Just Used to have alot of fun Flying F-86s against various WW2 planes and also flying against them.

Some of the New Jet war planes I love, such as the Bronco and Russian Hevies and of course the Pogo. If there was a way to combine both Jet war and World at war I wold love that.

Not really, that's not the point.  Each era is tuned with regard to the available vehicles and ships.  It was made so carefully in order to utilise all this content effectively.  Jamming it all into the same place again is a bad move that will break more than it adds.

Of course you can add your own mods through the mod folder but everything the C.U.P. Team put together is based on reality and centred around the appropriate era.

Everything works perfectly!!!  :P :P :P
Thanks

WAY TO GO!!!!!!!!!! 8) 8) 8) 8) 8)
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 04, 2015, 02:16:14 PM
Everything works perfectly!!!  :P :P :P
Thanks
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 04, 2015, 02:17:10 PM
first feedback from me:

that CUP is a verrrry fast beast!!! loadtimes cannot be compared to the old TFM packs and mission loading is way faster, even with a high number of objects and aircrafts in the mission;
CUP is, as promised easily moddable, just out of curiosity I dropped the files for the blue exhaust flames in and lo and behold, that worked with no troubles at all :)

stuff I like: pretty much everything; the QMB map selection is a dream!!!!!
stuff I do not like: the music (still this old nerve killing original music (easily replacable), some background screens within the game (also easily changeable) and I miss some aircraft and 3d refinements which I am going to add myself; modding TFM 4.12 over the last week has shown to me what´s possible and what is also nice to have :)

guys, seriously, this is the greatest one stop mod pack IL2 has ever seen, mated to the best game version of IL2 IMHO; install time was about as posted already, maybe half an hour; downloading was also quite quick and I am sure, as more hosts will show up, those times might get even quicker;
just be sure to follow the very simple install advice and also be sure to have a look into the JSGME folder, some nice to have stuff inside there as well;

I will post some additional feedback over the next few days, but from my first impressions, that baby is a winner;

@Hamm: I checked your BoB mission set quickly; first mission loads up as it did on TFM 4.12, but another one I tried just out of interest because it involves a rare bird on the German side (the BV-141), the 12th July 240 Squadron mission does load up but, as the BV is not included in CUP yet, it is replaced by a Stinson and as that one wants to take off out of a hangar, there is a revetment in its way and the Stinson than crashes into that revetment; I can post a screenie tomorrow and will also try what happens if I add the BV-141;
but as said, it seems that most missions of your BoB set should work with the odd problem that should be easily rectifiable though by a very good FMB artist like you are....

cheers
phil

ps.: Simon are you sure that the blue exhaust flames mod is included? I did not get blue exhaust flames on neither the F4U-1D nor the Spit XXI when I fired up WAW for the first time;
only when I added some additional stuff from my 4.10TFM (that also works in TFM 4.12) did the blue exhaust flames show up again...
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 02:28:28 PM
I made a kickass Menu sounds based on Gears of War ages ago, and have a few other too.  Will get those links back up...

We may all have to get back into FMB and re-make all missions and campaigns: It will be worth it.  Bear in mind; if the missions were not made in 412 FMB with this set they will be missing a whole host of features anyway.  - Ambient Sounds, Taxiing Aircraft, proper Spawning points et al... 412 FMB makes its predecessors look tired and out of date.  All old crap will have to re-made, including plenty of my own.  Good, lets get on with it. 

No more whining about old dead obsolete old shit, including my own, lets make it again in 412 and bring it out fresh.  I already spent a couple of days of QMBPRO and re-made hundreds of scenarios.  I have also re-made my WWI campaigns and started on BoB and the Desert Air Force.  Fortunately VF51 Korea, Screaming Eagles is the most up to date now and will actually be released at last!  ;D
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 04, 2015, 02:40:17 PM
Are you talking about the menu sounds you did for newTFM 4.10? I use those on my 4.10 TFM install as well as my 4.12 TFM baby...great work
Title: Re: Community Universal Patch C.U.P.
Post by: Darth_Dooboss on March 04, 2015, 02:47:59 PM
Absolutly amazing!!!

Where is the torrent?

Thanks
Title: Re: Community Universal Patch C.U.P.
Post by: propnut27 on March 04, 2015, 02:57:04 PM
OK! OK! You got my attention! I've been running DBW Build 7.1, based on IL-2 v 4.101. I've held off on updating to v 4.11 and v 4.12 waiting to see where all of this was going. It looks as though CUP is the end result. Do I have to jack up my v 4.101 to v 4.11 and v 4.12 before jumping into CUP?.
Title: Re: Community Universal Patch C.U.P.
Post by: Alfie Noakes on March 04, 2015, 03:10:01 PM
Earlier today......

Quote
  I have become mysteriously  "ILL"  today and won't be able to go to work.......... :D

Many thanks to all the developers for this LEVIATHAN effort  ;D

Cheers

Alfie

P.S Oooooooo proper 4.12 maps for us WW I boys.......thankyouthankyouthankyou !     

Looks like my illness has got worse.....I'll have to take tomorrow off as well      :D
I've been "playing" DOF now for 12 hours and have barely scratched the surface  ???
One question for Istvan before I collapse.....I can't see a artillery spotting loadout for the Farmans and Voisins etc have I missed a mod or is this WIP ?

Once again, many thanks for this work of genius.....

Cheers

Alfie
Title: Re: Community Universal Patch C.U.P.
Post by: CALINHO on March 04, 2015, 04:09:15 PM
torrent link?
Title: Re: Community Universal Patch C.U.P.
Post by: kingsley on March 04, 2015, 04:15:05 PM
Aww c'mon Kingsley, you knew where we were at and delivery is always better than trailers.  Thanks for checking the downloads as we built it.  ;D
Simon
Your welcome and the final release great everything is right on got all of it the first hour you put it out and have been playing it. Mostly on the dof enjoy the ww1
. The waw and jet war is great too the splash screens are works of art great thanks to who did them a good artist.
UberDemon
You owe me I gave odds and from what I have read on these threads I was right some of them did not rtm. Plus I thank you for your work on this CUP good job on what you did.
As for the missions/campaigns made for older set ups of il2 hit and miss most work great and on some where before the fps hits was bad it got better and the battle of England and some to that era the fps has picked up the big bomber flights does not effect so bad anymore.
Title: Re: Community Universal Patch C.U.P.
Post by: Gaston on March 04, 2015, 04:24:07 PM
Thank you, thank you, thank you !

I like the division in "eras". Sounds good to me (but I am still downloading the Jet age...).

I have tried WAW. And found the old bug related to the Fokker G.1 : the no cockpit bug. Could include the fix, which is very small, in a next update (I  ficed it for myself, but that would make other ones' life easier).

Also, may make a few proposition for a next update ?

As there are the early Stukas (for Spain scenarios), it would be very nice to also have the early He-111 (A, B, E) pack too... ans speaking og the 111, it would also be very nice to have the complete family.

Also, I see that the RWD-8 and RWD-10 are missing... and Italian bombers too (Br-20 and Ba-65).

Of course, I hope you will not take it bad ! We already have a big thing we all are grateful about !
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 04, 2015, 04:38:50 PM
hey guys...

havin' 60%CTD for WAW, can anybody help please?
no problem with DOF or JTW.
logfile:

Code: [Select]
'FlightModels/Ki-43-II.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ki-43-II.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ki-43-II.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ki-43-II.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Main begin: PlMisAir(GUIQuick): class 'air.KI_44_IIKO' not found
java.lang.RuntimeException: PlMisAir(GUIQuick): class 'air.KI_44_IIKO' not found
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2807)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

(http://s22.postimg.cc/grzy3si1d/WAW.jpg) (http://postimage.org/)

Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 04, 2015, 05:36:36 PM
Excellent Stuff

Everything Works like a dream EXCEPT (Im sorry to be the one posting a problem) - I appear to have an issue with the Opel Blitz damage objects - I had the same error with TFM. Its a fresh install of everything - with only JGSME mods provided with CUP enabled. I attach relevant parts of the  logfile below. Its most apparent when watching Blackdeath Track - as soon as the opel Blitz columns are destroyed I get a slideshow - down to 2 or 3FPS.

I don't want to go manually inserting files into my freshly modded STD so any help appreciated

No other errors yet.

I have fixed this by creating a small JGSME file that adds the relevant missing "damage64.tga" and  "Damage.mat" files for the opel blitz family of trucks - works like a dream now - it is only these files I believe that are causing the problem (for me at least).
Title: Re: Community Universal Patch C.U.P.
Post by: magnus on March 04, 2015, 05:40:17 PM
 I am not sure why I am getting a CTD. Here is the log file and thanks everyone for this excellent mod.

Code: [Select]
[Mar 5, 2015 12:32:57 AM] ------------ BEGIN log session -------------
OpenGL provider: dx8wrap.dll
OpenGL library:
  Vendor: 1C.Multimedia.Dev/Maddox.
  Render: DirectX8.
  Version: 1.1
  Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
Size: 1280x960
ColorBits: 32
DepthBits: 24
StencilBits: 0
isDoubleBuffered: true

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

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[-] '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.
[-] '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%
[-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 1.000000
WARNING: 'Perfect' Mode required 32 bit color, 24 depth and 8 bits for stencil
WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
WARNING: 'Perfect' Mode required pixels shaders
WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
Main begin: No such file or directory: sas_basic_50.sfs
com.maddox.rts.SFSException: No such file or directory: sas_basic_50.sfs
at com.maddox.rts.SFS.mount(Native Method)
at com.maddox.rts.SFS.mount(SFS.java:20)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1614)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Mar 5, 2015 12:33:00 AM] -------------- END log session -------------
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 04, 2015, 05:55:02 PM
just as a reminder (had to edit 4 posts in this thread because of this)  :-X:

when posting the log use the code option!! PLEASE!

read how to do this here:
http://www.sas1946.com/main/index.php?topic=39780.0 (http://www.sas1946.com/main/index.php?topic=39780.0)

Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 04, 2015, 05:57:18 PM
I have fixed this by creating a small JGSME file that adds the relevant missing "damage64.tga" and  "Damage.mat" files for the opel blitz family of trucks - works like a dream now - it is only these files I believe that are causing the problem (for me at least).

will you share this with us?  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 04, 2015, 06:04:58 PM
I am not sure why I am getting a CTD. Here is the log file and thanks everyone for this excellent mod.

Code: [Select]
com.maddox.rts.SFSException: No such file or directory: sas_basic_50.sfs

Have you installed the CUP files into a fresh Il-2 4.12 with ModAct5.30?
Doesn't seem so as you are missing a elementary file of ModAct:
sas_basic_50.sfs !

or have you installed all this stuff into some wrong directories?

Check this please.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 04, 2015, 06:10:22 PM
havin' 60%CTD for WAW, can anybody help please?
no problem with DOF or JTW.

must be a defect rar file

or you have edited the air.ini in WAW?:

"java.lang.RuntimeException: PlMisAir(GUIQuick):
class 'air.KI_44_IIKO' not found"

anyway, check your download files for the size
of each file, see here:  ;)

(http://s3.postimg.cc/8jg5cv9pf/size.jpg) (http://postimage.org/)
Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 04, 2015, 06:16:40 PM
of course but it's past my bedtime in Blighty and I've got work in am. I will try and post tomorrow. In essence I sourced the files from an earlier vehicle pack mod in the 3do/Cars/OpelBlitz6700A and related variant folders, then popped them into the right directory structure for inserting into the #waw folder.
I'm logged off and on the iPad now, will sort in the am.


P9
   



I have fixed this by creating a small JGSME file that adds the relevant missing "damage64.tga" and  "Damage.mat" files for the opel blitz family of trucks - works like a dream now - it is only these files I believe that are causing the problem (for me at least).

will you share this with us?  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 04, 2015, 06:26:18 PM
BINGO! thx a lot gerax.
WAW-pt.04 212420 (should be 925085) is not good enough to run this special and great mod...
redownloading now.
many thx for your help!
Title: Re: Community Universal Patch C.U.P.
Post by: cherokeedriver on March 04, 2015, 06:33:35 PM
Wow! Quick downloads and speedy install process. I'm loving the fast game load times too.

Well done sirs!!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 04, 2015, 06:34:09 PM
Oh bollocks! ...should have been in WAW Pt-06 but the new link did not overwrite properly.  Here is a full example of the latest #WAW with all features working properly ands JCats-Arms where it should be.

Please consider this file part of the standard WAW install, with Expansions to follow listed separately.

Just drop it in after WAW-Pt-06 and overwrite.

C.U.P.- Module 03 - World At War Pt07.rar
https://www.mediafire.com/?e1xnedfslq3axaq


*************

of course but it's past my bedtime in Blighty and I've got work in am. I will try and post tomorrow. In essence I sourced the files from an earlier vehicle pack mod in the 3do/Cars/OpelBlitz6700A and related variant folders, then popped them into the right directory structure for inserting into the #waw folder.
I'm logged off and on the iPad now, will sort in the am.


P9
   



I have fixed this by creating a small JGSME file that adds the relevant missing "damage64.tga" and  "Damage.mat" files for the opel blitz family of trucks - works like a dream now - it is only these files I believe that are causing the problem (for me at least).

will you share this with us?  ;)

I haven't had this issue, but minor differences can creep in when collating such a large amount of material and uploading or it may have been lurking for some time.  Honestly, you need eyes in your arse sometimes!.  If you can post a link we can quickly evaluate and include the fix, probably using the new Part-07 again as it is quite small.  Look forward to it, feel free to PM me please.

Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 04, 2015, 07:01:49 PM
havin' 60%CTD for WAW, can anybody help please?
no problem with DOF or JTW.

must be a defect rar file

or you have edited the air.ini in WAW?:

"java.lang.RuntimeException: PlMisAir(GUIQuick):
class 'air.KI_44_IIKO' not found"

anyway, check your download files for the size
of each file, see the attached pic.  ;)

guys - Monty or Gerax - please can you double check WAW part 04 download for me?
after second download i got a bigger file than first time but still small so i done it again (3rd time) - both files were 910658KB only (should be 925085) and i got 60% CTD again as i reinstaled new file anyway (including last patch 07 - thx monty):
Code: [Select]
gui/game/buttons'
FM called 'FlightModels/P-51B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Main begin: PlMisAir(GUIQuick): class 'air.P_51B_5' not found
java.lang.RuntimeException: PlMisAir(GUIQuick): class 'air.P_51B_5' not found
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2807)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Mar 5, 2015 1:54:24 AM] -------------- END log session -------------
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 04, 2015, 07:08:39 PM
I just doublechecked and, yes, there is something wrong with the sizes
(and so the files).  ??? Don't know what atm. What puzzles me is that you are the only one reporting this 60% ctd. Seems you (not your fault) and maybe others (maybe they simply have not tried WAW yet) are missing some files for the planes in question. With my files I have no CTD. Anyway, we have to wait for Simon to solve this.
Title: Re: Community Universal Patch C.U.P.
Post by: Typhoon Ib on March 04, 2015, 07:17:13 PM
B-25 J-22

:(
Title: Re: Community Universal Patch C.U.P.
Post by: Radoye on March 04, 2015, 07:22:09 PM
torrent link?
+1

I have very limited computer time and would rather not use it to manually download dozens of files, but i do have unlimited internet and am able to leave my machine on for days on end. So if there would be an option to download this as a torrent i could seed this for others for quite a while. :)
Title: Re: Community Universal Patch C.U.P.
Post by: stugumby on March 04, 2015, 07:36:46 PM
Just downloaded and installed just the map pack module, i now get a new entry for the selector, ive selected sas mod act and have no new maps. Do i need to copy into my existing mods folder the maps folder . in jsgme there is only 1 cup entry, it is for sky colors. any help greatly appreciated. currently reading the cup manual as well.
Title: Re: Community Universal Patch C.U.P.
Post by: dietz on March 04, 2015, 09:07:20 PM
wonderful! Have really looked forward to this-I want to make this the Il-2 version!
Have installed everything one at a time on a SAS5.3 virgin copy and it opens perfectly but I have one problemand that is every map fails to load regardless of whether its single mission , quick mission or campaign.The only thing I can think of is that I inadvertantly downloaded a corrupt patch in the first series of downloads.Would that evidence itself in this way? Should I try downloading everything again or perhaps you have a less extreme idea?
Thanks again for all this hard work! ;)
( Please move this post if it should be posted elsewhere... :-\\)
Title: Re: Community Universal Patch C.U.P.
Post by: Bf-110 on March 04, 2015, 09:28:45 PM
Whaaaaat??? Is it live already??? That got me with my pants down!
Will download tomorrow!

BTW,need to ask,do I need to install it over a copy of the game or may I install directly over the unmodded one without risking to lose it? Yes,may sound dumb,but might save me some work.
Title: Re: Community Universal Patch C.U.P.
Post by: Forager on March 04, 2015, 10:16:17 PM
THE C.U.P. USERS MANUAL
https://www.mediafire.com/?wow2810te78n2ej
Title: Re: Community Universal Patch C.U.P.
Post by: OberstDanjeje on March 05, 2015, 12:42:28 AM
What a wonderful BIG pack!!!!!
I don't play IL2 anymore but this CUP make me eager to fly again ;)
Title: Re: Community Universal Patch C.U.P.
Post by: Sakura_Matou on March 05, 2015, 12:55:30 AM
Ok Monty thanks for the response.

I Just thought imo it would make sense for ww2 and Korea to be combined at least. I guess I just need to figure out if it is possible to move some of the Korea era AC to WaW if it is even possible.

Anyways once again thanks for the mod packs and all the hard work.
Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 05, 2015, 01:21:44 AM
Monty and SAS~Gerax, please see attached link - it was in fact the "damage64.tga" , "Damage.mat" and "base.mat" files that were missing - I have added them into this file for use in JGSME - I no longer get any errors in log.txt relating to Opel Blitz and my framerates are back to normal when columns are being destroyed. I am wondering whether this occurs because vehicles are being called for in old stock tracks and missions  that don't exist in the new installation - in FMB in my HSFX 7 install there are at least 4 types of standard Opel Blitz 6700A and the same number of fuel 6700As and a radio and ambulance vehicle (I assume there are Summer, Winter, Desert and Grey variants). We seem to only have Grey now. I am not really fussed as they all look the same when destroyed :-) but in the interests of compatibility may be worth getting some of these back in?

This was also reported in TFM 4.12 by a couple of people. I tested it with Blackdeath track. Off to work now but just my chance to say thanks - this must have been a huge undertaking for you all.

http://www.mediafire.com/download/lc613uc5pjyx443/#WAW_opelblitzfixlight.7z (http://www.mediafire.com/download/lc613uc5pjyx443/#WAW_opelblitzfixlight.7z)


of course but it's past my bedtime in Blighty and I've got work in am. I will try and post tomorrow. In essence I sourced the files from an earlier vehicle pack mod in the 3do/Cars/OpelBlitz6700A and related variant folders, then popped them into the right directory structure for inserting into the #waw folder.
I'm logged off and on the iPad now, will sort in the am.

P9
   
I have fixed this by creating a small JGSME file that adds the relevant missing "damage64.tga" and  "Damage.mat" files for the opel blitz family of trucks - works like a dream now - it is only these files I believe that are causing the problem (for me at least).
will you share this with us?  ;)
I haven't had this issue, but minor differences can creep in when collating such a large amount of material and uploading or it may have been lurking for some time.  Honestly, you need eyes in your arse sometimes!.  If you can post a link we can quickly evaluate and include the fix, probably using the new Part-07 again as it is quite small.  Look forward to it, feel free to PM me please.
[/quote]
Title: Re: Community Universal Patch C.U.P.
Post by: SkyHigh on March 05, 2015, 01:30:36 AM
I would also like a torrent, please.
Title: Re: Community Universal Patch C.U.P.
Post by: Ojisan_bart on March 05, 2015, 01:40:18 AM
Hi, i have a 60% failure after install WAW parts, the size off WAW part 4 is 910.958kb and i read over here that the proper size is 925.085kb.. Looks like something is wrong whit the download. 
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 05, 2015, 01:48:08 AM
brilliant. just a quick praise again to the team who made this possible.

wanted to share my first CUP experience:

After finishing the downloads of the MAP and WAW packs and making a backup of my il-2 modact installation folder i started to install CUP as described, everything went without any problem.
Starting JSGME for the first time in a long time, i got a little confused, because (of course) i already have several #SAS optional mods in that list, but since CUP won't touch the #SAS modact folder it was all good.
i chose all of the optional Mods i already had used for #SAS from the #CUP / #WAW options, added my extra special favorite japancats effects and selected WAW in the launcher....

loaded up perfectly, no error nothing, fancy new background, so i clicked on the QMB, my last quick mission settings were still present of course, loaded without any error....

and looked like a brand new game! wonderful.


the only thing that was missing is the japancats A6M5 Cockpit mod :D

if we can request things to be added, i would like to add that to the list. meanwhile i will just add it myself, should work without any problem at all!


EDIT: just copied over the cockpit mod folder from my #sas, works like charme.
Title: Re: Community Universal Patch C.U.P.
Post by: pikke on March 05, 2015, 02:38:37 AM
i 'd  CTD 60% with  DOF
(http://s12.postimg.cc/8um48slrh/Sans_titre.jpg) (http://postimg.cc/image/moagxuecp/full/)
Title: Re: Community Universal Patch C.U.P.
Post by: gnoztow on March 05, 2015, 02:57:35 AM
 ;D CUP team THANK YOU!!!!!

Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 05, 2015, 03:13:36 AM
pikke, maybe do what the install guide says and make sure you can produce a log file that you can upload then here so the knowledgdable people really can help;
in your case I think you just unzipped the 4 parts that form the DOF module in the wrong sequence or did not let them overwrite each other while unzipping in sequence...
my DOF works just fine so there is no problem with the structure or any missing parts on behalf of the CUP crew...
maybe check your unzipping sequence again and install the DOF module from scratch..
Title: Re: Community Universal Patch C.U.P.
Post by: PO_MAK_249RIP on March 05, 2015, 03:19:58 AM
Problems with main page? Wont fully load and cant get mediafire either? Any probs Guys?

NB I think this relates to Mediafire as I understand M4T/Il2 Freemodding.. are down too?
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 05, 2015, 03:27:02 AM
and a quick request from me for the chiefs here: could you maybe open up a dedicated bug report (if there are any serious bugs at all) and improvements/recommendations/suggestions thread for CUP?
would make it easier to post that kind of stuff than cluster the release thread of CUP with them....

just for starters some recommendations from me:

for the JTW module: pls adjust the plane lineup a little bit; Spit XIIs were not operational after the war while XXI, 22s, and 24s were but they are not included in JTW while the XIIs are;
also maybe add the P-47N as those were flown by Nationalist forces against the Red Chinese as were B-25s

for the WAW module: the same, a few more birds would be nice to have; the Spit XVIs are missing I noticed, some marks of the XIV are not present and maybe the F4U-2 and the F6F-5(N) plus the A7M might be nice to have too; oh and how about the Re-2001 and 2005?
I still need to look through the maps but I noticed that whitecats Hawaii repaint is not included which is quite nice and IMHO looks better than stock HAWAII;

well, that´s just for starters and please view my points as constructive suggestions to make a great product even a little tiny bit more great :)

cheers
phil
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 05, 2015, 03:29:00 AM
Hello, MAK.

Looks like Mediafire has had a coronary. Looks like some files may be corrupted in download as guys are reporting CTD and errors in file size comparison.

I downloaded yesterday a.m. and have C.U.P. up and running without any probs.

DDM
Title: Re: Community Universal Patch C.U.P.
Post by: Ojisan_bart on March 05, 2015, 03:40:18 AM
Found solution for the 60% load error, if you unpack WAW part4 and copy and paste manually in to your il2 game the problem is solved and the game starts proper :)
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 05, 2015, 03:45:30 AM
I suggest to unpack the whole thing in sequence in a temporary folder first and copy over only after checking that everything is in place where it should be;
most important thing is to unzip IN SEQUENCE;
as said, CUP works straight ahead if you take care, read the install notes and follow the few easy procedures...
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 05, 2015, 03:49:14 AM
unofficial advice to all CUP Users (Bug report):

the use of the optional EXTRA JSGME OPTION - JCat's Effects for 412 - JCats MargeEffects 20131209R

will result in a CTD when bombs (either from AI or yourself) touch the ground / water. my advice if you already installed this optional mod is to disable it for now until a solution is found to prevent any problems.

logfile:

Code: [Select]
java.lang.NoSuchMethodError
at com.maddox.il2.objects.weapons.Bomb.doExplosion(Bomb.java:403)
at com.maddox.il2.objects.weapons.Bomb.doExplosion(Bomb.java:345)
at com.maddox.il2.objects.weapons.Bomb.msgCollision(Bomb.java:221)
at com.maddox.il2.engine.MsgCollision.invokeListener(MsgCollision.java:72)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

seems to be in conflict with some other class files either from the SAS engine MOD or some other effects?
Title: Re: Community Universal Patch C.U.P.
Post by: polo199 on March 05, 2015, 03:52:05 AM
Hello, MAK.

Looks like Mediafire has had a coronary. Looks like some files may be corrupted in download as guys are reporting CTD and errors in file size comparison.

I downloaded yesterday a.m. and have C.U.P. up and running without any probs.

DDM

Guys,

If I may, I think the solution to that (corrupted files) would be Torrents.
Title: Re: Community Universal Patch C.U.P.
Post by: the_soupdragon on March 05, 2015, 04:06:25 AM
Looks like mediafire servers are down. cant get on them to re-download a few files.

SD
Title: Re: Community Universal Patch C.U.P.
Post by: PO_MAK_249RIP on March 05, 2015, 04:18:33 AM
Hi DDM,

Only got 3 more WAW's to go darn it got the rest!!

I guess your a gooner?? I support a proper north london club LOL
Title: Re: Community Universal Patch C.U.P.
Post by: Jenato on March 05, 2015, 04:19:14 AM
I am on IL-2 since the very beginning and comparing what I had then with this…
To anyone all over the world, who made CUP possible… I take off my hat and bow in deep respect. Truly guys, what you achieved isn’t just a simple update of a sim any more.
I installed it yesterday and am testing it out for quite a few hours on a row now and caught myself many times shaking my head in disbelieve. Stunning! It runs better than anything I had previously. Once I started as a 4.09 rebel, got 4.10, DBW, The Jet War… ,4.12, name it…I tried them out all separately and what I have seen in the past hours… it takes my breath away. CONGRATULATIONS!
And yeah, I discovered the JCats bug too this morning… bwaah… nothing that cannot be solved…
Title: Re: Community Universal Patch C.U.P.
Post by: BravoFxTrt on March 05, 2015, 04:31:42 AM
Thanks Guy's, downloading now...
Title: Re: Community Universal Patch C.U.P.
Post by: Komandor on March 05, 2015, 04:34:42 AM
I Greet You, dear colleagues.
1. Thank You for Your work.
2. Server as a cow only has a certain number of nipples. The number of people willing to drink milk very much. Here is a cow and lay on her side.
3. Sorry for my English.
With respect.
P.S. Thanks Guy's, downloading now goes OK.
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 05, 2015, 04:56:18 AM
Found solution for the 60% load error, if you unpack WAW part4 and copy and paste manually in to your il2 game the problem is solved and the game starts proper :)

Hi Ojisan...
I installed all parts of C.U.P. manually on start but still missing some data as my part 4 is smaller than should be.
First file I got on my HD was just 125000KB next (2) a little bit bigger (app. 951000KB), so I still have 60% CTD missing planes to go for C.U.P.-WAW. First was Hi44 now P51B. Hope guys will solve this.

God bless C.U.P. team anyway!  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: Ojisan_bart on March 05, 2015, 05:05:40 AM
Hi mig66, I had the same, can you just try it to only add part 4 and let it overwrite and see what happens.
Title: Re: Community Universal Patch C.U.P.
Post by: Sakura_Matou on March 05, 2015, 05:14:18 AM
As far as the 60 percent error in WaW I didn't get it until I added part 7 today :(

All other modes work perfectly still.
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 05, 2015, 05:40:09 AM
Hi mig66, I had the same, can you just try it to only add part 4 and let it overwrite and see what happens.

well ojisan, this looks a little bit strange...
just finished another download, the file is still smaller. extracted and installed over WAW (just part04) - now i have WAW working. played some missions and started DGEN campaign as well with no problem... interesting...
Title: Re: Community Universal Patch C.U.P.
Post by: GeorgeCostanza on March 05, 2015, 06:15:30 AM
Wow Monty, just read the manual and I'm downloading the files now, looks awesome!
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 05, 2015, 07:09:08 AM
havin' 60%CTD for WAW, can anybody help please?
no problem with DOF or JTW.

must be a defect rar file

or you have edited the air.ini in WAW?:

"java.lang.RuntimeException: PlMisAir(GUIQuick):
class 'air.KI_44_IIKO' not found"

anyway, check your download files for the size
of each file, see the attached pic.  ;)

Suggest posting this pic on the first page as I just used it to figure out that my SAS-MME-03 file got corrupted or cut-off.  Re-downloading now.
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 05, 2015, 07:37:59 AM
the trouble with pack 7 of WAW and the related 60% crash seems to be these entries in the new air.ini of #7:

P-51B-5NA         air.P_51B_5 1                                 usa01 SUMMER
P-51B-10NA        air.P_51B_10 1                                usa01 SUMMER
P-51B-10MHood     air.P_51BMH 1                                 usa01 SUMMER
P-51D-5Early      air.P_51D5NTearly 1                   NOINFO  usa01 DESERT

rem them out using a //  in front of them and save the air.ini, then you are good to go again;
alternatively, add the corresponding planes to your installation yourself :)
(this is for guys who like me downloaded the whole Monty yesterday, I do not know if Simon has uploaded new sfs files which include those Ponies though...)
Title: Re: Community Universal Patch C.U.P.
Post by: Forager on March 05, 2015, 07:43:18 AM
After WAW 07 install = 60%crash:

Code: [Select]
'FlightModels/P-51A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/P-51B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Main begin: PlMisAir(GUIQuick): class 'air.P_51B_5' not found
java.lang.RuntimeException: PlMisAir(GUIQuick): class 'air.P_51B_5' not found
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2807)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Mar 5, 2015 2:23:29 PM] -------------- END log session -------------


Griffon_301, thanks for the solution.
Title: Re: Community Universal Patch C.U.P.
Post by: rickster on March 05, 2015, 08:26:17 AM
Thanks Griffon,I also had the same problem,double slashed those planes,and now I'm flying.This thing is awesome,especially the map selection.Thanks again guys.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 05, 2015, 08:36:02 AM
havin' 60%CTD for WAW, can anybody help please?
no problem with DOF or JTW.
anyway, check your download files for the size
of each file, see the attached pic.  ;)

Suggest posting this pic on the first page as I just used it to figure out that my SAS-MME-03 file got corrupted or cut-off.  Re-downloading now.

To clarify this:

to show this pic was my fault, It leads to a lot of confusion
and I am very sorry for this.  :(

See it here again:
http://www.sas1946.com/main/index.php/topic,44975.msg504023.html#msg504023

you see the C.U.P.- Module 03 - World At War Pt04.rar
in my pic has 925.085KB, but your public available has 910.658KB.

Good news: its OK!

The difference is simple .. I have some extra double selector files in my beta dl,
you have not, but this doesn't make any troubles as you get this files in
other rar files you have downloded.

And, when you extract your C.U.P.- Module 03 - World At War Pt04.rar
you get identical #WAW, SFS_AUTO, -MAPS, -WAW folders as I have it,
I just have a few files more in my beta rar files, thats all.  ;)

So Barkhorn, when you see more differences do not care please,
this pic is wrong in some parts.  :-X

I will delete this pic later, it never should have been posted.
Again, I am sorry for this.
Title: Re: Community Universal Patch C.U.P.
Post by: RDDR Hangar19 on March 05, 2015, 08:46:06 AM
 Good Day Gents,
 How is everyone doing on the install times ?

Christopher
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 05, 2015, 08:46:56 AM
NP Gerax.  TY for the update.
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 05, 2015, 08:52:46 AM
same logfile error as Forager with 60% CTD, but the only P-51s listed in my air.ini file are:

P-51B-NA          air.P_51B 1                                   usa01 DESERT
P-51C-NT          air.P_51C 1                                   usa01 DESERT
P-51D-5NT         air.P_51D5NT 1                        NOINFO  usa01 DESERT
P-51D-20NA        air.P_51D20NA 1                               usa01 SUMMER

Am I misunderstanding where to find P_51B_5 and the rest to // out?

thank you

Update: oh found the air.ini file under #WAW/STD which has the named aircraft to be // out.  I originally looked in the #SAS/STD folder.

thanks
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 05, 2015, 08:54:06 AM
Good Day Gents,
 How is everyone doing on the install times ?

Christopher

Downloads times are slowing me down but after that NO issues.  Although there may be an error in the WAW Part 7 file - see posts above on this page.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 05, 2015, 09:03:33 AM
the trouble with pack 7 of WAW and the related 60% crash seems to be these entries in the new air.ini of #7:

P-51B-5NA         air.P_51B_5 1                                 usa01 SUMMER
P-51B-10NA        air.P_51B_10 1                                usa01 SUMMER
P-51B-10MHood     air.P_51BMH 1                                 usa01 SUMMER
P-51D-5Early      air.P_51D5NTearly 1                   NOINFO  usa01 DESERT

rem them out using a //  in front of them and save the air.ini, then you are good to go again;
alternatively, add the corresponding planes to your installation yourself :)
(this is for guys who like me downloaded the whole Monty yesterday, I do not know if Simon has uploaded new sfs files which include those Ponies though...)

Thanks Griffon for this temp fix, for now I put a link to your post into post #1.  ;)
Apart from this we have to wait for Simon and his fixed pt07 dl.  :-X

Title: Re: Community Universal Patch C.U.P.
Post by: Forager on March 05, 2015, 09:07:55 AM
RDDR Hangar19,
Installed all modules in about 45 minutes from start to launch.

And, Thank You
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 05, 2015, 09:54:33 AM
thx a lot gerax for clarification about WAW pt.04 - no problem at all. all installed excluding WAW part07 and waiting for new version.
i'm in the air! so one more time; thanks a lot C.U.P. team for great job and your time!
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 05, 2015, 10:10:48 AM
Questions on the optional JSGEMODS;

- Any of them cause a big FPS hit?
- Any must haves?

Thanks.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 05, 2015, 11:49:31 AM
A very belated congrats to all who assembled and created this magnificent pack.  :P :-* :)

~S~

Thorst.
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 05, 2015, 12:07:51 PM
Now we would need a new thread for campaigns to get the max of this piece of art!!
I'll start with this: http://www.sas1946.com/main/index.php?topic=29171.msg311709.msg#311709
Title: Re: Community Universal Patch C.U.P.
Post by: rickster on March 05, 2015, 12:21:34 PM
If I wanted to add mods to WAW,where would I put them?Would they go in the WAW folder?
Title: Re: Community Universal Patch C.U.P.
Post by: victor639514 on March 05, 2015, 12:33:34 PM
I know this requires SAS Modact 5.3, but does it also require the SAS AI Flyables pack?
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 05, 2015, 12:47:59 PM
I know this requires SAS Modact 5.3, but does it also require the SAS AI Flyables pack?

Quote
BEST INSTALL ADVICE:

The C.U.P. Modules drop into any install of - Il2/1946 + 412 + SAS MODACT (5.3) and do not effect existing #SAS folders

ONLY THE BASIC SAS MODACT 5.3 IS REQUIRED

Hey Victor:

this is from page 1:))  So no. 

enjoy

c
Title: Re: Community Universal Patch C.U.P.
Post by: mac1 on March 05, 2015, 12:56:43 PM
A truly stunning achievement, congrats guys, this is amazing work
Title: Re: Community Universal Patch C.U.P.
Post by: Fresco23 on March 05, 2015, 01:12:08 PM
anyone else having to authorize the DL in mediafire??
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 05, 2015, 01:14:59 PM
anyone else having to authorize the DL in mediafire??

Yes, they make you work a bit for the larger files.  Just keep trying as it is SOOO worth it!  :P
Title: Re: Community Universal Patch C.U.P.
Post by: ianp on March 05, 2015, 01:29:47 PM
Thank you very much Monty and all the Team for producing this C.U.P. sure to be many hours of fun ahead for all players. On the instillation, thanks go to Griffon_301 for the temp fix in Reply #147, sorted me out.
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 05, 2015, 01:41:30 PM
thanks ianp, you´re welcome :)
and yes, if one wants to mod WAW, all mods go into the WAW folder; just make sure to back up the STD folder beforehand, might spare you some trouble if there goes something wrong and you have to revert back to stock WAW;

all I can say so far is WOW; just came back from a 2 vs 2 dogfight over Tobruk, us in 109F4s vs 2 British Tomahawks; this 4.12 AI is hot; even on average I had my hands full against those two Tomahawks; seems I need to get much more sticktime into IL2 now to get halfway near proficient enough to live through a campaign in 4.12

cheers Simon and Team, you have produced an instant classic
Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 05, 2015, 02:04:47 PM
All

Having been through a lot of tests I am only getting one other issue in Logfile.txt - I am not sure if its a problem - I have 46 pages of the attached text regarding Ships - it looks like a problem but doesn't seem to be causing an issue in the game except that some of these ships listed are not available in FMB. The attached code is a sample - I didn't want to put 46 pages in here - any ideas anyone?

Having great fun with this pack!





Code: [Select]
Ship: Value of [IJNMusashi_1942]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
at com.maddox.il2.objects.ships.ShipJFC1.<clinit>(ShipJFC1.java:22)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipJFC1$IJNMusashi_1942
Ship: Value of [IJNMusashi_1944]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
at com.maddox.il2.objects.ships.ShipJFC1.<clinit>(ShipJFC1.java:23)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: Community Universal Patch C.U.P.
Post by: nyali on March 05, 2015, 02:07:25 PM
many thanks for this release  :D, was really champing at the bit to try it out  8), then hit mediafire hell  ??? LOL.... all parts downloaded once, some twice, some others on third attempts, mediafire really playing up today lol
Title: Re: Community Universal Patch C.U.P.
Post by: MR_G on March 05, 2015, 02:12:02 PM
I remember when I was a kid that the coach always said that when you go into battle, always wear a CUP.
Title: Re: Community Universal Patch C.U.P.
Post by: Cuda_UK on March 05, 2015, 02:18:31 PM
Apologies if this has been mentioned somewhere already, but i was doing a 'quick' with F86's vs Mig15's before bed last night and found myself appearing to be shot at from behind with what i can only describe as classic arcade sounding lasers!?  ???

Yes, the enemy fire bullet sounds were lasers  ??? I've tracked down two .wavs in (#JTW/!SAS_Engine_Mod/samples/) that are 'air_can02i' and 'gun_17_22' which are definately the culprits...at least on my machine. They ARE laser sounding .wavs  :-X I mean i can't believe these sounds aren't corrupt in some way my end? They have to be or else omg like whaaaaat?  :o Needless to say i'm going to overwrite them with alternates, but i just wanted to mention this.

 Also, what a totally gobsmackingly awesome, chock full of goodness mod! Thanks to anyone and everyone that had a hand in it's creation!  ;D
Title: Re: Community Universal Patch C.U.P.
Post by: KiwiBiggles on March 05, 2015, 02:23:24 PM
many thanks for this release  :D, was really champing at the bit to try it out  8), then hit mediafire hell  ??? LOL.... all parts downloaded once, some twice, some others on third attempts, mediafire really playing up today lol

Had to flag my downloads last night, Mediafire quit on me half way through the WaW module - but I didn't care - was having WAY too much fun with the DoF module.  :)  I'd never tried the WWI mods before.  Found I had to turn off engine overheating (was spoiling the fun too much) and eventually figured out some 'throttle' control with the magnetos... then shooting down Zepplins with Le Prieur rockets... Brilliant!

(http://i789.photobucket.com/albums/yy178/KiwiBiggles/LePrieur_zpszhdvvcei.jpg) (http://s789.photobucket.com/user/KiwiBiggles/media/LePrieur_zpszhdvvcei.jpg.html)

Big thanks to all the modders behind this awesome pack!  ;D
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 05, 2015, 02:33:36 PM
I know this requires SAS Modact 5.3, but does it also require the SAS AI Flyables pack?

you find a "Flyable AI Classes" folder in each of the modules,
this is the AI-Flyables Mods for SAS MA5.30, so creature
is right with his answer: no.  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: victor639514 on March 05, 2015, 02:36:05 PM
Ah sweet. ^_^

Also, this may sound like a heavy question, and forgive me if it is, but is it possible to get all these module parts and whatnot into TORRENT form?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 05, 2015, 02:40:19 PM
If I wanted to add mods to WAW,where would I put them?Would they go in the WAW folder?

yes. and when adding entries to the ini files in #WAW/STD folder don't forget to make a backup! THis is important especially when there will be updates to #WAW. ALso give the mods you add names easy to remember and to find, like: !XX-Plane_EXTRA_ADDED_Date etc..  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: Ibis on March 05, 2015, 02:46:15 PM
 Pleading for a torrent for this wonderful mod, many of us haven't
the speed for large files and there would be far less chance of corruption.
   thanks
Title: Re: Community Universal Patch C.U.P.
Post by: Bf-110 on March 05, 2015, 03:34:44 PM
Need to ask about the SAS Moddact, I'm having a strange issue with it. The ingame speeches are being displayed in russian,but the rest are in english (throttle, speed, altitude, etc).
Does anyone know how to fix that?
Title: Re: Community Universal Patch C.U.P.
Post by: harpia on March 05, 2015, 03:37:32 PM
16 hours to download 3Gb thanks to my internet. But I think it will be worth it! :P :P :P
Thanks to Monty and staff for the excellent work! ;D ;D ;D ;D ;D ;) ;) ;)
Title: Re: Community Universal Patch C.U.P.
Post by: rickster on March 05, 2015, 03:45:53 PM
Thanks Gerax,that's what I thought.
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 05, 2015, 03:51:23 PM
Well, I finally got it all d/l'd and installed.  Working great so far!  A very big THANK YOU to Monty and the whole team for this effort.  I can't express how fantastic it is to play this simulator this far down the road!!!
Title: Re: Community Universal Patch C.U.P.
Post by: jpten on March 05, 2015, 04:27:59 PM
Having been through a lot of tests I am only getting one other issue in Logfile.txt - I am not sure if its a problem - I have 46 pages of the attached text regarding Ships - it looks like a problem but doesn't seem to be causing an issue in the game except that some of these ships listed are not available in FMB. The attached code is a sample - I didn't want to put 46 pages in here - any ideas anyone?


 I am having a similar situation.  DOF seems fine but WAW and TJA locks up if I try to go to the QMB.  My logfile is huge and names many ships and planes as not being found/loading from alternate buttons/can't set properties.  I am working on the theory my DL bugged but I am having long DL times so it is taking a while to get another DL and to check file sizes.
Title: Re: Community Universal Patch C.U.P.
Post by: dietz on March 05, 2015, 04:50:06 PM
rem them out using a //  in front of them and save the air.ini, then you are good to go again;

II've already installed #& download...Can I go into one of the STD folders in the Game folder(s) and add "//"? I get the 60% crash now too.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 05, 2015, 05:05:51 PM
Can I go into one of the STD folders

to disable the entries Griffon has posted is necessary
in STD folder in #WAW directory only .  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: cherokeedriver on March 05, 2015, 05:12:45 PM
I am having a similar situation.

Might try deleting last.quick. from Quicks folder in main game folder. No harm done if it doesn't help.
Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 05, 2015, 05:24:41 PM
Tried deleting lastquick - no difference - ran a new mission - same issue and some (not all) ships referenced in the lastquick are still missing from FMB both stationary and other. To be honest given the scale of this accomplishment - its a minor issue  :)

Jpten - I think the message re FM from alternate buttons is normal - I stand corrected it if isn't.

Might try deleting last.quick. from Quicks folder in main game folder. No harm done if it doesn't help.
Title: Re: Community Universal Patch C.U.P.
Post by: timmy1963 on March 05, 2015, 05:35:11 PM
I had the same problem with QMB locking up when i switched from DOF,WAW,and TJA.But when i activated #CUP MissionProCombo-4122 in jsgmemods QMB doesnt lock up anymore.So far everything is working and i really appreciate all the work you guys did to launch this :) :) 

Title: Re: Community Universal Patch C.U.P.
Post by: mechanic on March 05, 2015, 05:37:25 PM
To JPTEN re lock up on QMB.  I had the same problem. QMB lock up and huge logfile text with no error /problem line (at least to rookie reader). To solve the problem, at least for me, I did delete the last.quick file in the Quick folder and then re-ran from the IL2 selector. QMB worked BUT if I switch between WAW or JTW or DOF modules without first deleting the last .quick the QMB locks up again. If I stay within the module the QMB runs fine. It seems I have to clear the last.quick file manually each time. If any one has any thoughts on how to clear the file automatically (or direct me on how to set up the program properly) I am all ears.

To the CUP team - the program, the artwork, the maps and everything else are just brilliant! Thank you for all your efforts. 
Title: Re: Community Universal Patch C.U.P.
Post by: ghost029 on March 05, 2015, 06:07:17 PM
Thank you everyone involved. Read the manual first. Didn't need to. Everything install and is working. Again thank you to everyone involved.
Title: Re: Community Universal Patch C.U.P.
Post by: jpten on March 05, 2015, 06:18:24 PM
Thanks all, esp: Cherokeedriver, Ianp and Mechanic, deleting the last quick has worked, haven't added any JSGME mods yet but thanks Timmy1963 for the MPCombo tip.
   
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 05, 2015, 06:50:18 PM
Tried deleting lastquick - no difference - ran a new mission - same issue and some (not all) ships referenced in the lastquick are still missing from FMB both stationary and other. To be honest given the scale of this accomplishment - its a minor issue  :)

Jpten - I think the message re FM from alternate buttons is normal - I stand corrected it if isn't.

Peachy, I had that problem when I switched from WAW to JTW.  I re-downloaded the JTW files, re-installed and now everything works fine!
Title: Re: Community Universal Patch C.U.P.
Post by: andqui on March 05, 2015, 07:09:47 PM
The manual says the Command & Control mod is included, but I don't see any of the objects present?
Title: Re: Community Universal Patch C.U.P.
Post by: Lakajadiwa on March 05, 2015, 07:12:26 PM
I tried a couple of maps, la chute and a couple more western and eastern give me ini errors anyone else get it?
Title: Re: Community Universal Patch C.U.P.
Post by: Lakajadiwa on March 05, 2015, 07:23:45 PM
Now all of my maps are getting .ini errors even the ones that worked before, any idea why this happended?
Title: Re: Community Universal Patch C.U.P.
Post by: flightdok74 on March 05, 2015, 08:12:40 PM
I had the same problem with all the CUP. maps showing a "load" error.......I took my conf.ini file from my TFM. "old" game that I have been playing for a long time now and put it in my "new" build of CUP.........activated the mission pro combo for 412.2 and all my maps are working now.......even a lot of my old "campaigns" that I moved over from my "old" TFM. are working.........single and campaign missions......... ;)
Title: Re: Community Universal Patch C.U.P.
Post by: stugumby on March 05, 2015, 08:27:57 PM
Thanks much for this, got my act together and installed WAW after the map modues and quite impressive!! Now to tinker with olde missions and the inevitable ships changing names and other minor quibbles. quite the masterpeice of work though!!
Title: Re: Community Universal Patch C.U.P.
Post by: Forager on March 05, 2015, 08:29:45 PM
CUP Benghali map, plane spawns in water.
I know, I know, select a seaplane., I did that too, fun all 'round :)

Nevermind....again, I deleted the last quick and all is well

Title: Re: Community Universal Patch C.U.P.
Post by: eddieprophet on March 05, 2015, 09:23:26 PM
howzzz about a torrent for an old fart like me whooz an eternal noob? torrent it all pleeeeeeeeeeeeeeeez? torrent tfm as well guyz, huh huh huh?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 05, 2015, 09:42:01 PM
Apologies for upload error:

C.U.P.- Module 03 - World At War Pt07.rar now contains missing WAW46.SFS.

Pt07 - https://www.mediafire.com/?e1xnedfslq3axaq
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 05, 2015, 10:09:14 PM

OK,  I do have a question:))

The "Level Stabilizer" function was originally avialable only for most bombers.  TFM 412 some how made it available for just about every plane.  Unfortunately in CUP it seems to have defaulted back to only the bombers again.  I would somehow like to make it functional again for all the planes.  Any ideas?  It was unique to TFM that is was functional in all planes and it was very useful for test flights.

Thanks

c

awsome job boys and girls on CUP
Title: Re: Community Universal Patch C.U.P.
Post by: andqui on March 05, 2015, 10:20:39 PM
The world at war pack stationary.ini is missing the Command and Control objects. They work fine if you add the inis in, so the underlying classes are there. Just letting you know in case it was an accidental oversight.
Title: Re: Community Universal Patch C.U.P.
Post by: KiwiBiggles on March 05, 2015, 10:39:26 PM

OK,  I do have a question:))

The "Level Stabilizer" function was originally avialable only for most bombers.  TFM 412 some how made it available for just about every plane.  Unfortunately in CUP it seems to have defaulted back to only the bombers again.  I would somehow like to make it functional again for all the planes.  Any ideas?  It was unique to TFM that is was functional in all planes and it was very useful for test flights.

Thanks

c

awsome job boys and girls on CUP

Try here creature:

http://www.sas1946.com/main/index.php/topic,37995.0.html

Should be able to add as a jsgme or 'regular' mod I would think.  Hope it helps.  :)
Title: Re: Community Universal Patch C.U.P.
Post by: Magnum on March 05, 2015, 10:58:55 PM
Hi great job on CUP... Would anyone know how to fix a laggy mouse pointer in Cup ....
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 05, 2015, 11:09:42 PM

OK,  I do have a question:))

The "Level Stabilizer" function was originally avialable only for most bombers.  TFM 412 some how made it available for just about every plane.  Unfortunately in CUP it seems to have defaulted back to only the bombers again.  I would somehow like to make it functional again for all the planes.  Any ideas?  It was unique to TFM that is was functional in all planes and it was very useful for test flights.

Thanks

c

awsome job boys and girls on CUP

Try here creature:

http://www.sas1946.com/main/index.php/topic,37995.0.html

Should be able to add as a jsgme or 'regular' mod I would think.  Hope it helps.  :)

Thanks lads, here it set up for #CUP Format - JSGME ACTIVATE - (Applies to all modules)

UnZIP/UnRAR to main Il2 directory to apply Level Stabiliser option for all aircraft.

Thanks to SAS~Storebror

SAS~Monty27

https://www.mediafire.com/?2v8oy76sa457tg8
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 05, 2015, 11:40:40 PM
Kiwi:
 
You are the man!!!  Thanks for posting that link.  Just came back to give you the big thumbs up on it working and I see that Monty posted a downlaod to use for CUP:))  You made my day.

Monty: 

You are Johnny On The Spot!!!!!   

Storbror:

Thanks for the mod.  That has always been high on my wish list for IL2!!!!!!!

Now if I could only find a plane that has a side hatch that opens:))))))))))))))))))

later all

c
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 06, 2015, 01:22:54 AM
The world at war pack stationary.ini is missing the Command and Control objects. They work fine if you add the inis in, so the underlying classes are there. Just letting you know in case it was an accidental oversight.

C&C is a WIP for 412, not all features are there yet, but we could put some back for now...

WAW Part-07 now contains the updated Stationary.ini

https://www.mediafire.com/?e1xnedfslq3axaq
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 06, 2015, 01:50:05 AM
Trying out the TFM-412 Four Days in June.
Only done a mission but it looks really awesome ...  :-* :-* :-* :-*
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 06, 2015, 01:56:28 AM
Bug Report: modules #CUP + #WaW on a clean and healthy il-2 1946 4.12.2m + modact 5.3

parachuting Bomber Crews can lead to a CTD. Player Parachute works fine, but when the rest of the crew jumps out of the plane and their parachutes open, the game will eventually crash.

Code: [Select]
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.Chute.TangleChute(Chute.java:165)
at com.maddox.il2.objects.air.Chute.TangleChute(Chute.java:157)
at com.maddox.il2.objects.air.Chute.msgCollision(Chute.java:96)
at com.maddox.il2.engine.MsgCollision.invokeListener(MsgCollision.java:72)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 06, 2015, 01:57:52 AM
The world at war pack stationary.ini is missing the Command and Control objects. They work fine if you add the inis in, so the underlying classes are there. Just letting you know in case it was an accidental oversight.

C&C is a WIP for 412, not all features are there yet, but we could put some back for now...

WAW Part-07 now contains the updated Stationary.ini

https://www.mediafire.com/?e1xnedfslq3axaq

After applying this last patch, the game fails to load and crashes. Sth missing?  ??? :P
Title: Re: Community Universal Patch C.U.P.
Post by: pikke on March 06, 2015, 02:16:50 AM
A help, please

CTD with 60%

Code: [Select]

Main begin: PlMisAir(GUIQuick): class '1' not found
java.lang.RuntimeException: PlMisAir(GUIQuick): class '1' not found
   at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2807)
   at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
   at com.maddox.il2.gui.GUI.create(GUI.java:160)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
   at com.maddox.il2.game.Main.exec(Main.java:432)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6 mars 15 09:01:42] -------------- END log session -------------
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 06, 2015, 02:18:11 AM
When does it crash? 70%? If so it might be the updated stationary.ini
try using the old one. If you have not saved it take the one from waw #6-should work too

Let us know what happens then...
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 06, 2015, 02:23:04 AM
Pikke..which packndid you apply? The new #7?
Title: Re: Community Universal Patch C.U.P.
Post by: pikke on March 06, 2015, 02:29:04 AM
the old one
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 06, 2015, 02:38:05 AM
with the new WAW #7 I'm having 70% CTD

Code: [Select]
PlMisStatic: class 'vehicles.stationary.CandCJET$OBOE_F4Unit' not found
java.lang.RuntimeException: PlMisStatic: class 'vehicles.stationary.CandCJET$OBOE_F4Unit' not found
at com.maddox.il2.builder.PlMisStatic.configure(PlMisStatic.java:666)
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:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Mar 6, 2015 9:31:49 AM]

used stationary.ini from WAW #6 and the game loads
Title: Re: Community Universal Patch C.U.P.
Post by: slipper on March 06, 2015, 02:58:50 AM
Monty

First of all may i thank you and the rest of the team for a truly monumental piece of work, i can only imagine the amount of hard work and hours you must have put in to make this mod pack possible. I believe this mod pack it self is what IL-2 needs at this present time, in one fell swoop we can all be working at the same level. This can only be good for future mods, missions and even new mods themselves.

I have barely had time to scratch the surface of this yet, such is the scale of it.

As you are aware i am a bit of a nightfighter fan, so i will be getting together a list of mods that you may have missed out Monty, i will try them out first and when ready i'll send you them all for possible inclusion into a further module, i may even include a few little bits of my own if i can iron out a few problems.

2 minor problems i have noticed with two maps mate, from the log file

Code: [Select]
[9:41:45 AM] section [MAP2D] not found in 'maps/RLV_Night/load.ini
[Mar 6, 2015 9:41:57 AM] -------------- END log session

This stops the maps loading in the full mission builder, the maps affected that i have tried are

European nightfighter map  by RLV, and Western Europe La Chute by Spit973.

I have worked around the problem for the La Chute Map by downloading the original map and putting it in my WAW folder, just so you know. This map also has an update including winter/summer versions that i don't think are in at the moment.


Once again mate many, many thanks an outstanding piece of work, i will be in touch soonish with some nightfighter mod news.

regards


slipper
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 06, 2015, 03:10:08 AM
Doug that might be the thingie with the c&c mod reported a few threads earlier...
so might be a good idea to use the old stationary.ini and maybe add the c&c entries manually
will try that when i get home
Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 06, 2015, 03:19:04 AM

dpeters95 - that sorted it - weird - thanks very much - no more issues with the logtxt and ships!!

Ta

Tried deleting lastquick - no difference - ran a new mission - same issue and some (not all) ships referenced in the lastquick are still missing from FMB both stationary and other. To be honest given the scale of this accomplishment - its a minor issue  :)

Jpten - I think the message re FM from alternate buttons is normal - I stand corrected it if isn't.

Peachy, I had that problem when I switched from WAW to JTW.  I re-downloaded the JTW files, re-installed and now everything works fine!
Title: Re: Community Universal Patch C.U.P.
Post by: vegetarian on March 06, 2015, 03:49:57 AM
Quote
I had the same problem with all the CUP. maps showing a "load" error.......I took my conf.ini file from my TFM. "old" game that I have been playing for a long time now and put it in my "new" build of CUP.........activated the mission pro combo for 412.2 and all my maps are working now.......even a lot of my old "campaigns" that I moved over from my "old" TFM. are working.........single and campaign missions......... ;)

I had the same issue, thanks for the tip flightdok74, everything working now :). Jeez it's great to hear Tigers sounds again!
Title: Re: Community Universal Patch C.U.P.
Post by: pikke on March 06, 2015, 04:07:03 AM
 problem CTD Resolved thanks a lot

WAW
maybe another one about maps

In FMB: no maps work

Code: [Select]
world.land() load map() error: java .lang Runtime exception: landscape: all Maps / load.ini/ loading error

In DOF all maps works
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 06, 2015, 04:12:32 AM
hello guys!

here´s the solutions for the 7ß% crash with the new pack#7 stationary.ini;
you got two options basically:

first option: open up the stationary.ini and look for this section inside:

[Command_and_Control]

mark and delete everything that is written below this header and then copy and past the following instead of the text you have just deleted:

Code: [Select]
FAC           vehicles.stationary.CandC$FACUnit   1
AFAC       vehicles.stationary.CandC$AFACUnit  1
GCI(m)        vehicles.stationary.CandC$GCIUnit   2
GCI(ft)       vehicles.stationary.CandC$AGCIUnit  1
RCGCI       vehicles.stationary.CandC$RCGCIUnit 2
Vector        vehicles.stationary.CandC$VectorUnit 1
OBS           vehicles.stationary.CandC$OBSUnit   1
CW            vehicles.stationary.CandC$CWUnit   1
FUG202        vehicles.stationary.CandC$FuGUnit   2
FUG218       vehicles.stationary.CandC$FuG218Unit 2
FD2           vehicles.stationary.CandC$FD2Unit 2
SN2       vehicles.stationary.CandC$SN2Unit 2
SN2b       vehicles.stationary.CandC$SN2bUnit 2
Naxos       vehicles.stationary.CandC$NaxosUnit 2
Flensburg     vehicles.stationary.CandC$FlensburgUnit 2
AImkIV       vehicles.stationary.CandC$AImkIVUnit 1
AImkVIII      vehicles.stationary.CandC$AImkVIIIUnit 1
AImkX       vehicles.stationary.CandC$AImkXUnit 1
AImkXV       vehicles.stationary.CandC$AImkXVUnit 1
Serrate       vehicles.stationary.CandC$SerrateUnit 1
Monica        vehicles.stationary.CandC$MonicaUnit 1
GTW       vehicles.stationary.CandC$GTWUnit   2
GNR           vehicles.stationary.CandC$GNRUnit   1
Corkscrew     vehicles.stationary.CandC$CorkscrewUnit 1
Window       vehicles.stationary.CandC$WindowUnit 1
Jammer       vehicles.stationary.CandC$JammerUnit 1
RO            vehicles.stationary.CandC$RadioOperatorUnit 2
NAV       vehicles.stationary.CandC$NavUnit 1
OBOE       vehicles.stationary.CandC$OBOEUnit 1
H2S       vehicles.stationary.CandC$H2SUnit 1
Error       vehicles.stationary.CandC$ErrorUnit 1
Aimpoint      vehicles.stationary.CandC$AimpointUnit 1
SPR           vehicles.stationary.CandC$SPRUnit   1
ASD       vehicles.stationary.CandC$ASDUnit   1
ASG       vehicles.stationary.CandC$ASGUnit   1
ASVmkIII      vehicles.stationary.CandC$ASVmkIIIUnit  1
ANAPS4       vehicles.stationary.CandC$ANAPS4Unit 1
Taki       vehicles.stationary.CandC$TakiUnit    2
RESCAP       vehicles.stationary.CandC$RESCAPUnit 1
SAR       vehicles.stationary.CandC$SARUnit 1
DZ       vehicles.stationary.CandC$DZUnit 1
Arty(g)       vehicles.stationary.CandC$NGSUnit 1
Arty(n)       vehicles.stationary.CandC$NGS1Unit 1
Barrage       vehicles.stationary.CandC$BRGUnit 1
Box       vehicles.stationary.CandC$BoxUnit 1
Fire       vehicles.stationary.CandC$FireUnit 2
Refuel       vehicles.stationary.CandC$RefuelUnit 1
RdmPlanes     vehicles.stationary.CandC$RandomAircraftUnit 2
RdmPlanes2    vehicles.stationary.CandC$RandomAircraft2Unit 2
RdmGround     vehicles.stationary.CandC$RandomVehiclesUnit 2
RdmGround2    vehicles.stationary.CandC$RandomVehicles2Unit 2
RdmWeather    vehicles.stationary.CandC$RandomWeatherUnit 1
DynWeather    vehicles.stationary.CandC$DynamicWeatherUnit 1
StmFront      vehicles.stationary.CandC$StormFrontUnit 1
RdmTime       vehicles.stationary.CandC$RandomTimeUnit 1
RdmSkill      vehicles.stationary.CandC$RandomSkillUnit 2
RdmTrains     vehicles.stationary.CandC$RandomTrainsUnit 2
RdmShips      vehicles.stationary.CandC$RandomShipsUnit 2
RdmShips2     vehicles.stationary.CandC$RandomShips2Unit 2
Spawn       vehicles.stationary.CandC$SpawnUnit 1
SLD       vehicles.stationary.CandC$SLDUnit 1
SLD2       vehicles.stationary.CandC$SLD2Unit 1
Ambush       vehicles.stationary.CandC$AmbushUnit 2
CityLights    vehicles.stationary.CandC$CityLightsUnit 1
LowRecon      vehicles.stationary.CandC$LowReconUnit 1
HighRecon     vehicles.stationary.CandC$HighReconUnit 1
Ground_Attack vehicles.stationary.CandC$LevelUnit 1
Landing       vehicles.stationary.CandC$LandingUnit 1
DynStream     vehicles.stationary.CandC$DynamicStreamUnit 1
Bomb       vehicles.stationary.CandC$BombUnit 2
DynamicRescue vehicles.stationary.CandC$DynamicRescueUnit 1
DynStrike     vehicles.stationary.CandC$DynamicStrikeUnit 1


second option (but you need TFM 4.12 for that or you go hunting for those mods yourself):
copy the MOD_Wurzburg_Freya, the MOD_Navaid_GEE folders from TFM 4.12 over into the #WAW folder;

if you want to have the C&C_1966 stuff as well, also drop in the C&C_1966 folder from TFM 4.12;
if you do not need the stuff for the Vietnam era Jets (and I did not copy this one over), just delete these lines from the stationary.ini

Code: [Select]
OBOE(F-4)                        vehicles.stationary.CandCJET$OBOE_F4Unit 2
OBOE(A-7)                        vehicles.stationary.CandCJET$OBOE_A7Unit 2
AN/APQ-109(F-4)                       vehicles.stationary.CandCJET$APQ109Unit 2
AN/APQ-94(F-8)               vehicles.stationary.CandCJET$APQ94Unit 2
NAV(F-4/A-7)         vehicles.stationary.CandCJET$F4_A7NavUnit

after that, you got a working copy of WAW again without 70% crashes;
pretty easy....
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 06, 2015, 04:51:35 AM
i have a question about those 60% / 70% CTDs. are those on gamestart or on maploading?

because i installed CUP + MaW according to the instructions and loading worked without any problem. i haven't tried all maps yet of course, but the ones i tried in QMB and FMB also loaded without any error.

Title: Re: Community Universal Patch C.U.P.
Post by: Alanssil on March 06, 2015, 05:00:32 AM
Thanks for all the work, lads! Excellent job. Although I have a problem, for some reason RoF and WaW freeze the entire game when I try opening the Quick Mission Builder. TJA works fine though. Anybody else having this issue?

Edit: Actually wait. TJA stopped working too :c
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 06, 2015, 05:11:06 AM
Griffon

Yes I used the stationary.ini file from WAW #6 and the game loads.  I had that on the post so that the smart guys will know the problem from the logfile.txt and those of us who are challenged will have a intermediate fix.

thanks for addressing it
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 06, 2015, 05:13:38 AM
Although I have a problem, for some reason RoF and WaW freeze the entire game when I try opening the Quick Mission Builder. TJA works fine though.

RoF?  where! Have I missed something? ???

Anyway, do what is adviced only a few posts above:
delete the file ".last.quick" in your CUPs root/quicks folder.

and do this every time when you switch to another module
via selector.

Or write a batch wich does this automatically.  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 06, 2015, 05:18:04 AM
Doug, solution is in reply #222 :)
Title: Re: Community Universal Patch C.U.P.
Post by: pikke on March 06, 2015, 05:22:02 AM
i have a question about those 60% / 70% CTDs. are those on gamestart or on maploading?

because i installed CUP + MaW according to the instructions and loading worked without any problem. i haven't tried all maps yet of course, but the ones i tried in QMB and FMB also loaded without any error.


map loading
Title: Re: Community Universal Patch C.U.P.
Post by: Alanssil on March 06, 2015, 05:24:34 AM
Thanks, Gerax. Everything works fine now.
Sorry I didn't see that post, my bad
Title: Re: Community Universal Patch C.U.P.
Post by: PO_MAK_249RIP on March 06, 2015, 06:12:17 AM
Hi Guys,

Are we gonna get a dedicated CUP area on the site?

Great work
Title: Re: Community Universal Patch C.U.P.
Post by: Moezilla on March 06, 2015, 06:40:55 AM
Thanks for all your hard work gathering, integrating and testing this amount of content. Hats off to all involved.

I am still downloading and was wondering if a filelist.txt is included or could be provided for those of us who like to get our hands dirty?

Anyone know if there's a filelist.txt for CUP available?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 06, 2015, 06:41:28 AM
Or write a batch wich does this automatically.  ;)

For all having problems with frozen QMB go here
and see how I made me a batch to avoid this.  ;)

http://www.sas1946.com/main/index.php/topic,45026.0.html



Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 06, 2015, 07:04:39 AM
When does it crash? 70%? If so it might be the updated stationary.ini
try using the old one. If you have not saved it take the one from waw #6-should work too

Let us know what happens then...

I did and it works again  :-* :-* :-* :-*
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 06, 2015, 07:12:43 AM
great to hear spartan :)
as posted already, you can also fix the new stationary.ini, not that big deal and it enhances the game further with activation the C&C stuff;
instructions further up the thread....
Title: Re: Community Universal Patch C.U.P.
Post by: BlackAce7727 on March 06, 2015, 07:21:51 AM
Well, certainly an early birthday present!

Well done to all involved, I guess it does beat TFM by a long streak...speaking of which, I take it I will have to do away with TFM? Because obviously this is completely new and can't be integrated with TFM.

I just hope I don't have to wait 60 minutes for Modact to install it. TFM did take the biscuit there, as well as a lot of sharp edges when it came to the 3d models on certain aircraft being ruined and making them become frankens.

Oh well here goes uninstalling IL2, getting rid of 50GB of data....

It does look impressive though CUP does. Another step in evolution for this old sim, 9 years old this year. incredible!
Title: Re: Community Universal Patch C.U.P.
Post by: edc1 on March 06, 2015, 08:38:09 AM
Hi Monty
Great upgrade ........So quick to Install after download and so far no problems (after the small updates etc.,)
Just thinking will you be adding the mod that changes the speed etc.,display from KPH to MPH
to help us oldies who still can't convert quick enough.
It would help me when mission building.
Cheers edc1 (Stan)

Title: Re: Community Universal Patch C.U.P.
Post by: polo199 on March 06, 2015, 08:50:55 AM
Hi edc1,

Not sure I understood but this is a simple keyboard command according to me. Just map a key to the "speed bar" command and it will cycle through Imperial and metric values.

Cheers,

Paul
Title: Re: Community Universal Patch C.U.P.
Post by: BravoFxTrt on March 06, 2015, 09:07:53 AM
Hi Simon, you Chris and Marcus, and whoever helped, did a phenomenal job on the CUP, thank you all. :D
Title: Re: Community Universal Patch C.U.P.
Post by: Gaston on March 06, 2015, 09:14:43 AM
if you want to have the C&C_1966 stuff as well, also drop in the C&C_1966 folder from TFM 4.12;
if you do not need the stuff for the Vietnam era Jets (and I did not copy this one over), just delete these lines from the stationary.ini

OBOE(F-4)                        vehicles.stationary.CandCJET$OBOE_F4Unit 2
OBOE(A-7)                        vehicles.stationary.CandCJET$OBOE_A7Unit 2
AN/APQ-109(F-4)                       vehicles.stationary.CandCJET$APQ109Unit 2
AN/APQ-94(F-8)               vehicles.stationary.CandCJET$APQ94Unit 2
NAV(F-4/A-7)         vehicles.stationary.CandCJET$F4_A7NavUnit

after that, you got a working copy of WAW again without 70% crashes;
pretty easy....

Thanks, Griffon. Just a question : we have to add the C&C_1966 folder to WAW to make it work. But do also we need to add it to JTW ?

By the way... I also have something for you, guys... the other day, I told you that the Fokker G.1 is bugged. I have prepared a little file for you, but I am missing something : I do not find the function which allows me to add it to my post ! can anyone help, please ?
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 06, 2015, 09:25:31 AM
here´s the solutions for the 7ß% crash with the new pack#7 stationary.ini;
you got two options basically:

NO FULL QUOTES PLEASE!


Done first step and Rock & Roll  8) 8) 8) 8)
Title: Re: Community Universal Patch C.U.P.
Post by: chupag72 on March 06, 2015, 09:35:03 AM
And I say thank you.As always something is not working.The game freezes at the start for the USSR . Loading mission 100% and everything freezes.Try to run the editor or the mission, or the company for the USSR .All stops at 100%. Hang game modules JTW and WAW. Very poorly tested Assembly. I have constant problems with your assemblies.
Title: Re: Community Universal Patch C.U.P.
Post by: NS~John The Mad Ace Pilot on March 06, 2015, 09:44:06 AM
There is something really wrong with download links of first Module. I cant download part one of C.U.P module 01. After some minutes of downloading the download stops and i get " Unexpected end of archive " I dont know for other links. Am i the only one who gets this? Is it my retarded internet provider Please help. I am pissed of and i want to play this.  >:(  I have waited for this mod. Please help.
Title: Re: Community Universal Patch C.U.P.
Post by: Fly! on March 06, 2015, 10:11:49 AM
I can't DL any of the 1st part successfully either. I'll just forego the wonder until there's a torrent.
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 06, 2015, 10:13:35 AM
There is something really wrong with download links of first Module. I cant download part one of C.U.P module 01. After some minutes of downloading the download stops and i get " Unexpected end of archive " I dont know for other links. Am i the only one who gets this? Is it my retarded internet provider Please help. I am pissed of and i want to play this.  >:(  I have waited for this mod. Please help.

Mediafire can be painful to use and I had at least 3 bad d/ls that I had to re-download.  Get "Download Them All" (don't know why I didn't think of that, but someone did) as this should help you get past file d/l interruptions w/o having to start over.
Title: Re: Community Universal Patch C.U.P.
Post by: NS~John The Mad Ace Pilot on March 06, 2015, 10:16:24 AM
I will wait for torrent too. But i am trying my own way. I am repairing the archive so i hope this will do. But i can download other smaller files like files from Module 2 Dawn Of Flights.I downloaded part 1 without no problems.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 06, 2015, 10:17:30 AM
Very poorly tested Assembly.

sounds like the nice report you did here:
http://www.sas1946.com/main/index.php/topic,28809.msg334262.html#msg334262

language problems is one thing, to report bugs in this way is another thing. So I send you on observer for 30 days to rethink your way of posting here. And after this time with the next wrong word you are gone forever.  >:(

This is a modding site wich shares mods for free. For fun and enjoyment. Knowing that Monty put 3 month of work, day and night, into making this pack  and sharing this for free I will not allow that he gets offended by anyone here just because a "expert" finds some bugs. Period.

Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 06, 2015, 10:19:08 AM
Hello Gaston!

well, to clarify this: if you want to get pack #7 of WAW to work with no manual changes to the stationary.ini you need to add the three folders I have stated;
if you say you do not need the modern navaids stuff, just add the wurzburg and the navaids_gee folder from TFM 4.12;
and if you do not want to add anything at all, but still want to have the C&C stuff working with missions designed for it in WAW, you will have to manually edit the stationary.ini just as I have posted;
THIS IS VALID FOR #WAW folder ONLY!
the #JTW folder has its own set of ini files and when you check the stationary.ini there you will see that it contains the normal C&C entries plus the ones from C&C_1966 but it misses the GEE, Wurzburg and Freya entries of course as those were not in use after WW2 any longer;
(it might be a good idea to add GEE though for some possible WW3 scenario involving Lancasters bombing Russian targets..)
so as you see, the changes I have posted just go into the WAW folder..

@chupag: I suggest you check your installation again for any wrongly done installation steps or maybe you got some corrupted files either;
and maybe check your config.ini because a wrongly configured config.ini has brought my system down on some occasions as well.

Title: Re: Community Universal Patch C.U.P.
Post by: duffys tavern on March 06, 2015, 10:20:03 AM
Hey John, same problem here. I have a cable modem but still have problems. 1st module, parts 4 & 5, re-downloading doesn't seem to help. Very frustrating.
Title: Re: Community Universal Patch C.U.P.
Post by: NS~John The Mad Ace Pilot on March 06, 2015, 10:33:49 AM
@ Barkhorn1x still doesnt work. It wont download

@ duffys tavern and @ Fly Its better to wait for Monty to upload files to torrent. I have downloaded Module 1 Down Of The flight part 1 without any problems. Large files are the problem.
Title: Re: Community Universal Patch C.U.P.
Post by: stugumby on March 06, 2015, 10:51:35 AM
Strange things happening in fmb?  Ok, I'm trying to open older missions all stock planes maps etc and I can select them from load menu but when trying to load it to view it it just has mission loading box and won't open or crash. Go back to single player menu and it opens just fine??? I haven't updated the file 7 waw yet.  Any ideas??
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 06, 2015, 11:07:34 AM
Playing the 4 Days in June campaign and so far it works wonderfully. This CUP is a unique work of art. I just love it! :) really thanks to all involved.
Title: Re: Community Universal Patch C.U.P.
Post by: bombing35 on March 06, 2015, 11:14:43 AM
Gentlemen,

First, thanks very much for this wonderful package.  It really is revolutionary.

I installed the package over a clean 4.12.2 + Modact 5.3.  All seemed good, however I am having random CTDs while playing older campaigns on WAW, namely "Enter the 8th", and "Whirlwind".  The crashes come at different times, but generally in the presence of enemy or friendly aircraft.  Strafing missions do not usually cause a CTD, but if there are friendly bombers, or enemy AI, the sim CTDs at random times, preventing completion of the mission.

Following are the last few lines of my logfile:

INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
java.lang.NoSuchMethodError
   at com.maddox.il2.objects.weapons.Bullet.showExplosion(Unknown Source)
   at com.maddox.il2.objects.weapons.Bullet.collided(Unknown Source)
   at com.maddox.il2.engine.MsgBulletCollision.invokeListener(MsgBulletCollision.java:39)
   at com.maddox.rts.Message._send(Message.java:1217)
   at com.maddox.rts.Message.sendToObject(Message.java:1191)
   at com.maddox.rts.Message.sendTo(Message.java:1134)
   at com.maddox.rts.Message.trySend(Message.java:1115)
   at com.maddox.rts.Time.loopMessages(Time.java:252)
   at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
   at com.maddox.il2.game.Main.exec(Main.java:449)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)


I do not think this is something inherent to CUP, as there was a post about this issue on TFM412 as well.  In that post (which I can't find), it seems to be connected to bomb or bullet effects.  This seems to be my problem.

Can anyone help?

V/R,
Bombing35
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 06, 2015, 11:36:48 AM
Hamm, here is it:
http://www.sas1946.com/main/index.php/topic,44975.msg504053.html#msg504053
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 06, 2015, 11:40:23 AM
Gerax you beat me to it :)
Title: Re: Community Universal Patch C.U.P.
Post by: Marsouin on March 06, 2015, 11:46:45 AM
Hello,

I had trouble with maps, "all Maps / load.ini/ loading error". It was because i had activated #CPU_Water=4 in the JSGME.

After this mod was disable the maps load.

My video card is an AMD card.

CPU looks great !

Marsouin
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 06, 2015, 11:55:46 AM
did you try water=2 setting in conf.ini Marsouin?
this is suggested by the mouse over info pop up for #CUP_Water=4 in JSGME....
Title: Re: Community Universal Patch C.U.P.
Post by: Marsouin on March 06, 2015, 12:05:19 PM
Hello,

I had just tried water=2 and #CPU_Water=4 activated, it doesn't run.

#CPU_Water=4 disable, runs well.


Marsouin
Title: Re: Community Universal Patch C.U.P.
Post by: gio963tto on March 06, 2015, 12:13:14 PM
I have this problem, I installed DOF on SAS 5.3 modactivator and the first form of cup, the game starts but the screen are those of SAS 5.3 and not those of "DOF", the screen game and QMB are those of the patch 4:12 , the music is that of PF, not the folder of skins for aircraft, the nations are as in the first "1916" (Italy between the forces of 'axis) and when I press the button fly, for a quick mission reports lack of data, it is a problem of my installation?

Gio.

P.S.:the logfile does not report errors and 'init.log tells me only the presence of duplication but that does not make CTD or block the game.
Title: Re: Community Universal Patch C.U.P.
Post by: edc1 on March 06, 2015, 12:20:42 PM
Polo199
Speed bar now sorted !
Thought it was an other Mod I had to install(TFM or HSFX, not to sure which, used to show it automatically I think)
Thanks a Lot,
edc1 (Stan)
Title: Unlocked FMB in Community Universal Patch C.U.P. (SOLVED)
Post by: ls on March 06, 2015, 12:39:04 PM
I was again trying to unlock FMB (so many new objects for map builders, new possibilities ;-))),
but I got 70% CTD. (in 4.12 with SAS Modact 5.3 it works).
Log.txt (last part) looks like this:

Code: [Select]
Main begin: PlMapActors: class '_ForDescriptionOfCommentsOnly_' not found
java.lang.RuntimeException: PlMapActors: class '_ForDescriptionOfCommentsOnly_' not found
at com.maddox.il2.builder.PlMapActors.configure(PlMapActors.java:1587)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
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:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Mar 6, 2015 7:19:06 PM] -------------- END log session -------------

What should I do to make FMB Unlocked working in CUP, any ideas please?

SOLVED: There are some errors in static.ini. First You must find and rem (//) "[_ForDescriptionOfCommentsOnly_]". Then there is missing Title in section "RAF & Luftwaffe personnel MOD".
After these fixes FMB Unlocked works !!!


Greetings,
ls
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 06, 2015, 12:45:47 PM
Guys,

Somebody has a torrent or something? My dl speed from mediafire iss about 250 kbps :( with torrents i get 7+ mb/sec so i'am waiting for the torrent  :o

Thanks again for this great work! can't wait to try it out :)
Title: Re: Community Universal Patch C.U.P.
Post by: edc1 on March 06, 2015, 12:51:17 PM
Hi Monty,
Just to let you know I have installed CUP in IL2 Sturmovik Ultimate Edition (I upgraded it from 4-11 to 4-12 with the normal patches)
and it seems to be working just fine
I am playing a Flatspinmans Campaign Luftwaffe Pilot Afrika ,
and going good so far
Cheers edc1 (Stan)
Title: Re: Community Universal Patch C.U.P.
Post by: laughterislost on March 06, 2015, 01:46:03 PM
Found a weird bug with the catapult mod where time compression causes the aircraft on the catapult to freeze in place while the carrier is moving. Is this a known bug?

<iframe width="420" height="315" src="https://www.youtube.com/embed/FVFuSBbORwg" frameborder="0" allowfullscreen></iframe>


Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 06, 2015, 01:54:52 PM
I installed DOF on SAS 5.3 modactivator

Is it possible that you forgot to install Module-01
(the "SAS MODULAR MAP EXPANSION"),
means all the MME files?

I just tried a fresh install,
4.12.2 + Modact5.30 + Module-01 + Module-2 (DOF),
and I do not have problems
to start and run this.
Title: Re: Community Universal Patch C.U.P.
Post by: Dinga on March 06, 2015, 02:31:37 PM
Hi Monty,

Just wanted to say thankyou very much to you and all the rest of the amazing folks who contributed their talents for doing such a wonderful job.
Cup is now installed and working.


cheers

Dinga
Title: Re: Community Universal Patch C.U.P.
Post by: str34 on March 06, 2015, 02:57:24 PM
Just wanted to say thank you very much.
Unfortunately i cannot download this..mediafire is bad..for first file i need 2 hours..for second 8 hours and then i got corrupt file..hope someone upload files on torrent its to big for mediafire..thanks!
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 06, 2015, 03:01:46 PM
Quote
Downlaod Problems


Hey guys,  for any of you having download problems with mediafire, so did I:(  I wound up having to use google chrome instead of IE.  For what ever reason after I did that I had no problems.  Hope this helps someone at least:))

Also FYI.  I'm posting this because my stupidity may help some one else.

When I tried downloading on IE, I would get a pop up window that says update "classic Viewer" or "flash player".  Well the dumb ass that I am I wound up doing it and I got slammed with adware:(((.  I have two machines independent of each other, same pop up in IE, but luckily i was only dumb enough to try to update it on one of them.  Thats when I went to Google Chrome and had no issues (after I cleaned my rig out).

C
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 06, 2015, 03:02:09 PM
Hamm, I got most of these errors too in my log file, interestingly I do not have this enginewep2.eff not loaded as well as the gunsmokeI.tga error;
I checked a log from TFM 4.12 and most of these Str2FloatClamp thingies are inside there too, so it might be interesting what causes them..
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 06, 2015, 03:03:22 PM
I think Gerax has posted this already and I second what he said; guys use a download manager; I for my part use Internet Download Manager and this is really worth the price it costs...helps a lot when downloading big stuff
Title: Re: Community Universal Patch C.U.P.
Post by: BravoFxTrt on March 06, 2015, 03:11:31 PM
BUG or??

Donbass Summer

Landscape 'Donbass/load.ini' loading error
java.lang.RuntimeException: Landscape 'Donbass/load.ini' loading error

Any body else have this error.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 06, 2015, 03:24:24 PM
Any body else have this error.

just tested in #WAW, loaded both summer and winter version,
tried saving a mission on winter version, is OK.
Title: Re: Community Universal Patch C.U.P.
Post by: NS~John The Mad Ace Pilot on March 06, 2015, 03:30:10 PM
Somehow Mediafire let me download Part 1 of Module 01.
Title: Re: Community Universal Patch C.U.P.
Post by: BravoFxTrt on March 06, 2015, 03:56:37 PM
OK, Thanks Gerhard.
Title: Re: Community Universal Patch C.U.P.
Post by: BravoFxTrt on March 06, 2015, 03:58:13 PM
Hi Chris, call my Skype some time.

I dont know if it still works.
Title: Re: Community Universal Patch C.U.P.
Post by: wtornado on March 06, 2015, 04:20:12 PM
I wonder if I could throw in Boomers Object Pack into
CUP to make the to make the mod more compatible
with my missions or would it bug the mod?

If this was answered elsewhere
Title: Re: Community Universal Patch C.U.P.
Post by: dietz on March 06, 2015, 04:44:10 PM
After a new fresh & veery careful install over fresh 5.30 install I'm getting a 70% CTD in WAW...This isn't still the P-51 issue which was recently dealt with in WAW#7 ...so what could it be? Thanks! :-[
Title: Re: Community Universal Patch C.U.P.
Post by: CALINHO on March 06, 2015, 04:46:31 PM
After a new fresh & veery careful install over fresh 5.30 install I'm getting a 70% CTD in WAW...This isn't still the P-51 issue which was recently dealt with in WAW#7 ...so what could it be? Thanks! :-[

+ 1
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 06, 2015, 04:49:05 PM
After a new fresh & veery careful install over fresh 5.30 install I'm getting a 70% CTD in WAW...This isn't still the P-51 issue which was recently dealt with in WAW#7 ...so what could it be? Thanks! :-[

Dietz:

I'm a little confused on this one too.  As far as I know the P-51 fix has not changed and I still have them "rem'd" out.

The patched WAW#7 created another issue as far as I know.  (I'm problably wrong)  The fix is in reply #222 on page 19 of this thread.

later

c
Title: Re: Community Universal Patch C.U.P.
Post by: dietz on March 06, 2015, 05:08:13 PM
I'm a little confused on this one too.  As far as I know the P-51 fix has not changed and I still have them "rem'd" out.

The patched WAW#7 created another issue as far as I know.  (I'm problably wrong)  The fix is in reply #222 on page 19 of this thread.
Just tried that simple fix , but no joy...sigh....
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 06, 2015, 05:15:07 PM
Quote
Just tried that simple fix , but no joy...sigh.... 

Did you keep the P-51s rem'd out?  I went back and did that and all is working, so give that a try.  That's why I'm not sure if the fix was for the P-51s

let me know.

c
Title: Re: Community Universal Patch C.U.P.
Post by: twilson37 on March 06, 2015, 05:18:29 PM
Intersting, DOF and WOW work fine for me, however I get a CTD at 70% for JTW, tried reloading twice with no joy.
Title: Re: Community Universal Patch C.U.P.
Post by: dietz on March 06, 2015, 05:22:37 PM
Very slightly OT but a question for the PC whizes that are here: If I group all the downloads for any one of the moduals here in one folder ,then highlight them & extrct themin this or another folder , its as if I get all the contents of that modual in one place ready to drop into my main Il-2 modded foldere.Is this legit...does it work properly or am I asking for trouble? 8)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 06, 2015, 05:34:44 PM
Found a weird bug with the catapult mod where time compression causes the aircraft on the catapult to freeze in place while the carrier is moving. Is this a known bug?

Yes and no, don't use time compression on the Cat.  Bear in mind the Powered Cats are an addon to Il2/1946.  It is fairer to understand that the game engine is getting on a bit and handles the steam cats well if you don't time compress during a launch.

This is not really a 'bug' as such, just a case of the user thrashing the sim to death.  ;D
 
Title: Re: Community Universal Patch C.U.P.
Post by: Shawn BeBeau on March 06, 2015, 05:36:19 PM
Thank you for all that you guys have done!

I have a full working copy of CUP now. I had only one small problem that was leading to crash on start up.
The solution of adding the "MOD_FuMG_Wuerzburg+Freya_v1.0beta" and "MOD_NavaidsGee" from TFM412 alone did not fix it, but as soon as i threw in
"C&C_1966" along with the other two, no more crash.

One issue I did notice in #WAW.
Tiger flyby somehow takes over the FOV no matter what you have it set to. I adjusted it in the conf. but it remains the same.
After doing a flyby, if you jump directly back to the cockpit, the engine sounds are temporarily missing, along with a very strange visual anomaly.
I was flying the Ju-88 night fighter in this case. When I jumped back into the cockpit after flyby, the FOV within the cockpit was normal, but if i looked at the engine/wing, they were very much enlarged. The radar antenna out front were also larger than should be and do not seem to be "fixed" to the aircraft. The visual goes back to normal and the sound returns after a few moments. It seems as thought the lack of sound in the cockpit and the visual coincide with the typical length of time that the external flyby sound takes.

Another visual difference i have noticed in WAW and was also in TFM412 is the pilot head position in the Me 262. Using trackIR I could normally move my head down and to the right to look through the gunsight. Now the pilots head position makes it so that no amount of crouching allows a head free look through the site. The only way is to toggle gunsight view which is very limiting in combat.

The Ju-87 Anton. Is ther currently no cockpit for this aircraft? I tried flying it but no cockpit view

I am also not able to use either of the Visual Mods 8 and 9. Enabling them causes crash.

These are the only issues i have come across so far not mentioned. Otherwise I am having alot of fun exploring this wonderful game version.
Thanks again
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 06, 2015, 05:36:53 PM
Intersting, DOF and WOW work fine for me, however I get a CTD at 70% for JTW, tried reloading twice with no joy.

Obviously something is missing or not operating as it should.  LOGFILE-LOGFILE-LOGFILE-LOGFILE will fix you in about 2 seconds.

Referred to Page-One for BASIC TRAINING

******************************

Thank you for all that you guys have done!

I have a full working copy of CUP now. I had only one small problem that was leading to crash on start up.
The solution of adding the "MOD_FuMG_Wuerzburg+Freya_v1.0beta" and "MOD_NavaidsGee" from TFM412 alone did not fix it, but as soon as i threw in
"C&C_1966" along with the other two, no more crash.

One issue I did notice in #WAW.
Tiger flyby somehow takes over the FOV no matter what you have it set to. I adjusted it in the conf. but it remains the same.
After doing a flyby, if you jump directly back to the cockpit, the engine sounds are temporarily missing, along with a very strange visual anomaly.
I was flying the Ju-88 night fighter in this case. When I jumped back into the cockpit after flyby, the FOV within the cockpit was normal, but if i looked at the engine/wing, they were very much enlarged. The radar antenna out front were also larger than should be and do not seem to be "fixed" to the aircraft. The visual goes back to normal and the sound returns after a few moments. It seems as thought the lack of sound in the cockpit and the visual coincide with the typical length of time that the external flyby sound takes.

Another visual difference i have noticed in WAW and was also in TFM412 is the pilot head position in the Me 262. Using trackIR I could normally move my head down and to the right to look through the gunsight. Now the pilots head position makes it so that no amount of crouching allows a head free look through the site. The only way is to toggle gunsight view which is very limiting in combat.

The Ju-87 Anton. Is ther currently no cockpit for this aircraft? I tried flying it but no cockpit view

I am also not able to use either of the Visual Mods 8 and 9. Enabling them causes crash.

Clearly you have some major install differences somewhere.  It may be as simple as the CONF.INI settings, we shall compare and get some examples posted.  Otherwise the point of C.U.P. is to get Il2 installs alike, which we have managed building this system across 5 Continents with people of many diverse nationalities and setups.

I would personally go for a full clean install again, you are really missing out without P.A.L.s Visual MOD.

******************************

I wonder if I could throw in Boomers Object Pack into
CUP to make the to make the mod more compatible
with my missions or would it bug the mod?

If this was answered elsewhere

Not a good approach mate - Don't go backwards, bite the bullet and make 'em again for 412.  Also be more specific and try to avoid leaps of faith.  Many of us are happy to share the burden - Mission files are tiny, why not zip 'em up and share them with a view to proper 412 conversion?

I have about 30 campaign and mission sets on the go right now.  Next I want to get a thread going for these where we can all fix this stuff and present newly created missions for 412.

******************************

...And for anyone who has started using the FMB.

Maybe a new issue maybe just me...with the Mission Pro activated I cant get the dialogue for the mission briefings to save properly.

That is there is a Properties file and it contains the text but will not appear in game nor when I go back to the FMB.

When I turn off Mission Pro it works just fine.

No errors in log

This is not exactly right Hamm66 - You are referring to the 'Edit-Description' function and it is touchy with MissionPRO and you can disable MissionPRO fo an FMB Session.  However, MissionPRO handles the map selection and other stuff so well I tend to leave it in there and not touch it. 

The real issue with the Description is that it IS saved provided you do this last.  Eg:  Make your briefing changes, save and load the next mission.

When making a big mission sequence put your briefings into notepad and copy/paste them in one pass.  Exit the system and restart then go about building the rest of your scenery and flights.  Briefing checks are a bugger, but keep them on notepad too and you can always stick in corrections as you go.  Do them last before your exit FMB and they are fine.

******************************

Testing out some of my TFM 412 missions...I'm missing something aren't I?

No worries Hamm66 - we will be re-working all TFM-412 missions and campaigns for the new C.U.P.  Now we have this up I can get back to mission building and get a new dedicated thread together for all the lovely 412 C.U.P. mission content.  Not just mine, but all comers.  It does get a bit frustrating at times, but we all gain far more with just some missions to change out.

******************************

BUG or??

Donbass Summer

Landscape 'Donbass/load.ini' loading error
java.lang.RuntimeException: Landscape 'Donbass/load.ini' loading error

Any body else have this error.

Hey Bravo, looking forward to hooking up with you on Skype in few days mate.  C.U.P. is directly related to the 'Holy Grail' in SFS form!  I'm sure me and Chris and Marcus (timezones permitting) can straighten you out buddy, providing we can all stop stop talking at once, missed you man!

******************************

EXPANSION-Module 04 - The Jet Age Pt05

https://www.mediafire.com/?fahso5ubeku6smd

ADDS:
Beaufighter MkX
C-47
MC 205 III
Mosquito FBMkIV CC
Spitfire MkIXe
Spitfire Mk IX25lb
TempestMkV

...@AG51Hoss - Just actually finishing Screaming Eagles at last!  No more rebuilding, this is it!  I will be happy to help convert/review your campaign as you do with mine, lets do a swap soon over email.  The Hangar-19 Artists have their sprayguns ready for any skins you might need as well.  (giterdone!)


Title: Re: Community Universal Patch C.U.P.
Post by: ashton1972 on March 06, 2015, 06:10:55 PM
Thanks for all this effort, much appreciated. Silly question, how do I get the different splash screens
to show upon loading? Only the SAS 5.30 loading screen shows up no matter what I select. Thanks!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 06, 2015, 06:15:09 PM
Thanks for all this effort, much appreciated. Silly question, how do I get the different splash screens
to show upon loading? Only the SAS 5.30 loading screen shows up no matter what I select. Thanks!

Hi ashton1972,

Check this line is in the CONF.ini:

Gonna have to post some CONF.ini tweaks next...

[Mods]
Flyby=1
FlybyFov=60.0
ToggleMusic=1
RandomSplash=1

...incidentally, I notice the FlybyFov also solves an early inquiry regarding Tiger33 flybys...
Title: Re: Community Universal Patch C.U.P.
Post by: ashton1972 on March 06, 2015, 06:29:29 PM
Thanks Monty, I checked that it does have 1 beside it. I think it has to do with the resolution the game is running at.
If I switch from 1152x864 to 1440x900 I get the appropriate splash screen, but the game looks squished( why I run at 1152). Are the background
tga s for the specific packs different format from SAS background tga s? Thanks for all your help!
Title: Re: Community Universal Patch C.U.P.
Post by: Bearcat on March 06, 2015, 06:38:47 PM
This is all well and good but honestly? You guys need to create a torrent and put it up... as it is now it is counter productive. Looking forward to the completion of my DL though... and I may put up a torrent myself.. but you guys need to do this...

This isn't some flybynight or some lone wolf... this is SAS... c'mon guys....
Title: Re: Community Universal Patch C.U.P.
Post by: Forager on March 06, 2015, 06:44:41 PM
Did you actually read the first post?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 06, 2015, 06:46:26 PM
Torrents are up.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 06, 2015, 06:49:16 PM
Thanks Monty, I checked that it does have 1 beside it. I think it has to do with the resolution the game is running at.
If I switch from 1152x864 to 1440x900 I get the appropriate splash screen, but the game looks squished( why I run at 1152). Are the background
tga s for the specific packs different format from SAS background tga s? Thanks for all your help!

Gimme the game resolution you run at, and is this different to your desktop resolution?  Its a simple matter to alter the splashscreen aspect ratios and try some different sets.  If you can't edit them I can do that and upload a new choice.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 06, 2015, 06:52:00 PM
Torrents are up.

Whats a Torrent?  :P

I couldn't resist:)))))))))))  just have'n a little fun

c

As the great SAS~Cirx often quotes:  'Google is your friend'...

(you bugger, just having me on aren't you)!!!!!!!!!!!!!!!!!!!!!!!!!!!!  :o
Title: Re: Community Universal Patch C.U.P.
Post by: ashton1972 on March 06, 2015, 06:58:18 PM
Monty, my desktop resolution is 1440x900, but I have to run the game at 1152x864(squish issue.) If you could upload the new sets,
it would be greatly appreciated. I have to say, all the work you do and support you put into this outstanding! Thank-you very much!
Title: Re: Community Universal Patch C.U.P.
Post by: Bearcat on March 06, 2015, 07:05:48 PM
Did you actually read the first post?
Torrents are up.

Well let me just get these shoelaces out from between my teeth then!! :)

DOLP!
Title: Re: Community Universal Patch C.U.P.
Post by: Bearcat on March 06, 2015, 07:13:57 PM
OK so maybe I am just blind... but i don't see the links to the torrents... Not in the first post... What am I missing here guys.... ?
Title: Re: Community Universal Patch C.U.P.
Post by: ashton1972 on March 06, 2015, 07:21:15 PM
Bearcat, 1st post near bottom under blue words " Cup Expansions and Addons " after the log-file section
Title: Re: Community Universal Patch C.U.P.
Post by: Bearcat on March 06, 2015, 07:27:20 PM
Bearcat, 1st post near bottom under blue words " Cup Expansions and Addons " after the log-file section

Thanks ! Maybe thyat should be re done in a bigger font or something... or a link higher up in the thread...
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 06, 2015, 07:27:40 PM
Monty, my desktop resolution is 1440x900, but I have to run the game at 1152x864(squish issue.) If you could upload the new sets,
it would be greatly appreciated. I have to say, all the work you do and support you put into this outstanding! Thank-you very much!

SPLASH-1152x864-DOF
https://www.mediafire.com/?b3u8i2p4710dgaf

For Aspect Ratio 1152x864 ONLY

Can you try these?  At the moment the fix for the different Aspect Ratio is the same as they use in the movies, Letterbox format.

However, if these work for you we can redo the sets to a fullscreen design.

Just see if they show up and look right and let us know...
Title: Re: Community Universal Patch C.U.P.
Post by: ashton1972 on March 06, 2015, 07:43:46 PM
Monty, tried them and no joy. Thanks for the effort though. The screens I did see for a second looked neat.
Title: Re: Community Universal Patch C.U.P.
Post by: 361st_Hoss on March 06, 2015, 07:49:26 PM
OK so maybe I am just blind... but i don't see the links to thje torrents... Not in the first post... What am I missing here guys.... ?

Yer just getting too freakin old like me Barry!...................  Simon likes to play the trickster once in awhile, should change his name to Loki............

And thanks for the props in Jet Age Simon, just looked at the air.ini

Cheers

Hoss

aka: BeoWolf
Title: Re: Community Universal Patch C.U.P.
Post by: Bearcat on March 06, 2015, 07:59:13 PM
Yer just getting too freakin old like me Barry!...................  Simon likes to play the trickster once in awhile, should change his name to Loki............
And thanks for the props in Jet Age Simon, just looked at the air.ini

Yeah B Dub.. maybe you are right.. In any case.. I am very grateful to see the old girl still looking good... This gives me a chance to fly my Redcocks A-7... ;)

It always seemed like too much work to dfo to get all tjhis stuff going before.. DBW, Jets... WWI... to many hoops.. Now FINALLY I can try to get this all together on what is still the greatest CFS ever made..
Title: Re: Community Universal Patch C.U.P.
Post by: Forager on March 06, 2015, 08:02:35 PM
OK, in QMB LOAD Quicks, the CUPS load but the UD show Data File Corrupt.  WAW Module
No complaints here, just info.

Code: [Select]
com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Section usa0100 not found
java.lang.Exception: Section usa0100 not found
at com.maddox.il2.gui.GUIQuick.startQuickMissionMulti(GUIQuick.java:2381)
at com.maddox.il2.gui.GUIQuick$DialogClient.notify(GUIQuick.java:189)
at com.maddox.gwindow.GWindow.notify(GWindow.java:144)
at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:556)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
>> no file: Missions/QuickQMBPro/Smolensk******************-Ubisoft/Smolensk******************-UbisoftBlueNone00.mis
[Mar 7, 2015 2:52:06 AM] -------------- END log session -------------
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 06, 2015, 08:30:17 PM
OK, in QMB LOAD Quicks, the CUPS load but the UD show Data File Corrupt.  WAW Module

Mine are great, I'm even getting into this QMB a lot more lately.  We even cured the lastquick bug between modules.

If this problem persists try using the reset button and different combos. 

Your Logfile exerpt illustrates a missing flight in the mission.  These days we can open up FMB from the QMB interface and correct the flight if it has a problem.

QMB missions often comprise a number of different mission types, so if it still a problem after reset make a note of:

Full Mission-Map-Designation, ie CUP, Spain, UD+Map etc
Situation, ie Scramble, Armour etc
Army Side, Blue or red

With just these three bits of info we can work through and confirm/fix any issues.

Like everything else in C.U.P. the QMBPRO Expansion is massive in scale and will have to refined as a group effort.  The only other alternative was to wait for the release some time next year!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 06, 2015, 08:34:39 PM
Yer just getting too freakin old like me Barry!...................  Simon likes to play the trickster once in awhile, should change his name to Loki............
And thanks for the props in Jet Age Simon, just looked at the air.ini

You wound me!  The page was probably not refreshed locally in one place as fast as another.  Pump the old 'F5'...

Can't wait to get going over Israel and, you will be pleased to hear, I totally re-wrote Screaming Eagles for the larger CY6 map.  love 412 FMB...

Title: Re: Community Universal Patch C.U.P.
Post by: Das_Luftwaffenas on March 06, 2015, 08:57:44 PM
 Thank you for this amazing pack. I have been playing it for a while and am very impressed, both with the ease of instillation and the quality of he pack. However, in Modact 5.3 the "B" key was used to engage or disengage air to air or air to ground missiles. However, now no key or control, that I have been able to find, controls the "arming" switch for the missiles.

 Could someone tell me if I have just overlooked something or if this is a bug that just needs to be fixed.
Thank you again for this awesome mod pack. Words can't describe how amazing this mod pack is. I am just in awe. I have had much fun already.
 I also have downloaded all modules and have assured that they have been extracted in the correct order.
Title: Re: Community Universal Patch C.U.P.
Post by: kingsley on March 06, 2015, 09:33:16 PM
Simon
Check the la chute map when trying to bring it up in waw/jtw it shows a 2d landscrape in other words does not come up.
Bravo
Checked out the donbass maps both versions in waw/jtw they come up in fmb and able to run and save.
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 06, 2015, 09:52:22 PM
Quote
the "B" key was used to engage or disengage air to air or air to ground missiles. However, now no key or control, that I have been able to find, controls the "arming" switch for the missiles.

Das Luft:

did a little testing and YOU are correct.  The "B" key does engage/disengage the missiles and you are also correct in that I could not find that option in the "controls" screen.   Hmmm:)   But it still works.

c
Title: Re: Community Universal Patch C.U.P.
Post by: 361st_Hoss on March 06, 2015, 10:30:45 PM
Yeah B Dub.. maybe you are right.. In any case.. I am very grateful to see the old girl still looking good... This gives me a chance to fly my Redcocks A-7... ;)

It always seemed like too much work to dfo to get all tjhis stuff going before.. DBW, Jets... WWI... to many hoops.. Now FINALLY I can try to get this all together on what is still the greatest CFS ever made..

Well don't forget to throw in one of my old squads VA-94 Mighty Shrikes.............  SHWFOTS

Hoss
Title: Re: Community Universal Patch C.U.P.
Post by: pilotsden on March 06, 2015, 10:36:36 PM
This is Outstanding beyond words.....From the Boy's of 60 Squadron a Heartfelt ''Thank-you'' to all for this....the greatest one two punch in flight-sim history....

PD
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 06, 2015, 11:08:14 PM
Simon
Check the la chute map when trying to bring it up in waw/jtw it shows a 2d landscrape in other words does not come up.
Bravo
Checked out the donbass maps both versions in waw/jtw they come up in fmb and able to run and save.

La Chute's good for me, it must be a missing or out of date Map SFS, do you definately have all 9 parts? - Ther are a few new wrinkles since testing so it will be worth getting all of the new the MME again.

This is Outstanding beyond words.....From the Boy's of 60 Squadron a Heartfelt ''Thank-you'' to all for this....the greatest one two punch in flight-sim history....

PD

I have always felt enormously proud of SAS and never more so than now.  The breakthrough moment was when SAS~Benitomuso made the SFS tools so easy to use and then we designed a foolproof drop-in install method.  Also significant was getting each module to use the SAME Map install.  That was bloody brilliant.  So few folders compared to the old days. 

In testing when each of us screwed up something with multiple installs, it was actually easiest to just start again and install from scratch, done it many times now.  When I first posted that a Module goes in under ten minutes I thought; "nobody is going to believe how easy this is".

Back with the huge JSGME Packs we had such patience...  ;D
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 07, 2015, 01:55:28 AM
Testing out some of my TFM 412 missions and getting low FPS with the following errors:

I'm missing something aren't I?

i am curious about that missing engineWep2.eff. i get this error too in my logs, but now always. is there a mod for engine flames in WaW? because if there is, i haven't seen any engine exhaust flames yet. the name would fit, wouldnt it?
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 07, 2015, 01:57:00 AM
Bug Report: modules #CUP + #WaW on a clean and healthy il-2 1946 4.12.2m + modact 5.3

sorry for double posting and quoting myself. but can anyone confirm this bug? seems like a thing that someone should notice at some point, or might it just be my installation? i tried to rule out the "small FX" JSMGE option, since it mentions "parachutes" but that didn't change anything.
Title: Re: Community Universal Patch C.U.P.
Post by: ironcross on March 07, 2015, 02:18:12 AM
Thanks' for the torrents Guy's, Now I'm getting somewhere
Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 07, 2015, 02:31:40 AM
I dunno what I'm doing wrong...

I install from my retail disc, update to 4.12.2 through the autoupdate package, everything works fine. I make a profile, set up the graphics, set the controls, and have a bit of a test run. Everything is in working order.

I install the Modact (From the link in the OP), everything still works fine. I install Module 1, still works perfectly fine. I install Module 2 (haven't had time to download the others yet), everything works fine in the vanilla mode, but the game completely locks up in the Dawn Of Flight mode, I have to manually end the process using the keyboard! (it locks up my mouse entirely)

What's gone wrong? There's nothing at all in the log, and I'm thinking it's possibly not a file problem, because there wasn't any "Unexpected End of Archive" or anything, and the file sizes seem to match!

I really want to play this...
Title: Re: Community Universal Patch C.U.P.
Post by: Alfie Noakes on March 07, 2015, 02:44:43 AM
Monty

Just a few observations about D.O.F after many hours of happy flying........
I'm loving all the new 4.12 features......AI taxiing, superb large maps and the new automated objects + ambient sounds  ;D

I've spotted a few anomalies......

The Farman family appear in allied stationary list but don't appear in the show box and can't be placed on FMB map.
Gio's  massive Hansa Brandenburg family don't feature but Kant's C I does.
Rolland C II & Hansa CI appear as recon only.
Farman F30, F40 and F40/20 & the early Voisin's have no bomb loadout.............I've added DreamK's superb WW I weapons pack to D.O.F with some success but I've noticed some of the wackier munitions  ( Wollersdorf + tar & rope + smoke bombs etc  ???) don't show.
Kant's artillery spotting mod is not in D.O.F....a great pity as this gives the older/frailer a/c some real destructive power  :D   

However, these are minor niggles and do not detract from the great leap forward that is D.O.F  ;D Many thanks for your ( and Istvan's !) hard work

Cheers

Alfie
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 07, 2015, 04:12:01 AM
I was lucky enough to d/l all the rar files as soon as they came out and after unzipping, had no problems with the game loading all three modules. No CTD's, no probs maps loading etc. I haven't had time yet to test extensively for any other bugs but for anyone interested, this is a snapshot of the file size I downloaded. Hope it may help.

(http://s28.postimg.cc/fi705cv6l/Untitled.jpg) (http://postimage.org/)

DDM
Title: Re: Community Universal Patch C.U.P.
Post by: Plowshare on March 07, 2015, 04:24:59 AM
Hi all:

I took the C.U.P. logo and turned it into an icon you can use for the shortcut on your desktop or taskbar:

http://www.mediafire.com/download/853sdo6320d77aw/CUPIcon.ico (http://www.mediafire.com/download/853sdo6320d77aw/CUPIcon.ico)

It helps to keep all my different installs readily identifiable.

Bob

Title: Re: Community Universal Patch C.U.P.
Post by: butcherbird on March 07, 2015, 04:49:01 AM
 :) I am returning to il2 after long time , and when i see this C.U.P just can not wait no longer its a wonderfull stuff i have read threads and manual , got a little bit of hick up its strange , i have fresh modact  5.3 of 4.12.2m installation and installed module 1 , then 2 and the 3rd module , i noticed waw worked so far till the part 6, after installing the last part 7 of waw it crashes at 70% , would love to solve this issue , by your help and support.
Also like to Thank and appreciate the work you guys put together its truly lift the il2 modding to nxt level, Outstanding. ;D
Title: Re: Community Universal Patch C.U.P.
Post by: ironcross on March 07, 2015, 05:22:18 AM
butcherbird
Take a look at page 19, post 222, that should fix your problem, it worked for me.

http://www.sas1946.com/main/index.php/topic,44975.216.html
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 07, 2015, 05:51:39 AM
Decipher...there is a way to get blue exhaust flames back :)
I have then in my install working and looking great as usual...i can post an instruction to get them into the game when i am back home
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 07, 2015, 06:11:52 AM
after some issues from start (WAW pt.04) no CTDs now. a couple of campaigns started under DOF, WAW & JTW. boelckes westfront is absolutely brilliant including sound mod - flown for luftwaffe, RAF and USAAF. i can't say if every single mod is working. one thing is the same as decipher mentioned - no blue flames.
i have only one more mod in WAW, DOF and JTW folder; smaller font mod. i'm 99,9% sure this mod never caused any problem with other mods in TFM or CUP.

thanks a lot to all modders around the world and C.U.P. team for this ultimate collection.
plowshare - thx a lot for icon! on my desktop right now!
Title: Re: Community Universal Patch C.U.P.
Post by: BravoFxTrt on March 07, 2015, 06:55:30 AM
Thanks Plowshare for the Icon.
Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 07, 2015, 06:56:31 AM
Hamm

I am getting the same but its only with some missions/campaigns. I haven't tried any of yours but got it with Montys 4.12 tfm Battle of Britain Campaign and with Abbeville boys 4.12 Campaign by Poltava. Its the same Floatclamp message dotted around and then 'EngineWep2.eff' or other effects mat files. This can sometimes lead to a freeze and a need to close down using task manager. More often just means stutter. Occasionally a map texture error pops up but again its not catastrophic just causes some stutter.   Not sure why this is happening- its a bit beyond me - but I know nothing is missing from my install )reinstalled the lot 3 times and I only have my little Opel Blitz in as an extra mod.
So you are not alone!

P

Testing out some of my TFM 412 missions and getting low FPS with the following errors
...
Title: Re: Community Universal Patch C.U.P.
Post by: BravoFxTrt on March 07, 2015, 07:07:30 AM
Good news fellas, UV3 is working in my #WAW.
Title: Re: Community Universal Patch C.U.P.
Post by: Gaston on March 07, 2015, 07:54:55 AM
Can anybody help me ? I do not know how to attach a zipped file to a post in the forum... I have prepared a little zip for you that will solve the Fokker G.1 bug, so I would like to share it...

Is it a question of authorization or something like this ?
Title: Re: Community Universal Patch C.U.P.
Post by: Potato salad on March 07, 2015, 07:58:32 AM
So does this mother of all modpacks have all the World War 2 planes of both SAS and UP3?
Is there any reason why should I stick with SAS and UP3 now that this is out? Does this work with DCG?
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 07, 2015, 08:07:31 AM
Just wanted to say "Thanks” to Monty and the team that put this together.  You make this Sim better and better every time you touch it.  Truly Awesome.
Words just don't convey my absolute appreciation.
Great work you guys.   ;D
Rod
Title: Re: Community Universal Patch C.U.P.
Post by: RDDR Hangar19 on March 07, 2015, 08:17:52 AM
Potato,
If I were you,I would go back to the beginning of this long thread and read our CUP Manual...er Book if you like.
I think that it might help you make an appropriate decision on what would be best to do.
 ;) ;) ;)
Cheers RDDR
Title: Re: Community Universal Patch C.U.P.
Post by: joecole on March 07, 2015, 08:51:55 AM
First I'd like to thank all the modders and devs who have participated to this awesome mod ! (you're amazing !)

However being pretty new to the modding community I have a 20% crash I don't understand why...
I installed CUP and the jet era module over a IL2- 4.12 game with moddact 5.3 as recommended...
Anyway here's the end of my log file :


edit: please, next time use code (#) instead Quote option
when posting lists. For now I repaired this. Gerax.

Code: [Select]
Trying to AutoMount SFS_MAPS\Maps46 .SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\Maps47 .SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\Maps48 .SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\Maps49 .SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\MAPS50 .SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\MAPS51 .SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\MAPS52 .SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\MAPS53 .SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL01 .SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL02. SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL03.SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL04.SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL06.SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL07.SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL08.SFS... mounted successfully!
AutoMounting SFS files from folder SFS_MAPS 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 4096 -> 512 (delta = -3584) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/TSPD_ins_Smoke.tga'
WARNING: object '3DO/Effects/TEXTURES/TSPD_ins_Smoke.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/TEXTURES/ Raymatch_Shader. mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
Spawn.get( com. maddox.il2.objects.air.B52D ): null
java.lang.OutOfMemoryError
<<no stack trace available>>
java.lang.OutOfMemoryError
<<no stack trace available>>
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 07, 2015, 09:36:14 AM
hey gerax & monty.

in DBW i had this https://www.youtube.com/watch?v=rm2U_4Ecjis (https://www.youtube.com/watch?v=rm2U_4Ecjis) mod made by sani working together with blue flames.
i really don't know how i made it working havin' both of them with no collision.
there was a massive discussion about "heavy smoking" bf109 and bf110 engines on full throttle.
so first question is if this mod is a part of C.U.P. and the second question is whether you are planning to add this mod. just a question...

back to cockpit now...  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: RedSpade on March 07, 2015, 09:40:40 AM
I would like to add my appreciation and admiration to the team that delivered this bundle of joy into my hands.  Awesome job!
Title: Re: Community Universal Patch C.U.P.
Post by: Lakajadiwa on March 07, 2015, 10:04:14 AM
Sorry but has a fix been posted for all the .ini errors on maps? (yes I did install all nine parts)
Title: Re: Community Universal Patch C.U.P.
Post by: SkyHigh on March 07, 2015, 10:12:49 AM
hey gerax & monty.

in DBW i had this https://www.youtube.com/watch?v=rm2U_4Ecjis (https://www.youtube.com/watch?v=rm2U_4Ecjis) mod made by sani working together with blue flames.
i really don't know how i made it working havin' both of them with no collision.
there was a massive discussion about "heavy smoking" bf109 and bf110 engines on full throttle.
so first question is if this mod is a part of C.U.P. and the second question is whether you are planning to add this mod. just a question...

back to cockpit now...  ;)

I have a vague memory that, although there is a 4.12 version of the Full-Throttle Mod, it is incompatible with the SAS_Engine Mod.
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 07, 2015, 10:16:21 AM
I use the Gore FX for all planes but it is only in the outside .... Is there any mod to see the blood effects from the cockpit?
Thanks
Title: Re: Community Universal Patch C.U.P.
Post by: Potato salad on March 07, 2015, 11:01:34 AM
Potato,
If I were you,I would go back to the beginning of this long thread and read our CUP Manual...er Book if you like.
I think that it might help you make an appropriate decision on what would be best to do.
 ;) ;) ;)
Cheers RDDR
I read both pdf files.
Not even a hint on if this works with DCG.
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 07, 2015, 11:11:11 AM
Some questions for Monty and the team:
- Did not all mod planes make it in the package?  Examples:  Judy's D4Y2/D4Y3 & some F6F Hellcat models.
- Are all issues sorted w/ WAW Part 7?


..and a suggestion for those getting CTDs and other errors:
- See post #320 from DennisDaMenace and check your file sizes - re-download if they don't match up and re-install.
- I suggest not installing WAW Part 7 as that one seems to have a few issues
Title: Re: Community Universal Patch C.U.P.
Post by: Lakajadiwa on March 07, 2015, 11:18:28 AM
All of my file sizes match the ones posted, yet all of my maps get ini errors...... Is WAW #7 the one causing ini errors?
Title: Re: Community Universal Patch C.U.P.
Post by: Das_Luftwaffenas on March 07, 2015, 11:27:19 AM
Das Luft:
did a little testing and YOU are correct.  The "B" key does engage/disengage the missiles and you are also correct in that I could not find that option in the "controls" screen.   Hmmm:)   But it still works.

As far as I know there has never been a "control" in the controls section for arming/ disarming missiles.
However, in my ModAct 5.3, and in my old DBW install, the "B" key controlled the arming switch.
Now in the CUP in my install the "B" key or any other key I have been able to find does NOT arm or disarm my missiles.
I have assured i installed everything correctly and the the correct order. Everything else works flawlessly in my game otherwise.
Should I just try and reinstall? 
Title: Re: Community Universal Patch C.U.P.
Post by: stugumby on March 07, 2015, 11:38:39 AM
Need some help here.

1. is there a read me or tutorial for the mission builder pro? it is giving me fits, i can swap plane sin existing missions and fly it but cant save it. I can pull up and open maps etc. older missions will not laod but also will not crash. some eventually load after 2-3 min.
2. if not using mission pro same problem exists as well.
3. if not using mission pro how do you get to the other half of the available maps?

 i have downlaoded map moduie all parts and waw all parts and added over number 7 with the newer one and had the 70% error and followed the guide and put in waw 6 sationary ini and all loads as far as sim itself but mission builder pro and fmb are all quirky now. Are there any conf ini entries required for mission pro?

any help greatly appreciated.
Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 07, 2015, 11:39:57 AM
My file sizes match.

It's also worth mentioning that only 5-6 planes appeared in the object viewer, and all the ground units were still the vanilla ones.

I'm going to try installing without Part 7 of Module 1 (EDIT: Never mind, I see he was talking about WAW, not module 1, Well, in that case I have no bloody idea what's going on!)
Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 07, 2015, 12:07:12 PM
YES! I managed to get it to work!

I reinstalled it, but I didn't overwrite anything unless the file I was copying was larger and newer.

It does have a lot of *s though, is that normal?

EDIT: It does seem that there aren't any campaigns for it though, where can I find some?
Title: Re: Community Universal Patch C.U.P.
Post by: timmy1963 on March 07, 2015, 12:22:27 PM
I checked all planes and maps in WAW.All planes work and only my Darwin 1942-43 map wont load.I get this

Code: [Select]
message:World.land0.LoadMap0error:java.lang.RuntimeException:Landscape'NTL_Darwin1942_43/NTL_Darwin_1942_43_load.ini'loadingerror.
The map is listed in my maps allini.
I dont know what to do to fix this one.
Other than that everything else is working :)

Title: Re: Community Universal Patch C.U.P.
Post by: polo199 on March 07, 2015, 12:23:57 PM
Just wanted to say thank you to the CUP team for the Torrent links. Downloading now...
Title: Re: Community Universal Patch C.U.P.
Post by: SkyHigh on March 07, 2015, 12:50:05 PM
Polo, your post reminds me I never thanked these good people for the torrent, so I'll do so now. Thanks to all concerned.
Title: Re: Community Universal Patch C.U.P.
Post by: Radoye on March 07, 2015, 12:51:42 PM
One more from here, thanks for the torrents, downloading them now, will seed as long as i can! :)
Title: Re: Community Universal Patch C.U.P.
Post by: harpia on March 07, 2015, 01:06:36 PM
The solution to 70% CTD would be changing the ini 7 by 6 right? Would this file here, just make the switch or have to install it again? "il2fb.ini"   
Me is not working out as well as freeze the QMB TBM.
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 07, 2015, 01:10:46 PM
torrents dwnl and seeding for others...
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 07, 2015, 01:12:03 PM
I have a vague memory that, although there is a 4.12 version of the Full-Throttle Mod, it is incompatible with the SAS_Engine Mod.

thx for your notice sky high
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 07, 2015, 01:18:21 PM
harpia, the fix was posted at reply #222 already; easy way is switching inis from pack 6 and 7 but you miss the functionality of the C&C stuff then;
better to either manually edit the stationary.ini or if you have a copy of TFM 4.12 still copy over the two folders I have mentioned...

btw, can confirm the Darwin map load error; does not work even if you one copies in the complete install version of the map from here;
I checked in TFM 4.12 and there it is working, so I guess there is an error in the sfs files that contain the Darwin stuff;
for this we might need Simon though to repackage the appropriate SFS;
Title: Re: Community Universal Patch C.U.P.
Post by: hadji4 on March 07, 2015, 01:19:36 PM
Just wanted to say thank you to the CUP team for the Torrent links. Downloading now...

You please tell me where links Torrent? thank you
Title: Re: Community Universal Patch C.U.P.
Post by: Cloyd on March 07, 2015, 01:22:35 PM
You did not tell me where links Torrent?

See Page #1. Scroll down, you will find them.
Title: Re: Community Universal Patch C.U.P.
Post by: timmy1963 on March 07, 2015, 02:09:38 PM
Thank you Griffon_301 for confirming the Darwin map error.I didnt want to mess with it because of the SFS file.I have fixed this problem before in DBW but i'll wait for Simon on this one.
Title: Re: Community Universal Patch C.U.P.
Post by: timmy1963 on March 07, 2015, 02:37:17 PM
I installed part 5 for JTW and got an error for Avia S-199 in QMB.It says it is not present in file 'gui/game/avia s-199_fm.Also there is no image for FFR-41MR.I tried it in QMB and it did load but all i see is a blue screen.Other than that all the other planes are working.All my WWI planes work too.I have had minimal problems with such a big mod.You guys did an excellent job!
Title: Re: Community Universal Patch C.U.P.
Post by: flightdok74 on March 07, 2015, 02:51:53 PM
Hi all, after applying mod. 5 and applying the "Fix" on "222" from Griffon_301 , I get a "lockup" of the game in "WAW" as I approach any flight when I start firing on them and get this message  " Il-2Dof/TIR Enabled Executable for modded Il-2 Strumovick 1946 has stopped working".  "DOF" and "TJA" work fine..........any ideas out there with the experts please.......thank you kindly............... :(
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 07, 2015, 02:59:12 PM
you applied pack #5??? ehm WAW is at pack #7 now so maybe you did something wrong there...
my fix is intended to get rid of the 70% crash after applying pack #7 for WAW;
the new pack #5 goes into JTW....
Title: Re: Community Universal Patch C.U.P.
Post by: butcherbird on March 07, 2015, 03:00:16 PM
Firstly i like to thank iron cross for directing me to 70% ctd solution post , I did exactly what it say change the stationary .ini entries and game loads after second attempt , But Qmb ruined my excitement when it freezes and damn that froze the whole window , mouse cursor etc etc ,

Issue is not loading now its that WAW selection just freezes when i click qmb ,
Thank you again iron cross and griffins and off course Monty and team , I m sure there is a solution for this , cant wait to take off .
Title: Re: Community Universal Patch C.U.P.
Post by: onebigstep on March 07, 2015, 03:01:00 PM
I guys, first thanks for that incridible work, got finally WAW working with post 222 method. Have 1 problem with visual mod (version 8 and 9)via jsgme, when i or ai bailout ctd occur each time parachute open . Nothing in log file except bailout mention

sorry for my English

thx
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 07, 2015, 03:02:05 PM
butcherbird, have you deleted the last quick mission file? there is a guide here how to do this via a batch file; after that you should be good to go again...
out of curiosity, are you using stock QMB or QMBPro?
Title: Re: Community Universal Patch C.U.P.
Post by: flightdok74 on March 07, 2015, 03:15:38 PM
Sorry Griffon, I meant # 7
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 07, 2015, 03:16:41 PM
When you busy fellows get a chance, can you please take a look at the sound files.  I was just flying a mission in WAW where I was chasing a BF-109 in my P-47 and a telephone started ringing in the cockpit!  Bwahahaha!!!  I almost flew into the ground I was laughing so hard!  I'm not sure what the sound was supposed to be.  Maybe another plane firing at me or ground fire.  Couldn't really be sure...  I didn't notice any damage occurring to my plane.

TIA
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 07, 2015, 03:25:47 PM
Which TBolt did you fly? Maybe it was the tail warning radar? So that might have been a feature..not a bug :)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 07, 2015, 03:37:10 PM
I installed part 5 for JTW and got an error for Avia S-199 in QMB.

as temp fix install the folder "S-199_FM" inside the 7z file
into your #JTW dir.

http://www.mediafire.com/download/52fwfbb4tzne09q/S-199_FM.7z

Then try and please report what you get.  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 07, 2015, 03:42:03 PM
So that might have been a feature..not a bug :)

It IS a feature in P-47D-40 (P-47D-30 I do not remember atm ...).  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: Lakajadiwa on March 07, 2015, 03:47:57 PM
Im reinstalling for a third time now due to the bloody map ini errors, downloading the torrents in case my browser f** up, now I ask, proper way is IL2 4.12 then just Modact 5.3(no ai flyable or optionals) and then unzip the modules in order, my way of operation so far has been  correct?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 07, 2015, 03:51:01 PM
Have 1 problem with visual mod (version 8 and 9)via jsgme, when i or ai bailout ctd occur each time parachute open . Nothing in log file except bailout mention

I hope you have not installed both Visuals Mods?

I just tried with VisMOd9 and have no problems
in #WAW when bailout in a 109E7.

So please tell with wich plane you get this problem!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 07, 2015, 03:51:51 PM
Im reinstalling for a third time now due to the bloody map ini errors, downloading the torrents in case my browser f** up, now I ask, proper way is IL2 4.12 then just Modact 5.3(no ai flyable or optionals) and then unzip the modules in order, my way of operation so far has been  correct?

yes.
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 07, 2015, 03:55:28 PM
Which TBolt did you fly? Maybe it was the tail warning radar? So that might have been a feature..not a bug :)

I was flying the P-47D-27.  I just didn't remember hearing that sound before.  It sounds exactly like an old fashioned desk telephone (Ring... Ring..., silence, Ring... Ring).
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 07, 2015, 03:56:58 PM
Good news fellas, UV3 is working in my #WAW.

Bravo, AFAIK it is already default in this segment.  :D
Title: Re: Community Universal Patch C.U.P.
Post by: Lakajadiwa on March 07, 2015, 03:57:18 PM
yes.

Ok, thats what i did last time i got ini errors, lets hope that the torrent files will work as intended. Thanks for help!
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 07, 2015, 04:11:17 PM
Which TBolt did you fly? Maybe it was the tail warning radar? So that might have been a feature..not a bug :)

Griffon, it looks like you and Gerax were correct!  I Googled and found that the P-47D-27 did have the AN/APS-13 (Tail Warning Radar) installed!  And it's actually shown on the right side of the cockpit in the game.  It doesn't look exactly the same, but it's there...

Here is a real photo:
https://dl.dropboxusercontent.com/u/45499664/ANAPS13/01MSTG12.JPG

Thanks guys!!!


Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 07, 2015, 04:11:33 PM
I was flying the P-47D-27. 

Ah, so Mike implemented this warning bell to this D-27 too.
Everyday learning something new here.  ;D
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 07, 2015, 04:13:58 PM
Hi all, after applying mod. 5 and applying the "Fix" on "222" from Griffon_301 , I get a "lockup" of the game in "WAW" as I approach any flight when I start firing on them and get this message  " Il-2Dof/TIR Enabled Executable for modded Il-2 Strumovick 1946 has stopped working".  "DOF" and "TJA" work fine..........any ideas out there with the experts please.......thank you kindly............... :(


We need a logfile.. ;)

http://www.sas1946.com/main/index.php/topic,19308.0.html

http://www.sas1946.com/main/index.php/topic,39780.0.html


Title: Re: Community Universal Patch C.U.P.
Post by: erafitti on March 07, 2015, 04:23:03 PM
First congrats and many thanks to all involved in this great work.

I downloaded this great pack, and I installed DOF and WAW and no problem.

I have done some testing and I checked QMBmissions prepared in Netmountains scenario and planes crash into the mountains (problem with engine_mod).

I found another problem with Ju-88C-6 (see image)

(http://s2.postimg.cc/sfmzx76ft/ju88c6.jpg) (http://postimage.org/)

On the other hand I tried to run DOF and WAW with TotalMODderV3 and have failed.

Someone else has tried and succeeded?.

Un saludo.

Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 07, 2015, 04:23:24 PM
Ok, thats what i did last time i got ini errors, lets hope that the torrent files will work as intended. Thanks for help!

A few maps will have ini errors indeed but most maps should work.
Monty will repair this.

But he must know wich maps doesn't load. So:
to all users here: please report the maps you can't run.

Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 07, 2015, 04:27:42 PM
I have done some testing and I checked QMBmissions prepared in Netmountains scenario and planes crash into the mountains (problem with engine_mod).

Here is what I did to have this 412 feature working:
I use Antos-EngineMod + Westerns latest patch 14-1-2015
instead 'WAWs default "!SAS_Engine_Mod"and load it
before  !0000_Classfiles.

Give me a minute and I upload what I have.
Title: Re: Community Universal Patch C.U.P.
Post by: lizard on March 07, 2015, 04:36:21 PM
Hi all:

I took the C.U.P. logo and turned it into an icon you can use for the shortcut on your desktop or taskbar:

http://www.mediafire.com/download/853sdo6320d77aw/CUPIcon.ico (http://www.mediafire.com/download/853sdo6320d77aw/CUPIcon.ico)

It helps to keep all my different installs readily identifiable.

Bob


Thanks Bob - that's nice.
Title: Re: Community Universal Patch C.U.P.
Post by: timmy1963 on March 07, 2015, 04:38:47 PM
as temp fix install the folder "S-199_FM" inside the 7z file
into your #JTW dir.

That fixed it.thank you SAS~Gerax ;D ;D
Title: Re: Community Universal Patch C.U.P.
Post by: lizard on March 07, 2015, 04:41:42 PM
I'm loving this CUP!

Yesterday I am sure I saw a solution to the WAW 70% CTD, involving remming a few planes from AIR.ini. Need to do it again, but can I find the post? Nope. Any pointers please, people?

Thanks.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 07, 2015, 04:42:09 PM
Erafitti, this is for you (and everyone who wants to try it).
Please try and: report. I need some response.  ;)

http://www.mediafire.com/download/9rgh6q26mnqj24n/!_SAS_Engine_Mod_patch_western_20150114.7z
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 07, 2015, 04:44:53 PM
I'm loving this CUP!

Yesterday I am sure I saw a solution to the WAW 70% CTD, involving remming a few planes from AIR.ini. Need to do it again, but can I find the post? Nope. Any pointers please, people?

Thanks.

meanwhile the P-51 air.ini thing is solved
with new C.U.P.- Module 03 - World At War Pt07.rar.
Sadly there come a new problem with this..  :P
Now in stationary.ini.

See how to fix this in post 222 by Griffon here:
http://www.sas1946.com/main/index.php/topic,44975.msg504335.html#msg504335

Title: Re: Community Universal Patch C.U.P.
Post by: onebigstep on March 07, 2015, 04:49:31 PM
Ok did some test again, using only 1 visual mod at the time of corse, ctd occur only when  ai bailout.

Code: [Select]
log file : [7 mars 15 23:11:47] Mission: Quick/Midway1/Midway1RedScramblewheelsupcavu00.mis is Playing
12:00:00 Mission BEGIN
12:00:00 USN_VB_10A000(0) seat occupied by Player at 190762.97 9942.31
12:00:00 USN_VB_10A000 loaded weapons 'default' fuel 100%
12:01:41 USN_VB_10A000 in flight at 191511.17 11418.677
12:03:54 1_Chief destroyed by IN_NN011 at 192103.0 12606.711
12:04:38 IN_NN033 damaged by 7_Chief at 191005.02 11951.073
12:04:40 IN_NN033(0) bailed out at 191103.73 11896.281
12:04:40 IN_NN033(1) bailed out at 191162.75 11857.427
12:04:40 IN_NN033(2) bailed out at 191162.75 11857.427

ctd when parachute open flying a b5n2
Title: Re: Community Universal Patch C.U.P.
Post by: ol' Navy on March 07, 2015, 04:59:10 PM
Hi all:

I took the C.U.P. logo and turned it into an icon you can use for the shortcut on your desktop or taskbar:

http://www.mediafire.com/download/853sdo6320d77aw/CUPIcon.ico (http://www.mediafire.com/download/853sdo6320d77aw/CUPIcon.ico)

It helps to keep all my different installs readily identifiable.

Bob



Can you tell me how to use this icon?  I downloaded it, and at present it is just sitting on my desktop.  How do I get it to replace the default icons?  Where do I need to put it?  Thanks for any assistance.
Title: Re: Community Universal Patch C.U.P.
Post by: harpia on March 07, 2015, 05:06:27 PM
Thanks Griffon for the reply, I think I have the installation 4:12. I decided to delete everything and start from scratch. My English is bad then use the google translator, sorry for the mistakes, thank you!
 ;) ;) ;) ;) ;)  ;D ;D
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 07, 2015, 05:17:35 PM
Ol Navy

I copied the file into my root Il-2 directory.  Then right-clicked on "Il-2.exe" file and selected to create a shortcut.  The shortcut will appear at the bottom of your files in your root directory.  Right-click on the shortcut, click change icon, go to your Il-2 folder and select the new icon, then apply.
Title: Re: Community Universal Patch C.U.P.
Post by: erafitti on March 07, 2015, 05:21:17 PM
Please try and: report. I need some response.  ;)

Many thanks Gerax.

The good news..... Now planes fly properly.

The bad news...... No Tiger33 glorious flybys.

Un saludo.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 07, 2015, 05:21:32 PM
Ok did some test again, using only 1 visual mod at the time of corse, ctd occur only when  ai bailout.
ctd when parachute open flying a b5n2

I just tried a qmb mission (none, advantage ) on palau
4 190a-8 vs 4 b5n2.
within a few seconds  a lot of ai chutes were in the air...  ;D
but no ctd. with visMod 9.

Can anyone try such a mission please as I can't help with this.  :-X
and report?
Title: Re: Community Universal Patch C.U.P.
Post by: Fresco23 on March 07, 2015, 05:33:32 PM
I have been silently installing, and reading and applying updates, fixes, and pleased to report that all appears to be working mostly well!!

Many unconditional thank yous to all involved in this masterpiece!!

Very impressive work! Its so nice... Im rather speachless in fact. Absolutely love the new vehicle skins (T-72s and others)

Was just outsmarted by a fiendish Vietnamese Mig-21... (no doubt a russian ace...)  and forced to abandon my flaming Crusader over enemy territory. Managed to eject seconds before my trigger happy wingman fired a missile into MY aircraft.... not cool bro...  :-\      he did manage to get a shot at the enemy and successfully ended the engagement in one piece.    ...hanging in the silk now.. praying that this Colt is as good as they say it is.



ONLY one tiny issue... in FMB, all the maps are in one massive list, running off screen. So i cant access any Pacific or Asian theater maps.

Thanks again for an excellent piece of art.!

Fresco
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 07, 2015, 05:47:14 PM

ONLY one tiny issue... in FMB, all the maps are in one massive list, running off screen. So i cant access any Pacific or Asian theater maps.
Thanks again for an excellent piece of art.!
Fresco

Use JSGME to activate the "#CUP_MissionProCombo-v4122" mod.  That will take care of this problem!
Title: Re: Community Universal Patch C.U.P.
Post by: Aioros on March 07, 2015, 05:48:17 PM
Good day to all. First I want to say thank you to all the developers involved in the creation of this marvelous pack.

Second: Today I finished the campaign "Fiats for Finland" available by default on the WAW module, it's an easy campaign but I experienced the same bug described here by decipher on the Reply #210 page 18  while I was destroying some TB-3 Bombers with my Fiat G-50 (1938), Also experienced a CTD (In the same campaign) while I was leaving the plane with the command available in the menu of the VisualMOD8.

If anyone is experiencing the same problem related with the chutes (The log file is your friend) I suggest as a temporary solution to disable them using the MissionProCombo option before starting the mission (this worked for me)...may be obvious but I just want to help.

Besides all the minor bugs whose appearance is very comprensible due to the very nature of the project. CUP is an awesome pack.

Code: [Select]
-------------------------------- MISSION COMPLETE ---------------------
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.Chute.TangleChute(Chute.java:165)
at com.maddox.il2.objects.air.Chute.TangleChute(Chute.java:157)
at com.maddox.il2.objects.air.Chute.msgCollision(Chute.java:96)
at com.maddox.il2.engine.MsgCollision.invokeListener(MsgCollision.java:72)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

(http://i.imgur.com/w88Tj0q.jpg)

COMPLETE LOG: https://mega.co.nz/#!BA9T2ChK!Mb3Ok_gliH1CcM5D0aHss73SOT47I8kR-p4madIJ_AY

EDITED: Thanks for the info Gerax, Now the log and a picture are in the post.  8)

Thanks and good luck to all!!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 07, 2015, 05:51:57 PM
PD: For some reason the forum doesn't allow me to upload code or links so I can't post my logfile.

simply paste it into a post.  ;)
read here how to do this:
http://www.sas1946.com/main/index.php?topic=39780.0
Title: Re: Community Universal Patch C.U.P.
Post by: Fresco23 on March 07, 2015, 06:24:23 PM

ONLY one tiny issue... in FMB, all the maps are in one massive list, running off screen. So i cant access any Pacific or Asian theater maps.
Thanks again for an excellent piece of art.!
Fresco

Use JSGME to activate the "#CUP_MissionProCombo-v4122" mod.  That will take care of this problem!

 :-[ Oops....

lol


problem solved! thanks dude!
Title: Re: Community Universal Patch C.U.P.
Post by: andqui on March 07, 2015, 06:32:01 PM
Have 1 problem with visual mod (version 8 and 9)via jsgme, when i or ai bailout ctd occur each time parachute open . Nothing in log file except bailout mention

I hope you have not installed both Visuals Mods?

I just tried with VisMOd9 and have no problems
in #WAW when bailout in a 109E7.

So please tell with wich plane you get this problem!

I have had this issue as well, don't have the logs unfortunately. Sometimes it happens, sometimes it doesn't in the exact same mission. It's happened to me in a Flying Tigers campaign, when the crew of some burning SB-2's disguised as Japanese bombers bailed out. It's also happened in a France 1940 dogfight, with some Blenheim 1F, Bf-109E-1 (I think), Fairy Battle's, and Hurricane I's all in the fight (don't know which bailout triggered it).

I have since wiped my IL2 install and will try again with the torrent, I thought maybe there was some installation problem.
Title: Re: Community Universal Patch C.U.P.
Post by: onebigstep on March 07, 2015, 06:33:08 PM
Ok did some test again, using only 1 visual mod at the time of corse, ctd occur only when  ai bailout.
ctd when parachute open flying a b5n2

I just tried a qmb mission (none, advantage ) on palau
4 190a-8 vs 4 b5n2.
within a few seconds  a lot of ai chutes were in the air...  ;D
but no ctd. with visMod 9.

Can anyone try such a mission please as I can't help with this.  :-X
and report?

ok test with v.8 ctd first ai bailing out, v.9 took longer time for ctd's but it's doing so after  a few parachute openning. Try same quick mission without visualmod no ctd's at all.
Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 07, 2015, 07:58:51 PM
Anybody know some decent campaigns that are compatible with DOF? Preferably Dynamic.
Title: Re: Community Universal Patch C.U.P.
Post by: UberDemon on March 07, 2015, 09:30:44 PM
Ok did some test again, using only 1 visual mod at the time of corse, ctd occur only when  ai bailout.
ctd when parachute open flying a b5n2

I just tried a qmb mission (none, advantage ) on palau
4 190a-8 vs 4 b5n2.
within a few seconds  a lot of ai chutes were in the air...  ;D
but no ctd. with visMod 9.

Can anyone try such a mission please as I can't help with this.  :-X
and report?

ok test with v.8 ctd first ai bailing out, v.9 took longer time for ctd's but it's doing so after  a few parachute openning. Try same quick mission without visualmod no ctd's at all.

onebigstep, Gerax,

When I was testing CFM and CUP this came up several times and I let Monty know.  Let me be clear that benitomuso/PAL is not working on these issues right now because he has been very busy with CUP and Total Modder.  His tools are a big reason CUP exists.

There is a reason that both Visual Mods 8 and 9 are included.  They each have outstanding features, but also have issues... so use one or the other depending what is important...

Visual Mods 8
=========
- Stable on everything, except bailouts... after a few (3 or more), the game crashes.
- "Walking Pilot" feature works really well, and allows control of external views of other objects at the same time.
- View of external ground objects works, but it gets very busy if there is a lot of ground clutter

Visual Mods 9
=========
- Stable on everything, except if using "Walking Pilot" feature and "External Ground Object View"
- Walking Pilot problems:  minimal view control of pilot (mouse only), other external views get disabled until you return to a plane, visual mods menu is permanently "damaged" during mission, if you use the "leave plane" command multiple times, you generate several clone pilots who are all controlled at the same time... it is like a drunk flash mob (it is humorous)
- Cannot use the external ground object views regardless of following the instructions of setting a limit on conf.ini.
- Improved 3D view features
- Improved effects

... and that is why both are included.  You can chose one or the other depending on what is important to you.  I am sure that eventually benitomuso will create a single version with all features working in a stable manner.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net
Title: Re: Community Universal Patch C.U.P.
Post by: Aviar on March 07, 2015, 09:38:07 PM
Just wondering out loud. I did not see it specifically addressed in the manual or possibly I missed it.

Ok, so you have:

1. A clean install of 4.12.2
2. Install SAS_Modact_5.30
3. Install Module 1

Now the question is....does it matter in which order you install the remaining modules? (If you indeed choose to install all three.)

As an example, could you possibly mess something up if you install them in this order:

4. Module 3
5. Module 4
6. Module 2

or...

4. Module 2
5. Module 4
6. Module 3

You get the idea. So, do you need to install them in order....2,3,4? Does anyone know for sure?


Aviar
Title: Re: Community Universal Patch C.U.P.
Post by: Ta183Huckebein on March 07, 2015, 09:42:03 PM
It doesn't appear that there needs to be a set "download order" after module 1.

Title: Re: Community Universal Patch C.U.P.
Post by: MR_G on March 07, 2015, 10:03:15 PM
Is there a future plan to add the SCW pack to WAW??

Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 07, 2015, 11:15:23 PM
Visual Mods 8
=========
- Stable on everything, except bailouts... after a few (3 or more), the game crashes.
- "Walking Pilot" feature works really well, and allows control of external views of other objects at the same time.
- View of external ground objects works, but it gets very busy if there is a lot of ground clutter

Visual Mods 9
=========
- Stable on everything, except if using "Walking Pilot" feature and "External Ground Object View"
- Walking Pilot problems:  minimal view control of pilot (mouse only), other external views get disabled until you return to a plane, visual mods menu is permanently "damaged" during mission, if you use the "leave plane" command multiple times, you generate several clone pilots who are all controlled at the same time... it is like a drunk flash mob (it is humorous)
- Cannot use the external ground object views regardless of following the instructions of setting a limit on conf.ini.
- Improved 3D view features
- Improved effects

... and that is why both are included.  You can chose one or the other depending on what is important to you.  I am sure that eventually benitomuso will create a single version with all features working in a stable manner.

Best Regards,
UberDemon/danzigzag
www.uberdemon.net

Crew Members Parachute mid-air collision results in instant CTD when CUP-VisualMod 8/9 is enabled.

EDIT 2: problem fixed by using standard Visualmod8 v4122

i disabled all included Visualmod JSGMEs for WaW, then i copied my standard Visualmod8 4122 over from my properly working #SAS modact installation to the #WaW folder. parachutes open for all crewmembers, they collide when too close, and fall down with broken parachutes, no CTD.

ok. now i can stop spamming about this bug, since it is clear it lies within the special CUP version of visualmod.


old message:

weird. i have used the visualmod in my normal SAS mod installation for a long time and never had the parachute CTDs. also i have activated ONLY version 9, still getting the above mentioned CTD everytime a bomber crew parachutes.

UPDATE: i tested this now with visual mod 9, 8 and NO VISUALMOD.

8 and 9 always crash, without visualmod it will not crash.

the exact time When it crashes: when the parachute of a crew member COLLIDES with something (i.e. another crew members parachute), this will trigger the "broken parachute". but instead of the broken parachute, it will CRASH..

Code: [Select]
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.Chute.TangleChute(Chute.java:165)
at com.maddox.il2.objects.air.Chute.TangleChute(Chute.java:157)
at com.maddox.il2.objects.air.Chute.msgCollision(Chute.java:96)
at com.maddox.il2.engine.MsgCollision.invokeListener(MsgCollision.java:72)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 07, 2015, 11:18:52 PM
Alright, I'm going to have to say this, please don't take any offense:

Is it possible to make this thing more annoying to install?

I've found the source of my mysterious lock-ups.

Because after Part4 of each module you start having backups of the mod folder, I'm accidentally overwriting newer files, which is causing the lockups.

The problem is, I dunno what files to actually copy or overwrite! Could you please put the mod backups and stuff in a separate folder from the main game? It's making it hell to actually get the thing to work!

Could somebody at least tell me exactly what folders I need to copy over for each file?
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 08, 2015, 12:32:03 AM
Hamm

I am getting the same but its only with some missions/campaigns. I haven't tried any of yours but got it with Montys 4.12 tfm Battle of Britain Campaign and with Abbeville boys 4.12 Campaign by Poltava. Its the same Floatclamp message dotted around and then 'EngineWep2.eff' or other effects mat files.

Testing out some of my TFM 412 missions and getting low FPS with the following errors
...

i have pin-pointed the enginewep2.eff error to exactly when it happens, to make it easier for the people in charge (modders) to fix this:

the WARNING / INTERNALERROR messages appear EXACTLY when you go over 100% throttle or enable your aircrafts WEP.... as soon as you go under 100%, disable WEP, the WARNING / INTERNAL ERROR messages will stop appearing. reproduced this several times.

i assume this is for some kind of special engine FX, like smoke or flames that is not working correctly.

logfile.txt:

Code: [Select]
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
Title: Re: Community Universal Patch C.U.P.
Post by: gnoztow on March 08, 2015, 03:14:09 AM
Hi guys; just a notice about JTW

-ILS objects didnt work; all named lorenz blind approach -> download and place ILSTACAN in #JTW, add lines in technics.properties; all ok

-added PA48-CRP, Tucanon SuperTucano, F-111; all ok

-added westerns BTR 40 family; inclusive AA guns, all ok

-added Taskhent Sam destroyer; all ok

enjoy!


Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Malone on March 08, 2015, 03:24:11 AM
holee guaco-molee!!!
can't leave you guys alone for a few weeks, and all hell breaks loose! :D
awesomeness personified, thanks to all the hard work from the contributors, my CUP truely doth floweth over!
many, many thanks to all. going the torrent route with the downloads, so still a few weeks before i get going, and boy, i can't wait!
huge, HUGE thanks, one and all! :D
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 08, 2015, 03:24:46 AM
Please try and: report. I need some response.  ;)

Many thanks Gerax.

The good news..... Now planes fly properly.

The bad news...... No Tiger33 glorious flybys.

Un saludo.


Erafitti: From what I know the Engine Mod is most important for the jet age, maybe try running the WWII segment without it. Apologies if this is an erratic tip. You can disable any mod in your parent mod folders with a - aka "-" sign in front.


Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 08, 2015, 03:25:07 AM
Alright, I'm going to have to say this, please don't take any offense:

Is it possible to make this thing more annoying to install?

I've found the source of my mysterious lock-ups.

Because after Part4 of each module you start having backups of the mod folder, I'm accidentally overwriting newer files, which is causing the lockups.

The problem is, I dunno what files to actually copy or overwrite! Could you please put the mod backups and stuff in a separate folder from the main game? It's making it hell to actually get the thing to work!

Could somebody at least tell me exactly what folders I need to copy over for each file?


This is not according to my experience. There are no backups for the Mods folder, there are seperate Mods parent folders for each segement.


And, as this is something we do in our freetime next to jobs, a bit more patience please. :D Comments like the 2nd line of this otherwise polite post will get you nothing here.

This, after my 5 years of flying modified installs, is by far the easiest to install Modpack "ever", what is buggy and has to be solved when modders have TIME is another thing. ;)



Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 08, 2015, 03:29:48 AM
And, on a selfish note as part of gathering infos:

What I found in my personalized conf.ini and game settings:

There is often a problem with skins showing up with the High Rez mod enabled. I will make a test with my MD 5.3 version of the True Colour HD mod.
No logfile for this one available.

The waves indeed look visually corrupted (WAW) "#CUP_Water=4 by Carsmaster", I will experiment here as well with my MA 5.3 version of carsmaster's mod

Should I succeed in one of these attempts or both I shall upload. ;)  :P
Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 08, 2015, 03:33:34 AM
Alright, I'm going to have to say this, please don't take any offense:

Is it possible to make this thing more annoying to install?

I've found the source of my mysterious lock-ups.

Because after Part4 of each module you start having backups of the mod folder, I'm accidentally overwriting newer files, which is causing the lockups.

The problem is, I dunno what files to actually copy or overwrite! Could you please put the mod backups and stuff in a separate folder from the main game? It's making it hell to actually get the thing to work!

Could somebody at least tell me exactly what folders I need to copy over for each file?


This is not according to my experience. There are no backups for the Mods folder, there are seperate Mods parent folders for each segement.


And, as this is something we do in our freetime next to jobs, a bit more patience please. :D Comments like the 2nd line of this otherwise polite post will get you nothing here.

This, after my 5 years of flying modified installs, is by far the easiest to install Modpack "ever", what is buggy and has to be solved when modders have TIME is another thing. ;)

Alright, sorry, it's just, I've spent literally all weekend trying to get this figured out!

So, let's just go over a 2 modules, Mod1 and DOF.

I install a copy of the game from my retail disc, then I patch it to 4.12.2.

I check the game works, it works fine. I then install the ModAct, still works fine. I then copy over the files from SAS-MME01 through 09. Vanilla game works fine still.

Now I install Dawn of Flight. Parts 1 and 2 are straight forward. 3 has the missions folder, still no idea what that does, since it doesn't seem to add any new campaigns or anything.

Now, Part 4 has a bunch of DLLs, including a modified IL-2 Selector.exe and IL2FB.ini, it also has replacement stuff in the "Bin" folder. IF I copy these files, the game locks up when I try to do a Quick Mission. IF I DON'T copy these files, or if I'm very careful about what I'm overwriting, it works fine.

So far I haven't managed to get WAW working, and I haven't downloaded the Jet module yet.

What am I doing wrong? A lot of these files seem older and smaller than the ones already in the folder.
Title: Re: Community Universal Patch C.U.P.
Post by: texaco on March 08, 2015, 03:41:40 AM
quick and easy installation ! Thank You
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 08, 2015, 03:43:26 AM


Alright, sorry, it's just, I've spent literally all weekend trying to get this figured out!

So, let's just go over a 2 modules, Mod1 and DOF.

I install a copy of the game from my retail disc, then I patch it to 4.12.2.



Yes, sounds fair. For future installs, keep a backup copy of a clean IL-2 install, you do NOT need to reinstall from disk for modded installs, you can have as many modded installs side by side as you want.







I check the game works, it works fine. I then install the ModAct, still works fine.
I then copy over the files from SAS-MME01 through 09. Vanilla game works fine still.



Keep in mind you do not need to activate anything before the install is done. I installed ModAct, then pasted each segement into the install-no worries if files get replaced, this is since missions etc and many more segments are in more than one segment, the redundancy is wanted and makes sense so you can run one or two or all segments as preferred.






Now I install Dawn of Flight. Parts 1 and 2 are straight forward. 3 has the missions folder, still no idea what that does, since it doesn't seem to add any new campaigns or anything.

Now, Part 4 has a bunch of DLLs, including a modified IL-2 Selector.exe and IL2FB.ini, it also has replacement stuff in the "Bin" folder. IF I copy these files, the game locks up when I try to do a Quick Mission. IF I DON'T copy these files, or if I'm very careful about what I'm overwriting, it works fine.


So far I haven't managed to get WAW working, and I haven't downloaded the Jet module yet.

What am I doing wrong? A lot of these files seem older and smaller than the ones already in the folder.



1st questions I answered in your reply box here, to the last, I dunno what went wrong I installed as I said above. Maybe backup the entire thing and do a reinstall.
If you have a copy of a clean IL-2 install or a copy of a clean or modded MA 5.3 install, use that as base.

If you want more help, try to post an error log when something goes wrong or CTD.

So, off duty now...other SAS chaps may have more plan to help, I came late to the party and was not part of the assembling process here, nevertheless I can only say I installed as per readme and it worked for me.  :-\   :P

Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 08, 2015, 03:47:25 AM
Mate, this is the 4th time I've reinstalled the game, and reinstalled the mod...

It doesn't work. I have no idea why. I have followed the readme to the letter. Unfortunately, as I said a while ago, because the game is locking up instead of crashing (I have to manually close the process) there isn't any information in the log.
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 08, 2015, 03:48:47 AM
Is there a future plan to add the SCW pack to WAW??
I hope that too. I even thought it was already included.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 08, 2015, 04:01:03 AM
OK, SeriousSpy
-gonna be honest here: What I replied quickly is what I know so far. I would recommend to wait for one of the actual makers of this pack to chime in and reply as well.

My install order:

Copied my complete ModAct 5.3 install over. (Can also be a clean IL-2 1946 install. Read the readme of CUP and make necessary conf.ini setting changes as per readme in Mods section of conf.ini at the very bottom.)

Deleted the #SAS folder in there.
Deleted SFS auto
Deleted JSGME folder.

Downloaded MA 5.3 again including flyables and the other two download exes (updates) and installed, mean, pointed it to the new place of my intended CUP install....that one is important!
No jsgme stuff yet activated.


Then extracted each CUP folder into a parent folder which held all CUP parts.

Started with the map section and cut out and pasted all of the CUP segments into my new MA 5.3 install.
Clicked "yes to all" if asked to overwrite.


Then I activated the cup parts I wanted, And all the Jet War elements I wanted, and the WAW elements I wanted, via JSGME exe.

Like here:

(http://s20.postimg.cc/3vcnhp0p5/image.jpg) (http://postimg.cc/image/3vcnhp0p5/)



Then I opened the Exe Selector and chose my wanted segment, e.g. WAR.

Checked my RAm settings as well, "Save settings", closed Selector. Started again and started the game.

Make sure to save settings first.

I am not a member of the CUP assembly modders, only a minor contributor, so this may or may not be the right way to do it, worked for me for sure.-

Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 08, 2015, 04:50:57 AM

Tom2

Just out of interest you mention installing the sas mod act flyables pack. I specifically didn't install this as it was not mentioned in the instructions for CUP installation. Should we or shouldn't we install this or does it make no difference?

Sorry with all the questions.

Cheers






Downloaded MA 5.3 again including flyables and the other two download exes (updates) and installed, mean, pointed it to the new place of my intended CUP install....that one is important!
No jsgme stuff yet


Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 08, 2015, 04:52:38 AM
hey guys.
please is it possible to publish a list of maps we should have available in QMB?
thx a lot.


Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 08, 2015, 05:05:49 AM
Peachy:
Again, I am honest here since I did come late to the party short before release:
That is just the way I did it, cannot say if it is mandatory-I say no.

Since MA 5.3 is only the basis, I assume it is rather irrelevant, as I have not even activated the new flyables via JSGME and not even flown MA (except in another install) nor activated any ModAct 5.3 files via JSGME. #SAS files are ModAct 5.3 files inside JSGME.

You must have a ModAct install prior to running C.U.P., but that is as basis.
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 08, 2015, 05:18:06 AM

I found another problem with Ju-88C-6 (see image)

do not quote pics please!

Un saludo.

Looks like a classfile conflict. I tested this mod http://www.sas1946.com/main/index.php/topic,27820.0.html in TFM412 with same result.
Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 08, 2015, 05:30:18 AM
Thanks Tom

Makes sense

Peachy:
Again, I am honest here since I did come late to the party short before release:
That is just the way I did it, cannot say if it is mandatory-I say no.

Since MA 5.3 is only the basis, I assume it is rather irrelevant, as I have not even activated the new flyables via JSGME and not even flown MA (except in another install) nor activated any ModAct 5.3 files via JSGME. #SAS files are ModAct 5.3 files inside JSGME.

You must have a ModAct install prior to running C.U.P., but that is as basis.
Title: Re: Community Universal Patch C.U.P.
Post by: Knochenlutscher on March 08, 2015, 05:42:35 AM
Thanks to the CUP/SAS Team for the Torrent option, joining the seeding with my 6000er now.
Greetz/Grüße
Tobias
Title: Re: Community Universal Patch C.U.P.
Post by: Whiskey_Sierra_972 on March 08, 2015, 06:16:42 AM
Mate, this is the 4th time I've reinstalled the game, and reinstalled the mod...

It doesn't work. I have no idea why. I have followed the readme to the letter. Unfortunately, as I said a while ago, because the game is locking up instead of crashing (I have to manually close the process) there isn't any information in the log.

If you test if the vanilla game is working you change the last-quick mission file....and if you load a DOF mission you'll get an error....try to delete this last quick before run the game....
Title: Re: Community Universal Patch C.U.P.
Post by: Whiskey_Sierra_972 on March 08, 2015, 06:28:05 AM
I came here for the first time because I'm still downloading the CUP so I can't wrote nothing other my greatest thanks for the great work done from this pack developers!

Maybe a suggestion for all:

1) Read the readme!
2) Install as suggested!
3) Enable the log file!
4) Post the log file when you report an error....and if related to a specific mission post also it's details.
5) Search if something similar is reported before cry for help....maybe someone have noticed , report and solved it....

For developers:

1) Since you have packed all into folders and sfs files please (when release update of a previous folder/sfs files not when you add new debugging folders or sfs files) date it so we can check if the file we have is up to date or not....
2) Please think about add patches in new sfs files as them work opposite at mods folder: mods first loaded are used by game while the sfs used are the last....
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 08, 2015, 06:46:32 AM
hey guys.
please is it possible to published a list of maps we should have available in QMB?
thx a lot.

Mig - the maps are listed in the CUP manual
Title: Re: Community Universal Patch C.U.P.
Post by: namhee on March 08, 2015, 06:50:38 AM
when I choise 1936-1946 my game crasch by 70 %, the rest work perfect, can some help me?
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 08, 2015, 07:03:56 AM

i have pin-pointed the enginewep2.eff error to exactly when it happens, to make it easier for the people in charge (modders) to fix this:

the WARNING / INTERNALERROR messages appear EXACTLY when you go over 100% throttle or enable your aircrafts WEP.... as soon as you go under 100%, disable WEP, the WARNING / INTERNAL ERROR messages will stop appearing.

In other words we are getting this error all through take off and combat! Ouch!

 Thanks for narrowing the search...in retrospect the clue was right in front of my eyes...'Engine WEP'...duh!

Hamm and Decipher.

I have attempted to replicate this error on your Bob day by day missions and also Poltava's Abbeville Boys and Fighter Boys and do not get any error messages. Also, I do not see any drop in FPS (60av).

Not much help, I know but did you see my reply #320 re file size? Might be worth checking as you may have a corrupted SFS file in the map rar's
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 08, 2015, 07:14:09 AM
hey guys.
please is it possible to published a list of maps we should have available in QMB?
thx a lot.

Mig - the maps are listed in the CUP manual

uuuupppssss... :-\\ thx a lot doug. i'm on it...
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 08, 2015, 07:24:14 AM
namhee, which module? WAW? if so -> post #222
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 08, 2015, 07:34:53 AM
I don't have blender waves or water 4 activated. Let me check and I will come back.
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 08, 2015, 07:38:20 AM
ok, now I found something that is driving me crazy slowly...wanted to add the CVL pack but I get this as a result:
70% crash at startup with the log containing this line

java.lang.NoClassDefFoundError: com/maddox/il2/objects/ships/Ship$USSPrincetonCVL23
[1:30:47 PM

btw, I noticed when I added the relevant entries that the Princeton was remmed out by Simon in the chief.ini, the other two CVLs form shippack 2 work though as they should;
I have tried adding shippack2 manually and adding the Princeton entries to all relevant inis, but still no joy...
does anyone have any idea?
Title: Re: Community Universal Patch C.U.P.
Post by: nicnac on March 08, 2015, 07:43:44 AM
Hey there,

i have a 70% Crash. My logfile says that the ship Enterprise cannot be found in ships.ini (am I right?). Would be great if someone can help me!  :)

The last lines of my logfile:

Code: [Select]
....
FM called 'FlightModels/Jeep.fmd:WAGEN' is being loaded from Alternative File: 'wagen'
FM called 'FlightModels/Jeep50.fmd:WAGEN' is being loaded from File: 'wagen'
FM called 'FlightModels/Jeep50.fmd:WAGEN' is being loaded from Alternative File: 'wagen'
PlMisChief: [b]class 'com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42' not found.[/b]
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:34)
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:84)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Failure
java.lang.RuntimeException: Failure
at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:38)
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:84)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
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:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Main begin: java.lang.RuntimeException: Failure
java.lang.RuntimeException: java.lang.RuntimeException: Failure
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:96)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
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:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[08.03.2015 12:58:52] -------------- END log session -------------
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 08, 2015, 07:58:28 AM
I wonder if it is one of the mods activated in JSGME, I have:

Blender waves A
Water 4
Big Clouds
Fx-small collection
Gore for all

No other mods added or activated for now.

Hamm, I activated all those mods individually and tested, then one on top of the other until all activated. I could not get your error to replicate, no fps drop either.

Best Regards,

DDM
Title: Re: Community Universal Patch C.U.P.
Post by: Cloyd on March 08, 2015, 08:01:57 AM
I'm getting 1,500 pages in my log file of text similar to below. This is after playing the TheBlackDeath.ntrk, trying to figure the source of my fps loss. My average fps in the BD track goes from avg. 59 with LOG=0 to avg. 22 with LOG=1. What is this crap below, and how can I avoid it?

Code: [Select]
java.lang.NullPointerException
at com.maddox.il2.engine.ActorHMesh.collisionR(ActorHMesh.java:21)
at com.maddox.il2.engine.CollideEnvXY._collideLine(CollideEnvXY.java:221)
at com.maddox.il2.engine.CollideEnvXY.collideLine(CollideEnvXY.java:185)
at com.maddox.il2.engine.CollideEnvXY.doCollision(CollideEnvXY.java:616)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:182)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Thanks,
Cloyd

Please forgive the self-bump. Is this problem unique to my install? I was getting serious FPS issues, so I tried to investigate by running TheBlackDeath.ntrk, the traditional benchmark track, with LOG=1. FPS is fine until the vehicle column starts to get destroyed. Then my average FPS drops continually from 59 to about 23 at the end of the track. Checking the logfile for errors, I see the above mentioned error, or similar, for 1600 pages of a 4 meg logfile. If I set LOG=0, I get no drop in FPS. So just creating this enormous logfile is causing a serious performance drop. Is anybody else having this problem? Any ideas on how to fix it?

Thanks,
Cloyd

EDIT: I re-installed CUP and only WAW module, no extra mods installed or activated. Still the same problem.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 08, 2015, 08:05:39 AM
Is there a future plan to add the SCW pack to WAW??

for now you can add this pack, "Ultraspain":
http://www.sas1946.com/main/index.php?topic=39320.0

I just installed it, works like a charm.

When you want to try this, you have to take care of
the files ultraspain wants to install, so a
"just run the zip and unpack all the stuff into your CUP"
COULD CAUSE SERIOUS TROUBLES!

So when you are not sure about the paths
and where wich files have to go just ask
and we can try to do this together.
But in a extra thread.  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 08, 2015, 08:28:31 AM
i have a 70% Crash. My logfile says that the ship Enterprise cannot be found in ships.ini (am I right?). Would be great if someone can help me!  :)

speaking of #WAW module, right?
I just made me a test mission with this ship, works like a charm.
Have you downloaded and installed all rar files of #WAW module?
Or maybe you have a corrupt dl?
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 08, 2015, 08:33:02 AM

i have pin-pointed the enginewep2.eff error to exactly when it happens, to make it easier for the people in charge (modders) to fix this:

the WARNING / INTERNALERROR messages appear EXACTLY when you go over 100% throttle or enable your aircrafts WEP.... as soon as you go under 100%, disable WEP, the WARNING / INTERNAL ERROR messages will stop appearing.

In other words we are getting this error all through take off and combat! Ouch!

 Thanks for narrowing the search...in retrospect the clue was right in front of my eyes...'Engine WEP'...duh!

Hamm and Decipher.

I have attempted to replicate this error on your Bob day by day missions and also Poltava's Abbeville Boys and Fighter Boys and do not get any error messages. Also, I do not see any drop in FPS (60av).

Not much help, I know but did you see my reply #320 re file size? Might be worth checking as you may have a corrupted SFS file in the map rar's

this error is not related to any map or mission. i replicated it in various planes, on different maps, it is only dependant on the throttle above 100%. in an empty FMB or QMB. it might not happen in planes that don't have WEP (above 100% throttle), but i was able to replicate it with various fighters, bombers, nations.

what's funny though is a google search for "EngineWep2.eff" shows only one result. this CUP thread. haha...
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 08, 2015, 08:35:10 AM
I'm getting 1,500 pages i
....

NO FULL QUOTES PLEASE!



Gloyd  - same here,  I actually had "The Black Death" stall for a second after the bomb run over the convoy.  I set logfile to 0 and my FPS increased but stall remains at same point over convoy.

My computer specs:  I7 960 overclocked to 4.0mhz, 12xgigs RAM, AMD 7970 overclocked, running IL-2 on 7200RPM hard drive.  All in-game settings to max.
Title: Re: Community Universal Patch C.U.P.
Post by: Cloyd on March 08, 2015, 08:42:44 AM
Gloyd  - same here,  I actually had "The Black Death" stall for a second after the bomb run over the convoy.  I set logfile to 0 and my FPS increased but stall remains at same point over convoy.

My computer specs:  I7 960 overclocked to 4.0mhz, 12xgigs RAM, AMD 7970 overclocked, running IL-2 on 7200RPM hard drive.  All in-game settings to max.
[/quote]

Doug, I'm getting that same stall at about 1:09 into the track. The explosions continue but the plane stops dead mid-air.
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 08, 2015, 08:43:32 AM
Silly question for those who are flying Dawn of Flight.  I've never did DBW-1916 and after loading DOF I did not see any campaigns.  I looked through DBW-1916 campaigns which I believe were written for ver 4.12.2 so I'm thinking that the current campaigns available for DOF are from DBW-1916.  Am I correct?
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 08, 2015, 08:46:21 AM
Gloyd - sounds exactly the same.  Do you have the IL-2 that crashes onto the road disappear during this freeze?  Also seeing the truck and AA gun that are next to the control tower on the airfield disappear as well.
Title: Re: Community Universal Patch C.U.P.
Post by: ol' Navy on March 08, 2015, 08:55:43 AM
Ol Navy

I copied the file into my root Il-2 directory.  Then right-clicked on "Il-2.exe" file and selected to create a shortcut.  The shortcut will appear at the bottom of your files in your root directory.  Right-click on the shortcut, click change icon, go to your Il-2 folder and select the new icon, then apply.

Doug, thank you for your response.  I am gonna try what you say here.  I'm sure my question only showed my ignorance of "stuff" in general, and as usual, I am gratified that you guys take the time to answer.  Thank you again.
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 08, 2015, 09:05:12 AM
Ol' Navy

I guess I should had continued with taking the shortcut and place it on your desktop or pin it to your task bar.
Title: Re: Community Universal Patch C.U.P.
Post by: harpia on March 08, 2015, 09:18:07 AM
For those with 70% CTD solution is the Griffon_301 the post: #Repply 222.
Folders of path> #WAW / STD / com / maddox / il2 / objects / stationary.

Freezing problem to load the QMB the solution is the Timmy_1963 the post: #Reply 189.
Enable CUP_MissionProCombo-v412 # in JSGME.

I tested here and everything works perfectly. Thanks to Griffon and Timmy the posts and especially Monty and staff for the fantastic CUP.
IL2 4ever! ;D ;D ;D ;D ;D ;) ;) ;) ;) :) 8) 8) 8) 8) 8) 8)
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 08, 2015, 09:27:39 AM
ok, now I found something that is driving me crazy slowly...wanted to add the CVL pack but I get this as a result:
70% crash at startup with the log containing this line

java.lang.NoClassDefFoundError: com/maddox/il2/objects/ships/Ship$USSPrincetonCVL23
[1:30:47 PM

btw, I noticed when I added the relevant entries that the Princeton was remmed out by Simon in the chief.ini, the other two CVLs form shippack 2 work though as they should;
I have tried adding shippack2 manually and adding the Princeton entries to all relevant inis, but still no joy...
does anyone have any idea?

Griffon,

Not sure which CVL pack you are trying to add but I noticed in my TFM412 install, I have 2 mods, "Ships-Shippack2" and "Ships-Plowshare". in each pack is referenced USS Princeton and, for example, USS Belleau Wood, in the ships folder of these two mods. If I look in my ship entry .ini's, USS Princeton is referenced only once, whilst entries for Belleau Wood are referenced twice. (I believe that Plows ship pack is for later war upgrades of these cv's).

I have a totally clean install of TFM412 and these two ship pack mods were part of the TFM packs and there was never a double entry for the Princeton in the Chiefs .ini. It is possible that there was already a problem with USS Princeton in Ship Pack2 and Simon has rem'd this out at the time. 

Apologies for the waffle but I hope you see what I'm getting at and it is of some help.

DDM
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 08, 2015, 09:39:34 AM
DDM, the CVLs were introduced with the ShipPack2 IIRC and later on, there was a CVL pack that added a few more CVLs to the already available Princeton, Belleau Wood and San Jacinto;
they were labelled Princeton_44 for example to help identify them;
in stock WAW only the Belleau Wood and San Jacinto are available, the Princeton is remmed out in chief.ini and does not show up therefor;
when I tried to reactivate it, even with ShipPack3 present for example, the game crashes at 70%;
when I rem it out again, the game works...weird indeed;
all other ships I have added so far work without a problem, the Long Hull Essex carriers for example work with Carrier Crew V5 and catapults...
Title: Re: Community Universal Patch C.U.P.
Post by: dietz on March 08, 2015, 10:08:23 AM
For those with 70% CTD solution is the Griffon_301 the post: #Repply 222.
Folders of path> #WAW / STD / com / maddox / il2 / objects / stationary.

Freezing problem to load the QMB the solution is the Timmy_1963 the post: #Reply 189.
Enable CUP_MissionProCombo-v412 # in JSGME.



I tested here and everything works perfectly. Thanks to Griffon and Timmy the posts and especially Monty and staff for the fantastic CUP.
IL2 4ever! ;D ;D ;D ;D ;D ;) ;) ;) ;) :) 8) 8) 8) 8) 8) 8)

I found this advice elsewhere & it worked to solve the70% problem I had had since first downloading this superb version .I really can't figure out who figured this out but my hat is off to him,I had been tearing my hair out trying to get this thing to work. I would have never figured out it was a glitch in Stationary.ini....ever!!!!Of passing interest I was getting corrupted versions of some ( all?) of the different downloads when going through my email account,but when I used my internet explorer ( in this case Google) all of them came in trouble free.
BTW For some reason I have yet to determine I was unable to use the Torrent download to download the separate parts ( first time this has ever happened.)The first one opened , but none of the rest would not work for me.
(http://i34.photobucket.com/albums/d116/jamesdietz/Russian2BRhapsody3_zps5f30ea23.jpg) (http://s34.photobucket.com/user/jamesdietz/media/Russian2BRhapsody3_zps5f30ea23.jpg.html)
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 08, 2015, 10:33:52 AM
DDM, the CVLs were introduced with the ShipPack2 IIRC and later on, there was a CVL pack that added a few more CVLs to the already available Princeton, Belleau Wood and San Jacinto;
they were labelled Princeton_44 for example to help identify them;
in stock WAW only the Belleau Wood and San Jacinto are available, the Princeton is remmed out in chief.ini and does not show up therefor;
when I tried to reactivate it, even with ShipPack3 present for example, the game crashes at 70%;
when I rem it out again, the game works...weird indeed;
all other ships I have added so far work without a problem, the Long Hull Essex carriers for example work with Carrier Crew V5 and catapults...

Hi Griffon. Yes, something weird with the Princeton introduced in ShipPack2 since TFM412. I copied the missing entries for the Princeton from ShipPack2 readme into my working TFM412 clean install and the game crashed. took them out, game works. So whatever the problem is, this has been lurking unnoticed since TFM412.

DDM
Title: Re: Community Universal Patch C.U.P.
Post by: lizard on March 08, 2015, 11:05:47 AM
I'm loving this CUP!

Yesterday I am sure I saw a solution to the WAW 70% CTD, involving remming a few planes from AIR.ini. Need to do it again, but can I find the post? Nope. Any pointers please, people?

Thanks.

meanwhile the P-51 air.ini thing is solved
with new C.U.P.- Module 03 - World At War Pt07.rar.
Sadly there come a new problem with this..  :P
Now in stationary.ini.

See how to fix this in post 222 by Griffon here:
http://www.sas1946.com/main/index.php/topic,44975.msg504335.html#msg504335


Thanks SAS-Gerax. I will apply and get back if anything arises.

SAS-team. I did not realise that C.U.P.- Module 03 - World At War Pt07.rar had been replaced. I did not see anything on the front page to indicate that this was the case.

Might I suggest that a note appear on http://www.sas1946.com/main/index.php/topic,44975.0.html in this section:

C.U.P. - Module 03 - World at War
IMPORTANT: Install all 7 parts in order to function
Pt01 - https://www.mediafire.com/?s12878ogkfl8mmf
Pt02 - https://www.mediafire.com/?y47xcf0tgfa11yc
Pt03 - https://www.mediafire.com/?m3ytawss915fewm  //******here? *******//
Pt04 - https://www.mediafire.com/?6m77dddz5h1n5xq
Pt05 - https://www.mediafire.com/?4waw1ircmd7wrm2
Pt06 - https://www.mediafire.com/?1c8d61m86ggh5p9
Pt07 - https://www.mediafire.com/?e1xnedfslq3axaq


Many thanks - and day by day I am more impressed with the scale of this upgrade. Because it's not a patch, or an add-on - it is a transformation. Like going from Windows XP to Windows 7.




Title: Re: Community Universal Patch C.U.P.
Post by: Lakajadiwa on March 08, 2015, 11:29:31 AM
I have a problem, without WAW all of my maps worked fine, but as soon as i install WAW they all get ini errors. Any one know the cause?
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 08, 2015, 11:36:21 AM
Dennis, thanks for your moral support, but SUCCESS! I was able to install the CVL pack now and I feel a little bit stupid to be honest!
I have lost the original Princeton but I might try to add it again now that everything works...the troublemakers where the classfiles!
the ones that are in the CVL pack do not work obviously so I scavenged the appropriate classfiles from TFM 4.12 because the CVL pack did work there!
so lo and behold, I now have the CVLs to play with too :)
Title: Re: Community Universal Patch C.U.P.
Post by: erafitti on March 08, 2015, 11:51:23 AM

I found another problem with Ju-88C-6 (see image)


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

Download the file      4.12 Stock_fix Cowling Engines & prop.7z

Extract in #WAW       4.12 Stock_fix Cowling Engines & prop\3do\plane\Ju-88A-4
Rename the folder     \Ju-88A-4 to \Ju-88C-6  ..................that's all folks.

Un saludo.
Title: Re: Community Universal Patch C.U.P.
Post by: harpia on March 08, 2015, 11:58:39 AM
Dietz, I had problem to unpack directly into IL2 folder, then open a folder on the desktop and was unpacking there and then cut out and pasted in the root folder of IL2 and funcionou.Fiz this separately for each module, respecting the exact order. ;D
Title: Re: Community Universal Patch C.U.P.
Post by: stugumby on March 08, 2015, 12:02:06 PM
Still problems in FMB, once i went in and out of selector and changed from stock to sas to waw more things are working again, now i have to have sas ai flyables in jsgme to use other planes such as r-5. nik1, gigant etc. Where are the talvisota versions of the sb bombers, i dont see them in the air ini or qmb menu anywhere and on winter map they still spawn with wheels not skis??. i am running the updated 7 waw from 2 days ago, is there a new one?
Title: Re: Community Universal Patch C.U.P.
Post by: harpia on March 08, 2015, 12:07:49 PM
Lakajadiwa, Has tested enabling # CUP_MissionProCombo-v4122 in JSGME?
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 08, 2015, 12:25:08 PM
Dennis, thanks for your moral support, but SUCCESS!

Yeh!! Glad you were able to unravel my rambling and resolve the problem. :) :)
Title: Re: Community Universal Patch C.U.P.
Post by: erafitti on March 08, 2015, 12:30:25 PM

I found another problem with Ju-88C-6 (see image)


Looks like a classfile conflict. I tested this mod http://www.sas1946.com/main/index.php/topic,27820.0.html in TFM412 with same result.


Go to Reply #454.

Un saludo.
Title: Re: Community Universal Patch C.U.P.
Post by: dagger123456 on March 08, 2015, 12:34:22 PM
once CUP install is success, is it ok to install HSFX 7.03?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 08, 2015, 12:36:34 PM
when you know what you are doing, why not...
Title: Re: Community Universal Patch C.U.P.
Post by: Lakajadiwa on March 08, 2015, 12:43:05 PM
Lakajadiwa, Has tested enabling # CUP_MissionProCombo-v4122 in JSGME?

Yea either way after installing WAW i get ini errors
Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 08, 2015, 12:45:19 PM
Wait, did somebody say WAW-part7 has been updated?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 08, 2015, 12:49:03 PM
yes, but three (or two?) days ago.
Title: Re: Community Universal Patch C.U.P.
Post by: Stefano on March 08, 2015, 01:02:26 PM
Firstly thank Monty, and all those who have made this project possible.
But I have a big problem ;D, is the fifteenth time I download this file, and is the fifteenth time that gives me the same error  :(
I indicates that the CRC is incorrect "SFS_MAPS \ Maps40.SFS" and that the file is corrupted. I'm resigning, whenever exhaust this file takes three hours at a time there is not anymore. HELP ME please, tell me that I can not play in Il2 Sturmovik. :(
(http://i1305.photobucket.com/albums/s544/stefano118/Immagine_zpstopb01mc.jpg)
Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 08, 2015, 01:04:09 PM
yes, but three (or two?) days ago.

Oh, okay then.

Well, somebody over on Reddit seems to have found what the issue is. I haven't had a chance to check it yet (busy day ahead of me today), but it seems that I can solve it by installing QMB Pro or something, which is found in the ModAct.

I'll check this when I get home today.
Title: Re: Community Universal Patch C.U.P.
Post by: stanislao on March 08, 2015, 01:19:14 PM
 :(    :-[     :-\\   
I need a suggestion .. I downloaded the files of CUP .. now I have a doubt .. I put them in the root directory orI  insert them into the folder "SFS AUTO" or I insert them into the folder "jsgmemods" and then them active ?? If I put them in the root folder then I have to remove the 26 "fb_3do" files  and 20  "fb_maps"  original files ??
Thanks for the tips !!

Title: Re: Community Universal Patch C.U.P.
Post by: ol' Navy on March 08, 2015, 01:47:26 PM
Wait, did somebody say WAW-part7 has been updated?
yes, but three (or two?) days ago.

If there was an update, then don't you just download the "newest" one and unzip it into the game folder like was done to the previous parts?  Well, I tried that, and now I get the 70% CTD like so many here seem to have.  Before I did it, the game was running fine.  What can I do to fix my error, or do I just need to break out my backup copy?  Thank you.
Title: Re: Community Universal Patch C.U.P.
Post by: Marsouin on March 08, 2015, 01:55:16 PM
Hello,

I have just tried some Helicopters with autopilot. All the choppers crashed when taking off. They were like crazy.

But thanks to the team for the work, not easy.


Marsouin
Title: Re: Community Universal Patch C.U.P.
Post by: MR_G on March 08, 2015, 01:55:52 PM
Installed correctly, on the first try.
Am I correct in thinking that it's best to not to mod up WAW right away?
If I were to add many new AC and/or ships, manually, wouldn't the next update wipe them out because of new ini's pasted over the old ones?

Title: Re: Community Universal Patch C.U.P.
Post by: kingsley on March 08, 2015, 01:59:56 PM
Installed correctly, on the first try.
Am I correct in thinking that it's best to not to mod up WAW right away?
If I were to add many new AC and/or ships, manually, wouldn't the next update wipe them out because of new ini's pasted over the old ones?
When you read the rtm You will see if you add mods the next update will do them in.
On a happy note
Over at m4t get the iran/iraq war campaign for the jtw works great planes f4/migs and more
Title: Re: Community Universal Patch C.U.P.
Post by: dietz on March 08, 2015, 02:35:19 PM
Dietz, I had problem to unpack directly into IL2 folder, then open a folder on the desktop and was unpacking there and then cut out and pasted in the root folder of IL2 and funcionou.Fiz this separately for each module, respecting the exact order. ;D
I did wonder if that would work equally well.I tried to extract them( all at once)  in separate folders on desktop but never found out if that was succesful.All looked right but the 70% CTD in WAW made me repeat the whole thing as instructed one by one .Eventually the change in stationary .ini. solved all my problems..
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 08, 2015, 03:50:20 PM
Decipher...there is a way to get blue exhaust flames back :)
I have then in my install working and looking great as usual...i can post an instruction to get them into the game when i am back home

hi griffon

missing engine flames in my install of C.U.P. - i had this mod working but - strange - not now. can't imagine what is wrong as i don't have any special mod installed excluding "original" jsgme mods which came with C.U.P. can you help please? thanks a lot.

mj
Title: Re: Community Universal Patch C.U.P.
Post by: RDDR Hangar19 on March 08, 2015, 05:46:25 PM
Re Helo's
If I could make a couple of observations and suggestions.
To my mind one of the biggest difficulties are the FM's
The FM's definitely need work.
The first thing I would suggest would be to go to
your settings, and turn off the Engine Overheat, the Torque and Gyro Effects
as well as Flutter and G Force Limits.
The Cobra  is a lot of fun and it handles well.
The Huey D is another story. Simon and I have spent time familiarizing with these choppers
and I have seen him get the D in the air, back up in a hover,side slip and race
around the airfield at tree top level,flair up into a hover in front of a half a dozen parked aircraft
and take them out with rockets one at a time,....so it can be done.
I found this a little embarrassing as I have about 800 combat hours aboard Huey D's not as a pilot
but as a DustOff Medic...Still I think I should have instinctively understood the touch.
Transitioning from fixed wing to choppers, one has to forget using the heavy hand .you have to
get used to being very very gentle.
I pretty much have the Cobra under control but it takes a little time.
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 08, 2015, 06:35:21 PM
:(    :-[     :-\\   
I need a suggestion .. I downloaded the files of CUP .. now I have a doubt .. I put them in the root directory orI  insert them into the folder "SFS AUTO" or I insert them into the folder "jsgmemods" and then them active ?? If I put them in the root folder then I have to remove the 26 "fb_3do" files  and 20  "fb_maps"  original files ??
Thanks for the tips !!



Root directory - overwrite when prompted.  Leave the other SFS files alone.
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 08, 2015, 06:36:39 PM
Wait, did somebody say WAW-part7 has been updated?
yes, but three (or two?) days ago.

If there was an update, then don't you just download the "newest" one and unzip it into the game folder like was done to the previous parts?  Well, I tried that, and now I get the 70% CTD like so many here seem to have.  Before I did it, the game was running fine.  What can I do to fix my error, or do I just need to break out my backup copy?  Thank you.

Here is the fix for your issue:
For those with 70% CTD solution is the Griffon_301 the post: #Repply 222 - Page 19.
Folders of path> #WAW / STD / com / maddox / il2 / objects / stationary.

(Thanks to Griffon & Harpia)
Title: Re: Community Universal Patch C.U.P.
Post by: timmy1963 on March 08, 2015, 09:49:12 PM


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

Download the file      4.12 Stock_fix Cowling Engines & prop.7z

Extract in #WAW       4.12 Stock_fix Cowling Engines & prop\3do\plane\Ju-88A-4
Rename the folder     \Ju-88A-4 to \Ju-88C-6  ..................that's all folks.

Un saludo.

Thank you for the quick fix erafitti but for some unknown reason i cant get it to work.I tried it a couple of times but no luck.
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 08, 2015, 10:07:23 PM
temporary fix to the

Code: [Select]
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created

problem:

add the following line to your conf.ini under [Mods]  :
Code: [Select]
WepEffect=0
s!



Title: Re: Community Universal Patch C.U.P.
Post by: mechanic on March 08, 2015, 10:48:30 PM
So I've loaded all and sundry and attending to business in a #WAW Typhoon Late 1944 QMB mission RedArmor00. Flying, firing, then at a seemingly random stage when I hit the fire weapon button the game freezes with a "IL-2 6Dof/TIR Enabled Executable for modded IL-2..has stopped working" error message appearing when ending non-responding game by way of  task manager.  This has actually happened a number of times. Doesn't happen in JTW or DOF. CUP_MissionProCombo-v412 is enabled. Using CUP approved JSGME add-ins. The last bit of my logfile is set out below. Any thoughts?

Code: [Select]
Flight Model File FlightModels/Ju-87D-3j.fmd contains no Mach Drag Parameters.
FM called 'FlightModels/Ju-87D-3j.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ju-87D-3j.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Jumo211F.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
Flight Model File FlightModels/Ju-87D-3j.fmd contains no Mach Drag Parameters.
FM called 'FlightModels/Ju-87D-3j.fmd' is being loaded from Alternative File: 'gui/game/buttons'
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/CUP-Ardennes_S/CUP-Ardennes_Sredarmor00.mis is Playing
warning: no files : music/inflight
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
java.lang.NoSuchMethodError
at com.maddox.il2.objects.weapons.Rocket.doExplosion(Rocket.java:85)
at com.maddox.il2.objects.weapons.Rocket.msgCollision(Rocket.java:63)
at com.maddox.il2.engine.MsgCollision.invokeListener(MsgCollision.java:72)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 09, 2015, 12:51:44 AM
I am officially gobsmacked.

Well, I copied everything over, and installed the QMB Pro mod. World at War works absolutely fine, but it doesn't seem to work with the QMB mod at all, it's just the normal QMB menu, but that's okay.

The Jet Age doesn't work, it locks up, even after reinstalling QMB Pro. Neither does DOF.

I am utterly confuzzled.

Somebody over on Reddit said it was something to do with a file that *isn't* being replaced, which is breaking the QMB. Can anybody tell me what file he's talking about?

Here's the link: http://www.reddit.com/r/hoggit/comments/2ybn0m/has_anybody_happened_to_get_il2_cup_mod_working/cp8f5de?context=3

EDIT: AHAHAH! MANAGED TO GET IT WORKING! WHOOHOO!

Basically, I installed QMBPro to the #WAW, #JTW and #DOF folders, and it seems to have worked!!
Title: Re: Community Universal Patch C.U.P.
Post by: CWMV on March 09, 2015, 01:16:51 AM
Any torrent links yet?
Cant do it without them.
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 09, 2015, 01:23:36 AM
Any torrent links yet?
Cant do it without them.
Yes. Check the firsr post.
Title: Re: Community Universal Patch C.U.P.
Post by: Knochenlutscher on March 09, 2015, 03:50:02 AM
Of course CWMV, superfast, seeding now.
Title: Re: Community Universal Patch C.U.P.
Post by: Plowshare on March 09, 2015, 04:51:26 AM
So I've loaded all and sundry and attending to business in a #WAW Typhoon Late 1944 QMB mission RedArmor00. Flying, firing, then at a seemingly random stage when I hit the fire weapon button the game freezes with a "IL-2 6Dof/TIR Enabled Executable for modded IL-2..has stopped working" error message appearing when ending non-responding game by way of  task manager.  This has actually happened a number of times. Doesn't happen in JTW or DOF. CUP_MissionProCombo-v412 is enabled. Using CUP approved JSGME add-ins. The last bit of my logfile is set out below. Any thoughts?

Yes, remove the MissionProCombo - I had the same problem in exactly the same scenario and that was the only fix I found for it. You beat me to posting by my sleeping on it!

I missed having the map options during flight so I put PALs MiniMapV2.5-v4121 into the #WAW folder and got the maps back.

Also: Does anyone else have the issue of the FOV always going back to a narrower field when changing views (F1 to  F2; F3; Shift+F2, etc...) and even hitting F1 while in the cockpit? Is there a fix for this? I have the JSGME enabled FOV mod installed.

Bob
Title: Re: Community Universal Patch C.U.P.
Post by: Ibis on March 09, 2015, 05:40:29 AM
Of course CWMV, superfast, seeding now.

 Over a two day period  (about 14hours so far) and 13GB remaining and showing one day nineteen hours to go.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 09, 2015, 06:19:52 AM
It'll always be slow as long as the seeder/leecher ratio is below 1.
Currently we're unfortunately seeing about 3/4 members leaving the torrent right after having completed their downloads.
That's why we have an average of 15 seeders, trying to get things upped to 50 leechers average.

I myself am seeding @20 MBit/s on weekends and 30 MBit/s throughout working times since the first day, upped some 128GB of C.U.P alone so far, let's hope others stay in the torrent a bit longer and things will get fast for everyone.

(http://s29.postimg.cc/7xxvwv09j/Transmission_2015_03_09.jpg)

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 09, 2015, 06:54:21 AM
oooppss, sorry - torrent just started again as i came back and turned the pc on. enjoy guys...
Title: Re: Community Universal Patch C.U.P.
Post by: Blaubaer on March 09, 2015, 07:16:36 AM
7Zip says:
Quote
C.U.P.-Module 02 - Dawn Of Flight Pt01.rar
Data error in 'SFS_DOF\DOF02.SFS'. File is broken
A known or my local problem?

Regards
der Blaubär
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 09, 2015, 07:30:05 AM
Argh... yes, just noticed the same.
Did you grab your file from mediafire or from torrent?
I'm just re-downloading it from mediafire to check...

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: Baffrah on March 09, 2015, 07:40:11 AM
Hi all!
I was about to post about the same issue (SFS_DOF\DOF02.SFS): downloaded both from mediafire and torrent several times: same problem remains.

Anyway, I spent 2 days downloading/installing/testing/tweaking CUP.  I was afraid my poor old rig could'nt handle it. De facto, on my first take off attempt, I had some suttering just by starting my Bf109 engine (all this smoke!), but... just figured out that, to my surprise, to my pleasure, my felicity... increasing the ram memory via Il2 selector (that I never used) seemed to make thinks a lot better!
So thank you, thank you guys, for this amazing work!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 09, 2015, 07:53:34 AM
Oh my...
I've just redownloaded that part from Mediafire and there's indeed a whole lot of differences between the old and new file I have, despite they're both of the very same size.
Looks like something got broken temporarily when I grabbed the file from mediafire initially.

Unfortunately that's not easy to fix.
It's impossible to exchange single files from torrents, this means that in order to replace this file with the working version, the whole torrent has to be replaced by a fresh one.
Dammit.
This might mean we have to pull the current torrent and start a fresh one. Maybe even other parts are affected as well, needs further testing...
Damn.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: MrMoonlight on March 09, 2015, 07:58:31 AM
It'll always be slow as long as the seeder/leecher ratio is below 1.
Currently we're unfortunately seeing about 3/4 members leaving the torrent right after having completed their downloads.
That's why we have an average of 15 seeders, trying to get things upped to 50 leechers average.

I myself am seeding @20 MBit/s on weekends and 30 MBit/s throughout working times since the first day, upped some 128GB of C.U.P alone so far, let's hope others stay in the torrent a bit longer and things will get fast for everyone.


I've been seeding all modules at 10 MBit for the past two days and the funny thing is, I've never seen more than 11 seeds for the largest one (map expansion pack) at any one time. The others consistently have somewhere in the neighborhood of 30 seeds at any given time, which is OK, I guess.

When I occasionally monitor the transfers, there's always a long queue for the Map Expansion as well as the WAW pack. "The Jet Age" is running sort of hot and cold in popularity at the moment...and things are pretty quiet for "Dawn of Flight" right now. I've got nearly a 3:1 ratio on transfers already, but I'll keep seeding until things quiet down. But more people need to seed for others in the community, not just shut down their torrent client as soon as they've grabbed everything.

It's impossible to exchange single files from torrents, this means that in order to replace this file with the working version, the whole torrent has to be replaced by a fresh one.
Dammit.
This might mean we have to pull the current torrent and start a fresh one. Maybe even other parts are affected as well, needs further testing...
Damn.

At least the map expansion may not need adjusting. If new torrents are necessary, it would likely only be the three "eras" that need to be redone.
Title: Re: Community Universal Patch C.U.P.
Post by: Blaubaer on March 09, 2015, 08:10:24 AM
Could someone offer an unbroken DOF02.SFS as a single download?

Regards
der Blaubär
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 09, 2015, 08:59:49 AM
the problems with broken files and mismatches is really a pitty to a great start into the new CUP world.
couldn't something like this be prevented by Monty releasing the CRC checksums of the original archives for each file? that way everyone can just check the CRC checksum, they will only be identical if the file is really 100% correct, or am i confusing stuff?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Skylla on March 09, 2015, 10:05:45 AM
I downloaded all my files on 05/03 from mediafire and had no such broken file issues at all .. strange ...

Could someone offer an unbroken DOF02.SFS as a single download?

here's mine:
https://www.dropbox.com/s/2ceuqleqa49ivnv/DOF02.SFS?dl=0

Best Regards,
skylla
Title: Re: Community Universal Patch C.U.P.
Post by: edc1 on March 09, 2015, 10:34:30 AM
Hi Skilla,
Maybe using dropbox is a quicker way to download all the cup modules?
Cheers Stan
Title: Re: Community Universal Patch C.U.P.
Post by: Baffrah on March 09, 2015, 10:36:44 AM
Thank's Skylla, it's working for me now.
Your's is 228mb. My old one 154.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 09, 2015, 10:57:33 AM
Maybe using dropbox is a quicker way to download all the cup modules?
Unfortunately no.
Dropbox temporarily shuts down all public links to an account when a certain amount of traffic is reached, and that amount is comparably low.
I tried it with Modact 5 and the He-177 and hit the limit both times on the first three days, each and every day again.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: hello on March 09, 2015, 11:14:33 AM

Gloyd  - same here,  I actually had "The Black Death" stall for a second after the bomb run over the convoy.  I set logfile to 0 and my FPS increased but stall remains at same point over convoy.

My computer specs:  I7 960 overclocked to 4.0mhz, 12xgigs RAM, AMD 7970 overclocked, running IL-2 on 7200RPM hard drive.  All in-game settings to max.

I have the same problem. Everything else seems to work ok. The other reported errors (air.ini, stationary.ini) I corrected. This one seems related to the content of the sfs-files.

There are quite a few problems. Here is the relevant info from the log fle:

Code: [Select]
[5:18:00 PM] Cannot load sound preset motor.DB-600_Series.start.begin (java.lang.Exception: Invalid preset format)

A shit load of ships throw this error:
Ship: Value of [IJNMusashi_1942]:<Mesh> not foundCan't set property
[5:18:16 PM] java.lang.RuntimeException: Can't set property
[5:18:16 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[5:18:16 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[5:18:16 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[5:18:16 PM] at com.maddox.il2.objects.ships.ShipJFC1.<clinit>(ShipJFC1.java:22)
[5:18:16 PM] at java.lang.Class.forName0(Native Method)
[5:18:16 PM] at java.lang.Class.forName(Unknown Source)
[5:18:16 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[5:18:16 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[5:18:16 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[5:18:16 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
[5:18:16 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[5:18:16 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[5:18:16 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[5:18:16 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[5:18:16 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipJFC1$IJNMusashi_1942

This one:
[5:18:21 PM] Problem in car spawn: com.maddox.il2.objects.vehicles.cars.TomooseCar$AustinAmb
[5:18:21 PM] Car: Value of [Firetruck]:<Soldiers> (3.0) is out of range (1.0;2.0)
[5:18:21 PM] Can't set property
[5:18:21 PM] java.lang.RuntimeException: Can't set property
[5:18:21 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.getF(CarGeneric.java:1493)
[5:18:21 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.LoadCarProperties(CarGeneric.java:1602)
[5:18:21 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.<init>(CarGeneric.java:1619)
[5:18:21 PM] at com.maddox.il2.objects.vehicles.cars.TomooseCar.<clinit>(TomooseCar.java:32)
[5:18:21 PM] at java.lang.Class.forName0(Native Method)
[5:18:21 PM] at java.lang.Class.forName(Unknown Source)
[5:18:21 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[5:18:21 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[5:18:21 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[5:18:21 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
[5:18:21 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[5:18:21 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[5:18:21 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[5:18:21 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[5:18:21 PM] Problem in car spawn: com.maddox.il2.objects.vehicles.cars.TomooseCar$Firetruck

This one:
[5:18:24 PM] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$BF_109K4C3'

This one:
[5:31:18 PM] INTERNAL ERROR: Can't open file '3do/Cars/OpelBlitz6700A_radio/summer/Damage.mat'
[5:31:18 PM] WARNING: object '3do/Cars/OpelBlitz6700A_radio/summer/Damage.mat' of class 'TMaterial' not loaded
[5:31:18 PM] INTERNAL ERROR: Material: Can't load 'Damage.mat'
[5:31:18 PM] Mesh 3do/Cars/OpelBlitz6700A_radio/summer/dead.sim not created
[5:31:18 PM] com.maddox.il2.engine.GObjException: Mesh 3do/Cars/OpelBlitz6700A_radio/summer/dead.sim not created
[5:31:18 PM] at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
[5:31:18 PM] at com.maddox.il2.engine.ActorMesh.setMesh(ActorMesh.java:72)
[5:31:18 PM] at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:86)
[5:31:18 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric.setMesh(CarGeneric.java:555)
[5:31:18 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric.ActivateMesh(CarGeneric.java:420)
[5:31:18 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric.MakeCrush(CarGeneric.java:456)
[5:31:18 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric.DieMirror(CarGeneric.java:522)
[5:31:18 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric.access$400(CarGeneric.java:20)
[5:31:18 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric$Mirror.handleGuaranted(CarGeneric.java:808)
[5:31:18 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric$Mirror.netInput(CarGeneric.java:897)
[5:31:18 PM] at com.maddox.rts.NetObj.msgNet(NetObj.java:375)
[5:31:18 PM] at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:56)
[5:31:18 PM] at com.maddox.rts.Message._send(Message.java:1217)
[5:31:18 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[5:31:18 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[5:31:18 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[5:31:18 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[5:31:18 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[5:31:18 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[5:31:18 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[5:31:18 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[5:31:18 PM] java.lang.NullPointerException

These:
[5:31:18 PM] INTERNAL ERROR: Can't open file '3do/Cars/OpelBlitz6700A_medic_summer/summer/base.mat'
[5:31:18 PM] WARNING: object '3do/Cars/OpelBlitz6700A_medic_summer/summer/base.mat' of class 'TMaterial' not loaded
[5:31:18 PM] INTERNAL ERROR: Can't open file '3do/Cars/OpelBlitz6700A_medic_summer/OpelBlitzTextures/damage64.tga'
[5:31:18 PM] WARNING: object '3do/Cars/OpelBlitz6700A_medic_summer/OpelBlitzTextures/damage64.tga' of class 'TTexture2D' not loaded
[5:31:18 PM] INTERNAL ERROR: Texture required

repeating:
[5:31:49 PM] java.lang.NullPointerException
[5:31:49 PM] at com.maddox.il2.engine.ActorHMesh.collisionR(ActorHMesh.java:21)
[5:31:49 PM] at com.maddox.il2.engine.CollideEnvXY._collideLine(CollideEnvXY.java:221)
[5:31:49 PM] at com.maddox.il2.engine.CollideEnvXY.collideLine(CollideEnvXY.java:185)
[5:31:49 PM] at com.maddox.il2.engine.CollideEnvXY.doCollision(CollideEnvXY.java:616)
[5:31:49 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:182)
[5:31:49 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[5:31:49 PM] at com.maddox.rts.Message._send(Message.java:1217)
[5:31:49 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[5:31:49 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[5:31:49 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[5:31:49 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[5:31:49 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[5:31:49 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[5:31:49 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[5:31:49 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[5:31:52 PM] null
[5:31:52 PM] java.lang.NullPointerException
[5:31:52 PM] at com.maddox.il2.engine.ActorHMesh.collisionR(ActorHMesh.java:21)
[5:31:52 PM] at com.maddox.il2.engine.CollideEnvXY.remove(CollideEnvXY.java:1385)
[5:31:52 PM] at com.maddox.il2.engine.ActorPos.clearEnvs(ActorPos.java:360)
[5:31:52 PM] at com.maddox.il2.engine.ActorPosMove.destroy(ActorPosMove.java:794)
[5:31:52 PM] at com.maddox.il2.engine.Actor.destroy(Actor.java:758)
[5:31:52 PM] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[5:31:52 PM] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[5:31:52 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric.destroy(CarGeneric.java:535)
[5:31:52 PM] at com.maddox.rts.NetChannel.destroyNetObj(NetChannel.java:2086)
[5:31:52 PM] at com.maddox.rts.NetChannelInStream.destroy(NetChannelInStream.java:42)
[5:31:52 PM] at com.maddox.il2.game.Main3D.stopPlayRecordedMission(Main3D.java:2446)
[5:31:52 PM] at com.maddox.il2.gui.GUIRecordPlay.doExit(GUIRecordPlay.java:172)
[5:31:52 PM] at com.maddox.il2.gui.GUIRecordPlay.doExit(GUIRecordPlay.java:163)
[5:31:52 PM] at com.maddox.il2.gui.GUIRecordPlay.access$800(GUIRecordPlay.java:19)
[5:31:52 PM] at com.maddox.il2.gui.GUIRecordPlay$DialogClient.notify(GUIRecordPlay.java:276)
[5:31:52 PM] at com.maddox.gwindow.GWindow.notify(GWindow.java:144)
[5:31:52 PM] at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
[5:31:52 PM] at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
[5:31:52 PM] at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
[5:31:52 PM] at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
[5:31:52 PM] at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:556)
[5:31:52 PM] at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
[5:31:52 PM] at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
[5:31:52 PM] at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
[5:31:52 PM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[5:31:52 PM] at com.maddox.rts.Message._send(Message.java:1217)
[5:31:52 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[5:31:52 PM] at com.maddox.rts.Message.sendToArray(Message.java:1147)
[5:31:52 PM] at com.maddox.rts.Message.sendTo(Message.java:1128)
[5:31:52 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[5:31:52 PM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[5:31:52 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[5:31:52 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[5:31:52 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[5:31:52 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[5:31:52 PM] null
Title: Re: Community Universal Patch C.U.P.
Post by: ol' Navy on March 09, 2015, 11:23:59 AM
For those with 70% CTD solution is the Griffon_301 the post: #Repply 222 - Page 19.
Folders of path> #WAW / STD / com / maddox / il2 / objects / stationary.

Yep, that fixed it.  Thank you very much Barkhorn for your help.  I guess if I had gone back and read I would have seen the fix, but even that is questionable since it is me we are talking about.  Thank you again.
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 09, 2015, 11:27:50 AM
Yep, that fixed it.  Thank you again.

NP - glad to be of service.
Title: Re: Community Universal Patch C.U.P.
Post by: Blaubaer on March 09, 2015, 11:35:28 AM
Quote
Could someone offer an unbroken DOF02.SFS as a single download?
Quote
here's mine: https://www.dropbox.com/s/2ceuqleqa49ivnv/DOF02.SFS?dl=0
Thank you, Skylla.

Regards
der Blaubär
Title: Re: Community Universal Patch C.U.P.
Post by: telephono on March 09, 2015, 12:42:15 PM
Hi all,

I always test my IL-2 1946 installations with The Black Death track. With CUP/WAW I have a huge fps problem. The Black Death usually runs with 50-60 fps. But with CUP/WAW it freezes for 2-3 seconds when the IL-2 crashes on the road after the convoy attack. And there are no tracers...

Examining the log file, it seems to get spammed with java.lang.NullPointerExceptions. Disabling log with LOG=0 doesn't help.

Code: [Select]
java.lang.NullPointerException
at com.maddox.il2.engine.ActorHMesh.collisionR(ActorHMesh.java:21)
at com.maddox.il2.engine.CollideEnvXY.remove(CollideEnvXY.java:1385)
at com.maddox.il2.engine.ActorPos.clearEnvs(ActorPos.java:360)
at com.maddox.il2.engine.ActorPosMove.destroy(ActorPosMove.java:794)
at com.maddox.il2.engine.Actor.destroy(Actor.java:758)
at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
at com.maddox.il2.objects.vehicles.cars.CarGeneric.destroy(CarGeneric.java:535)
at com.maddox.il2.engine.Engine.destroyListGameActors(Engine.java:152)
at com.maddox.il2.engine.Engine.resetGameClear(Engine.java:197)
at com.maddox.il2.game.Main.resetGameClear(Main.java:131)
at com.maddox.il2.game.Main3D.resetGameClear(Main3D.java:2142)
at com.maddox.il2.game.Main.resetGame(Main.java:144)
at com.maddox.il2.game.Mission.clear(Mission.java:713)
at com.maddox.il2.game.Mission.destroy(Mission.java:674)
at com.maddox.rts.NetChannel.destroyNetObj(NetChannel.java:2086)
at com.maddox.rts.NetChannelInStream.destroy(NetChannelInStream.java:42)
at com.maddox.il2.game.Main3D.stopPlayRecordedMission(Main3D.java:2446)
at com.maddox.il2.gui.GUIRecordPlay.doExit(GUIRecordPlay.java:172)
at com.maddox.il2.gui.GUIRecordPlay.doExit(GUIRecordPlay.java:163)
at com.maddox.il2.gui.GUIRecordPlay.access$800(GUIRecordPlay.java:19)
at com.maddox.il2.gui.GUIRecordPlay$DialogClient.notify(GUIRecordPlay.java:276)
at com.maddox.gwindow.GWindow.notify(GWindow.java:144)
at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:556)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

This is what I did to install CUP/WAW:

Thank you Peachy9 and Aioros:
Quote
TO ALL THE PEOPLE HAVING FPS PROBLEMS WITH THE BLACK DEATH TRACK:

Please check this: http://www.sas1946.com/main/index.php/topic,44975.msg504053.html#msg504053

The solution (it worked for me) is on the Reply #122 written by Peachy9
Title: Re: Community Universal Patch C.U.P.
Post by: Marsouin on March 09, 2015, 01:18:52 PM
Hello,

I have tried the single mission with a Heinkel 111 and torpedoes, WepEffect=0. No more crashed due to WepEffect. But game crashed again. My log :

Code: [Select]
java.lang.NoSuchMethodError
at com.maddox.il2.objects.weapons.Bomb.doExplosion(Bomb.java:403)
at com.maddox.il2.objects.weapons.Bomb.doExplosion(Bomb.java:345)
at com.maddox.il2.objects.weapons.Torpedo.msgCollision(Torpedo.java:94)
at com.maddox.il2.engine.MsgCollision.invokeListener(MsgCollision.java:72)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)


Some classes are missing.

Marsouin
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 09, 2015, 01:29:04 PM
Telephono - you are not alone, there are a couple of us who are having the same problem with "The Black Death."  With that said, I will say that I am not experiencing problems while flying missions.

For the guys who put CUP together, regardless of the problems some of us are experiencing, CUP is the best thing that has come out for Il-2 and a big thank you to you all. 
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 09, 2015, 01:49:30 PM
Is the any way to fix the flyby sound volume?
Which for me is really quite.  I can hardly hear the kite as it flys by?
Same issue in Jet or WAW
Figured there is a seting someware but I can find it
Any help would be appreciated.
:)   Thanks in advance guys.

And X2 what DougW60 said above   :)
Title: Re: Community Universal Patch C.U.P.
Post by: NS~John The Mad Ace Pilot on March 09, 2015, 01:53:17 PM
Someone must replace torrent links with fresh CUP files. As i saw only users who downloaded CUP from torrent link have problems.
Title: Re: Community Universal Patch C.U.P.
Post by: Ghost129er on March 09, 2015, 01:54:16 PM
Someone must replace torrent links with fresh CUP files. As i saw only users who downloaded CUP from torrent link have problems.

+1
He's right, you know? Not saying hurry it up or anything, but, that'd kidna be nice. We'll wait patiently.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 09, 2015, 02:14:39 PM
Someone must replace torrent links with fresh CUP files. As i saw only users who downloaded CUP from torrent link have problems.
Yes, will do, but that takes some time.
I'll check all files for consistency tomorrow and will publish a list of affected files then.
Uploading a new set of torrent files might have to wait until next weekend though.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 09, 2015, 02:15:52 PM
Which exact files are having issues from the torrent?
Title: Re: Community Universal Patch C.U.P.
Post by: jerryb on March 09, 2015, 02:32:23 PM
Must have done something wrong,  1946, patched to 4.12.2, SAS modact5.3, installed all 9 zips of first module, load screen gets to 95% and freezes, help. I'm not sure how to post the log file so here goes.

Code: [Select]
Mar 9, 2015 8:37:24 PM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 660/PCIe/SSE2
  Version: 4.5.0 NVIDIA 347.09
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_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_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_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_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_s
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 09, 2015, 02:35:11 PM
Which exact files are having issues from the torrent?

That's what SAS Mike is going to post tomorrow.  Might I also suggest you post Checksums Mike?  I had to d/l some files a couple of times from Mediafire as they were smaller than they should have been.
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 09, 2015, 02:44:54 PM
Well i am finally playing CUP :D i downloaded the torrent but eventually downloaded from mediafire and kept the map extensions module from the torrent. Everything works perfect!

The only problem i have is that the DOF module seems somewhat slower than the rest of the modules. Fmb loads slow, and when i start a WWI plane, it just keeps the power at 100% and i can;t slow it down

somebody has any tips for that?
Title: Re: Community Universal Patch C.U.P.
Post by: Aioros on March 09, 2015, 02:48:41 PM
TO ALL THE PEOPLE HAVING FPS PROBLEMS WITH THE BLACK DEATH TRACK:

Please check this: http://www.sas1946.com/main/index.php/topic,44975.msg504053.html#msg504053

The solution (it worked for me) is on the Reply #122 written by Peachy9

PD:Sorry for the uppercase but is a public service.  :D
Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 09, 2015, 02:50:10 PM
Hamm

Same here

All modules installed, all downloaded direct (twice) - installed over a vanilla 4.12 install with Modact, my JGSME has nothing non CUP activated in it.

While everything works (no 70% crashes and no issues with QMB) eventually in all missions: Quick missions, in basic newly created FMB missions or in 4.12 campaigns the game eventually freezes. In all cases it seems to relate to different issues - I attach the latest logfile - this is the tanglechute issue (I get it with both Visual mod 8 and 9 - no difference which one is loaded).
In previous cases it has been object textures and map load.inis and in other cases the wepeffect.

Still a masterpiece but these issues usually mean it becomes unplayable fairly swiftly after a few missions at most.

P9
Code: [Select]
'me210410_fm'
ERROR file: File users/wilson/Icons not found
Mission: Quick/headon.mis is Playing
Time overflow (715): speed 0.90361446
Time overflow (735): speed 0.75757575
Time overflow (755): speed 0.75
Time overflow (775): speed 0.77319586
Time overflow (795): speed 0.7281553
Time overflow (815): speed 0.78125
Time overflow (835): speed 0.7653061
Time overflow (855): speed 0.75757575
Time overflow (875): speed 0.77319586
Time overflow (895): speed 0.7653061
Time overflow (915): speed 0.78125
Time overflow (935): speed 0.78125
Time overflow (955): speed 0.6880734
Time overflow (975): speed 0.77319586
Time overflow (995): speed 0.7281553
Time overflow (1015): speed 0.75757575
Time overflow (1035): speed 0.75
Time overflow (1055): speed 0.75757575
Time overflow (1075): speed 0.7894737
Time overflow (1095): speed 0.77319586
Time overflow (1115): speed 0.7281553
Time overflow (1135): speed 0.7653061
Time overflow (1155): speed 0.75
Time overflow (1175): speed 0.77319586
Time overflow (1195): speed 0.75
Time overflow (1215): speed 0.75757575
Time overflow (1235): speed 0.7653061
Time overflow (1255): speed 0.7653061
Time overflow (1275): speed 0.7281553
Time overflow (1295): speed 0.75757575
Time overflow (1315): speed 0.7352941
Time overflow (1335): speed 0.75
Time overflow (1355): speed 0.7281553
Time overflow (1375): speed 0.7425743
Time overflow (1395): speed 0.7352941
Time overflow (1415): speed 0.7352941
Time overflow (1435): speed 0.71428573
Time overflow (1455): speed 0.72115386
Time overflow (1475): speed 0.7352941
Time overflow (1495): speed 0.7075472
Time overflow (1515): speed 0.6880734
Time overflow (1535): speed 0.7075472
Time overflow (1555): speed 0.6756757
Time overflow (1575): speed 0.6880734
Time overflow (1595): speed 0.7281553
Time overflow (1615): speed 0.72115386
Time overflow (1635): speed 0.7075472
Time overflow (1655): speed 0.72115386
Time overflow (1675): speed 0.7075472
Time overflow (1695): speed 0.7352941
Time overflow (1715): speed 0.7352941
Time overflow (1735): speed 0.6756757
Time overflow (1755): speed 0.7075472
Time overflow (1775): speed 0.75757575
Time overflow (1795): speed 0.75757575
Time overflow (1815): speed 0.7425743
Time overflow (1835): speed 0.75
Time overflow (1855): speed 0.75
Time overflow (1875): speed 0.77319586
Time overflow (1895): speed 0.75757575
Time overflow (1915): speed 0.7653061
Time overflow (1935): speed 0.8152174
Time overflow (1955): speed 0.8064516
Time overflow (1975): speed 0.8064516
Time overflow (1995): speed 0.79787236
Time overflow (2015): speed 0.8426966
Time overflow (2035): speed 0.8426966
Time overflow (2055): speed 0.8152174
Time overflow (2075): speed 0.8064516
Time overflow (2095): speed 0.85227275
Time overflow (2115): speed 0.8426966
Time overflow (2135): speed 0.85227275
Time overflow (2155): speed 0.75757575
Time overflow (2175): speed 0.78125
Time overflow (2195): speed 0.78125
Time overflow (2215): speed 0.82417583
Time overflow (2235): speed 0.8152174
Time overflow (2255): speed 0.8333333
Time overflow (2275): speed 0.8152174
Time overflow (2295): speed 0.79787236
Time overflow (2315): speed 0.8333333
Time overflow (2335): speed 0.82417583
Time overflow (2355): speed 0.82417583
Time overflow (2375): speed 0.8064516
Time overflow (2395): speed 0.82417583
Time overflow (2415): speed 0.8152174
Time overflow (2435): speed 0.8064516
Time overflow (2455): speed 0.7894737
Time overflow (2475): speed 0.75
Time overflow (2495): speed 0.77319586
Time overflow (2515): speed 0.75
Time overflow (2535): speed 0.7425743
Time overflow (2555): speed 0.7653061
Time overflow (2575): speed 0.77319586
Time overflow (2595): speed 0.7653061
Time overflow (2615): speed 0.78125
Time overflow (2635): speed 0.7653061
Time overflow (2655): speed 0.7653061
Time overflow (2675): speed 0.78125
Time overflow (2695): speed 0.7894737
Time overflow (2715): speed 0.77319586
Time overflow (2735): speed 0.75757575
Time overflow (2755): speed 0.77319586
Time overflow (2775): speed 0.77319586
Time overflow (2795): speed 0.72115386
Time overflow (2815): speed 0.75
Time overflow (2835): speed 0.77319586
Time overflow (2855): speed 0.77319586
Time overflow (2875): speed 0.75757575
Time overflow (2895): speed 0.78125
Time overflow (2915): speed 0.75
Time overflow (2935): speed 0.65217394
Time overflow (2955): speed 0.7352941
Time overflow (2975): speed 0.7281553
Time overflow (2995): speed 0.75757575
Time overflow (3015): speed 0.75
Time overflow (3035): speed 0.78125
Time overflow (3055): speed 0.77319586
Time overflow (3075): speed 0.8064516
Time overflow (3095): speed 0.77319586
Time overflow (3115): speed 0.8064516
Time overflow (3135): speed 0.79787236
Time overflow (3155): speed 0.8152174
Time overflow (3175): speed 0.79787236
Time overflow (3195): speed 0.7894737
Time overflow (3215): speed 0.8064516
Time overflow (3235): speed 0.8064516
Time overflow (3255): speed 0.77319586
Time overflow (3275): speed 0.7894737
Time overflow (3295): speed 0.79787236
Time overflow (3315): speed 0.79787236
Time overflow (3335): speed 0.8064516
Time overflow (3355): speed 0.82417583
Time overflow (3375): speed 0.8064516
Time overflow (3395): speed 0.79787236
Time overflow (3415): speed 0.6818182
Time overflow (3435): speed 0.7894737
Time overflow (3455): speed 0.75
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.Chute.TangleChute(Chute.java:165)
at com.maddox.il2.objects.air.Chute.TangleChute(Chute.java:157)
at com.maddox.il2.objects.air.Chute.msgCollision(Chute.java:96)
at com.maddox.il2.engine.MsgCollision.invokeListener(MsgCollision.java:72)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

I beg to differ - I did not download from the torrent but I am also having issues.

I am just keeping quiet and trying to find the causes and solutions.

All in all this pack works great, DOF nearly no issues, TJA I am still searching for the cause of some game freezes, WAW issues are getting sorted every day.

I haven't found much to add to what others are doing but there is a lot of great help out there in this thread.

But I'll say again the issues are not just from the torrent downloads even if some are.
Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 09, 2015, 02:51:36 PM

You beat me to it!

It solves the problem and stops the huge logfile being generated.

TO ALL THE PEOPLE HAVING FPS PROBLEMS WITH THE BLACK DEATH TRACK:

Please check this: http://www.sas1946.com/main/index.php/topic,44975.msg504053.html#msg504053

The solution (it worked for me) is on the Reply #122 written by Peachy9

PD:Sorry for the uppercase but is a public service.  :D
Title: Re: Community Universal Patch C.U.P.
Post by: Aioros on March 09, 2015, 03:02:08 PM

You beat me to it!

It solves the problem and stops the huge logfile being generated.


No. I just raised the awareness about this solution  8) ...Thanks for your work on this file Peachy 9
Title: Re: Community Universal Patch C.U.P.
Post by: dagger123456 on March 09, 2015, 03:20:05 PM
For HSFX 7, is it the same procedure when installing it? Has anyone tried installing HSFX already?
Title: Re: Community Universal Patch C.U.P.
Post by: slipper on March 09, 2015, 03:26:57 PM
I would like to suggest something please.

Most of us seem to be having some problems here or there with different things in CUP, this is bound to happen as it is a mammoth piece of work. Hopefully in the next week or so Mike will sort this out with new files and torrents for download.

I have also noticed that a lot of us have already started to add particular mods to the game, some of which were missed out, and some which are in one module but not another that we would like.

The problem with adding new mods is that with any further updates to CUP we will all have to reinstall our mods. This in itself is not a problem, but i was thinking if a lot of us are installing the same mods then surely it would be better to ask Mike, Monty and crew to add the suggested mods to the sfs files, so that it negates us having to re add mods all the time.

Obviously we will not all agree on what to add, and some people will want to add mods specific to their personal install, but for certain mods i think the sfs way would be best.

For example i believe the A-26B is missing from WAW but in JTW, now most of us who are WW2 fans would class the A-26 as an essential late war plane and would probably add it, the same with some of the missing B-25's.

So maybe when things have calmed down a bit we could start a list of mods we would all like to be added to CUP in future in sfs format.

Monty has in the past expressed an interest in working with people to develop further modules, i believe this is one way in which we can all participate.

For my part i am currently testing some missing nightfighters, and new Bomber loads for the RAF in CUP, if and when i get them all sorted i will pack up the files and send them to Monty for possible inclusion at a later date.

What do you all think? Is there any support for this?

regards

slipper
Title: Re: Community Universal Patch C.U.P.
Post by: timmy1963 on March 09, 2015, 03:34:16 PM
The only problems i had with Black Death trk. were a couple of times my screen would lock for a second or two when convoy was attacked and i could see green and red tracers stuttering and stationary midair when planes were attacking targets at airfield.Never did get any ctd's.Thank you Baffrah for the idea to change Ram usage(post#491)I changed to 768MB and the Black Death trk. runs with no problems.There is so much to do i havent really messed with DOF or TJA yet ;D
Title: Re: Community Universal Patch C.U.P.
Post by: Aioros on March 09, 2015, 03:37:48 PM
I would like to suggest something please...


I'm not a modder, but I agree with you slipper, the best to keep the things under control is to let Monty and his crew to manage things, I think that we as users must create a sort of wish list and wait for a coherent package made by the pros, in this way we will avoid a lot of pain and debugging.
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 09, 2015, 03:38:27 PM
hey Monty:
 

With CUP the new water textures (reflections) are back that cause a FPS hit with my rig.  In TFM I just rem'd out the "animiated" folder that was in the Mapmods>Maps>_Tex  folder and all was well again.

Unfortunately with the condensed version in CUP the the animated folder is no longer there.  Any ideas?


later

C
Title: Re: Community Universal Patch C.U.P.
Post by: telephono on March 09, 2015, 04:00:52 PM
Peachy9, you are the boss! And thanks to Aioros for the tip.
Title: Re: Community Universal Patch C.U.P.
Post by: 4ent on March 09, 2015, 04:06:42 PM
 I d/l all via torrents today,but after unraring via 7z I have got only SFS_MAPS ,SFS_DOF,SFS_WAW and SFS_JTW each with another sfs files inside.But there are no selector no jsmgme option mods.Did I miss something?
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 09, 2015, 04:16:42 PM
Guys, i found my first bug. It seems that every time i try to drop some bombs in Dawn of Flight my il2 crashes to desktop :( Here is the end of log file:

Code: [Select]
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Tangage1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Tangage2'
INTERNAL ERROR: HierMesh: Can't find chunk 'GearL3_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'GearR3_D0'
warning: no files : music/takeoff
java.lang.NoSuchFieldError: rocketHookSelected
at com.maddox.il2.game.AircraftHotKeys.doCmdPilot(AircraftHotKeys.java:562)
at com.maddox.il2.game.AircraftHotKeys.access$1(AircraftHotKeys.java:479)
at com.maddox.il2.game.AircraftHotKeys$HotKeyCmdFire.begin(AircraftHotKeys.java:163)
at com.maddox.rts.HotKeyCmd.start(HotKeyCmd.java:103)
at com.maddox.rts.HotKeyEnv.startCmd(HotKeyEnv.java:247)
at com.maddox.rts.HotKeyEnv.keyPress(HotKeyEnv.java:286)
at com.maddox.rts.HotKey.msgKeyboardKey(HotKey.java:119)
at com.maddox.rts.MsgKeyboard.invokeListener(MsgKeyboard.java:83)
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:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

please help, Everything else is working fine (guns etc.)
Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 09, 2015, 04:42:19 PM
I have, by chance I think, found a solution for some of my freezing issues - I deactivated the PAlVisual mod in JGSME -  I downloaded the latest version of the PAlVisualmod v9 from here http://www.sas1946.com/main/index.php/topic,42495.0.html (http://www.sas1946.com/main/index.php/topic,42495.0.html)
and installed it using JGSME into all three modules.
Hey presto no more Parachute errors and the three missions I had been testing that had consistently thrown up these errors before are all working fine! I don't have the competence to compare the contents - all I know is that the original is about 140kb smaller than the CUP version - so there is a difference. Would be keen to know if anyone else sees an improvement.

Title: Re: Community Universal Patch C.U.P.
Post by: Gwalch on March 09, 2015, 05:03:26 PM
Just a very big thank you for all your work.
I have not got it perfect, only have WAW and that gave 70% ctd till I deleted it and put it back without part 7.
I don't know what I am missing without it but I have plenty to enjoy as it stands.
Title: Re: Community Universal Patch C.U.P.
Post by: chowderhead1962 on March 09, 2015, 07:35:19 PM
Probably a silly question, but I just pulled this down, and installed it without a hitch.  All 3 worlds are loadable.  But what I DON'T know is what I should do in them?  In other words, when I go to single missions or campaigns in any of the mods it's just the stock ones from the IL2 1946 game.  What am I missing?
Title: Re: Community Universal Patch C.U.P.
Post by: Alex840 on March 09, 2015, 07:51:13 PM

The only problem i have is that the DOF module seems somewhat slower than the rest of the modules. Fmb loads slow, and when i start a WWI plane, it just keeps the power at 100% and i can;t slow it down

Some WWI planes, like the Camel, Fokker Dr.I and Fokker E.III have rotary engines wich you can only control power through mixture or firing certain number of cilinders. They have no throttle, as historical ones didn't. You can learn more in these threads:

Sopwith Camel: http://www.sas1946.com/main/index.php/topic,26104.0.html (http://www.sas1946.com/main/index.php/topic,26104.0.html)
Fokker E.III: http://www.sas1946.com/main/index.php/topic,28413.0.html (http://www.sas1946.com/main/index.php/topic,28413.0.html)
Fokker Dr.I: http://www.sas1946.com/main/index.php/topic,30927.0.html (http://www.sas1946.com/main/index.php/topic,30927.0.html)
Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 09, 2015, 09:56:41 PM
Which exact files are having issues from the torrent?

That's what SAS Mike is going to post tomorrow.  Might I also suggest you post Checksums Mike?  I had to d/l some files a couple of times from Mediafire as they were smaller than they should have been.

Oh don't worry, I'm not particularly worried, it's just that I downloaded some stuff through the torrent and some stuff through Mediafire, so I'm just wondering if I need to replace any files. I haven't had any problems with incomplete .RARs or anything though, so I assume I'm in the clear.
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 10, 2015, 01:22:49 AM
I found the culprit from the drop bombs error! it is the jsgme option TB_Skies!!

Any ideas how you can fix this?
Title: Re: Community Universal Patch C.U.P.
Post by: SkyHigh on March 10, 2015, 02:11:38 AM
Could someone summarise the sfs files that are faulty in the torrent? Thank you.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 10, 2015, 03:13:18 AM
Just a short update:
The old torrent has been tagged as deprecated in first post, new users please don't start with that torrent anymore.
A new "v2" torrent will be provided in due time together with an update for "v1" torrent users who have downloaded the old torrent already.
The old "v1" torrent will be left seeding for another week, then I'll part from it and I encourage all other seeders to do the same.
The "v1 to v2" update torrent will be left dead the same way a week later, from then on, only the new "v2" torrent or another successor will be supported.

The first post of this thread now also holds checksums for all files (you find them at the bottom of the post) together with a link to a freeware tool which can be used to check your downloaded files, so you can compare your checksums to the ones provided here (checking either of the checksum types is sufficient, you don't need to check all of them. If e.g. MD5 matches, then the files is okay).

The corrupted files from the old "v1" torrent are:

The corrupted files' size sums up to 4,400,858,946 Bytes, that will be the size of the upcoming "v1 to v2 Torrent Update".
Torrent users please stay tuned, fresh torrents are being prepared...

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: polo199 on March 10, 2015, 03:21:43 AM
I would like to suggest something please.

...

What do you all think? Is there any support for this?

regards

slipper

You have my support Slipper. :) Somebody made an interesting comment at the beginning of the post about that, in comment 130 http://www.sas1946.com/main/index.php/topic,44975.msg504070.html#msg504070 (http://www.sas1946.com/main/index.php/topic,44975.msg504070.html#msg504070)
I found his remarks and the planes he mentioned quite relevant.

Also, for people with many missing files and the Selector not displaying any CUP option, I suggest you check your ZIP tool options. Mine was set up to "Skip existing files" when extracting...  :P

Thx a lot to the CUP team for the great support! Waiting for the v1-v2 update then. :)
Title: Re: Community Universal Patch C.U.P.
Post by: DDcrash on March 10, 2015, 03:35:36 AM
Just a very big thank you for all your work.
I have not got it perfect, only have WAW and that gave 70% ctd till I deleted it and put it back without part 7.
I don't know what I am missing without it but I have plenty to enjoy as it stands.
I had to do the same. What is in the part 7?, and will there be a corrected patch?
Title: Re: Community Universal Patch C.U.P.
Post by: pikke on March 10, 2015, 03:43:48 AM
Hello,

I would like to know if one of you has a problem with the map " WF La Chute of spit 973 in WAW

Here is mine:
Code: [Select]
world land(). LoadMap() error: java.lang.RuntimeException: landscape WF_La chute_Spit973/ Chute_load.ini'/loading error

All the others maps work
Title: Re: Community Universal Patch C.U.P.
Post by: Whiskey_Sierra_972 on March 10, 2015, 03:52:33 AM
SAS-MME05.rar (Can be extracted, but size and checksums don't match, so the content is suspicious)

Hi Mike!

I have just finished the download of the basic CUP files.

As the error in this section is only about MME5 , can you report the correct size so I can start install the basic stuff and give some test?




---- BTW

Luckly I have also the MME5 from mediafire (that is unreliable to get all the stuff as it crash a lot) and the dimension (extracted) of the files are:

MME5 from mediafire 1891103930
MME5 from torrent 1894792156



----MOREOVER

The difference in the dimensions (torrent is bigger than mediafire) are also due some more stuff into torrent MME5 which are missing from the mediafire one:

FOLDERS:

#JTW
#SAS
#WAW

FILES:

il2fb.ini
Modular Map SAS.txt



---- AND

If compared the dimensions and creation date of common (folder) SFS_MAPS and (file) SAS-Modular Map Expansion.txt are the same....
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 10, 2015, 04:01:29 AM
can you report the correct size
As stated before, 1st post holds all file sizes and checksums at the bottom.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: Whiskey_Sierra_972 on March 10, 2015, 04:10:14 AM
Well!

Thanks Mike I just check!

My Mediafire MME5 is correct....

BUT also torrent MME5 is right....only difference are in the files added....and reported in my post above....

So if you have the torrent version , simply extract it and delete:

#JTW
#SAS
#WAW
il2fb.ini
Modular Map SAS.txt

to have the same as mediafire one....
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 10, 2015, 04:28:35 AM
Yes that's right. The same applies to most of the other "wrong" torrent files, they usually contain additional file contents which should not be there.
But for "Joe User" it's a bit too hard to go through all the extracted files and delete the right ones.
Plus, sometimes the "additional" surplus files overwrite existing ones which should not be overwritten...

We can't change it, this needs to be updated properly.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 10, 2015, 04:53:10 AM
good morning guys!

as we still do not have a dedicated CUP thread for error reports, suggestions etc, I will post a few things here:

1) the Music: bah I hate this standard IL2 march music; it is just plainly awful; but solution is at hand, Simon has released a great set of new music files way back for newTFM IIRC and these work here as well! so if you also want to have new music at virtually no expense, just get yourself a copy of the new music over at the newTFM thread, drop into your JSGME folder and activate :)

2) the GUI: I like the new screens quite a lot, but I did like the older ones even more; simple solution-just rem out the !0000_WAW folder and you will get the old Trudigan pictures from ModAct back; alternatively, choose any of the GUI mods available here and drop those into the above mentioned folder maintaining the correct names and structures-should work also (but I did not test that)

3) addon planes: I have started to modify the planeset of WAW quite a lot by now; loads of planes missing (for no obvious reason), while some birds are there that I will never need in my WAW; while I basically agree with slipper, I hate waiting for an addon that might come (or never show up at all), so I have developed a workflow that has already worked back at the newTFM times for me;
all one needs is a tool called WinMerge, a backup folder, sound knowledge about the basic how-to of modding and patience;
so I have started to add certain planes and planepacks, name them all starting with 00_AIR_.... and place the respective entries into the ini files;
the good thing is, should Simon decide to add those planes in sfs format all along, I should just need to remove the 00_AIR_..folders from the WAW folder as the ini entries will be there already; if those planes do not get added at all, I still have them at the cost of marginally longer loading times;
I have already dropped in the plane.ru and weapons.ru files from my 4.12 TFM install as they are way more comprehensive than the ones in WAW currently;
now you might say "what if the air.ini gets changed with stuff you do not have in the modded WAW?" easy easy little Padawan-that´s where my workflow and WinMerge gets onto the stage;
just take the air.ini from the last addon pack and compare it with the air.ini in the new addon pack using WinMerge; WM will clearly mark out the differences and you can copy and paste from WM into your air.ini (of course only the stuff that is new and not already contained in your actual maybe even modded air.ini)
same is true for plane.ru and weapons.ru; it is really as simple as that;
using that method I found the reason for the 60% crash in WAW within 2 minutes..... (the Mustang entries if one remembers...)

so you see, modding WAW is not different than modding any other version and if think about it a little and work dilligently and patiently, it will cause no troubles at all;
of course before I add anything, I make a copy of the whole STD folder and store it somewhere in a safe place to be able to roll back easily;
this is even more important if you decide to add....

3) ships: the same as said about adding planes applies here, but you need to work with more ini files and may run into troubles with certain ship packs and their class files; I had troubles adding the CVL pack and the RM Caio Duilio, but got sorted both, the first cost me some nerves, the second one only a tired smile..
for the CVL pack I just used the class files from 4.12 TFM and for the Caio Duilio I have left them out completely as the necessary ones seem to be in CUP already;
other than that, the messing around with the ini files will be the same as when adding planes;
so if Simon decides to add more content ship wise, I will have to compare more ini files before dropping stuff in, but thats about it... again, quite easy;

4) objects: I have not added any of those yet with the exception of the stuff necessary to avoid the 70% crash after WAW pack #7;
but workflow should be comparable to adding ships and aircraft

5) maps: Darwin does not work and from reports above it seems La Chute will not work either; I have tried to add Darwin manually but no noy, so I think we will have to wait for Simon to adress this one;
other than that, i have only added the WHC repaint of Hawaii; quite easily done as well; just need to remember that the all.ini has changed too to avoid future headaches :)

6) my suggestions: first of all, I would readjust the time frame for the modules, although I admit this might also need a major reshuffeling of the content and might not be plausible at all therefor;
my suggestion: DOW 1914-1925, TUP (the uneasy peace-just my suggestion) 1925-1939, WAW 1939-1953, JTW 1953 to now;
I do not like the idea to end WAW at 1946 as Korea for example involved a lot of planes from WW2 and also a lot of weapon systems that were used in the world war;
the only additions (sim wise) were the early jets and those carried the same armament as their prop cousins from earlier times had used already;
also with ships, most of the USN warships came from WW2 so it would be great to have them available for mission building too;
same for a Taiwan scenario - loads of prop jobs and a few of the early jets up to Sabres with the first Sidewinders...

the inter war period, represented by SCW for 4.10 users could be expanded into a complete inter war set, as there is quite a few interesting scenarios that could be developed by mission and campaign creators (Peter aka Poltava is quite famous for his great campaigns using not often trodded lanes)

so to come to a conclusion, it might be a good idea to maybe not only unify the map content for all modules, but also the ships and objects so that only the plane sets may vary, because they are the most easily moddable content; I do not shy away from adding ships to other modules, but it takes quite more time and I can tell you I have spent the better part of 3 days now already to get WAW into the form I want it to have for my purposes; I certainly will not spend that amount of time again for adjusting JTW (well, maybe not now) as to be honest, if I want to fly modern or Vietnam era jets, I go the DCS FC3 or SF2 way as IMHO both are much more tailored for the 1960s onward jet stuff than Il-2 will ever be; in no way to I want to degrade the effort, the great guys who created all the modern content for IL2 have put into their work, i simply just feel that Il-2 is and will be a WW2 (plus/minus 10 years) flight sim; there are quite a few important WW2 planes that are still missing and it would be great to get them into the sim... but as said, just my two cents and my respect goes to the great guys who create all that marvellous stuff we now are able to discuss about;

cheers
phil
Title: Re: Community Universal Patch C.U.P.
Post by: GeorgeCostanza on March 10, 2015, 06:34:10 AM
Monty, sorry to block up this thread with a problem thats probably already answered but, my game keeps crashing and I thinks it's due to paratroopers or something, it always happens when im flying ingame, i have the logfile, if you need anything else let me know.

[www].mediafire.com/view/97a01b4hvy4xl5w/logfile.txt << Cant post external links?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 10, 2015, 06:37:51 AM
a problem thats probably already answered
Now that you knew about it already, why not just read before post?
Or do you think Monty is so bored that he's got nothing better to do than reading it for you?

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: GeorgeCostanza on March 10, 2015, 06:53:13 AM
I guess im wrong about the already answered part, I went through all the thread pages and all i could find on this same problem was Hamm66's post back on page 23, but he only said it gave him low frames on some TFM 412 missions. Seemed like the problem for both of us was still the 3DO/Effects/Aircraft/EngineWep2.eff thing. Sorry If I broke a rule I'm not great with forums.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 10, 2015, 07:20:17 AM
I went through all the thread pages
See, see.
Well, at least you're not alone, plus you didn't use angry smileys, that speaks for you. See for instance this one:
DOF starts for me but every QMB loads to 90% and says the mesh 3do/paratroopers/Russia/mono.sim is not created >:(

Either case, what you guys missed just happened very few posts before:
I have, by chance I think, found a solution for some of my freezing issues - I deactivated the PAlVisual mod in JGSME -  I downloaded the latest version of the PAlVisualmod v9 from here http://www.sas1946.com/main/index.php/topic,42495.0.html (http://www.sas1946.com/main/index.php/topic,42495.0.html)
and installed it using JGSME into all three modules.
Hey presto no more Parachute errors and the three missions I had been testing that had consistently thrown up these errors before are all working fine! I don't have the competence to compare the contents - all I know is that the original is about 140kb smaller than the CUP version - so there is a difference. Would be keen to know if anyone else sees an improvement.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: onebigstep on March 10, 2015, 07:36:49 AM
I have, by chance I think, found a solution for some of my freezing issues - I deactivated the PAlVisual mod in JGSME -  I downloaded the latest version of the PAlVisualmod v9 from here http://www.sas1946.com/main/index.php/topic,42495.0.html (http://www.sas1946.com/main/index.php/topic,42495.0.html)
and installed it using JGSME into all three modules.
Hey presto no more Parachute errors and the three missions I had been testing that had consistently thrown up these errors before are all working fine! I don't have the competence to compare the contents - all I know is that the original is about 140kb smaller than the CUP version - so there is a difference. Would be keen to know if anyone else sees an improvement.

I did that fix, download visualmod v.9 and and install directly in my WAW folder to do some test in QMB. No more ctd on bailout if pilot hit themself together after 11 diferent test. Don't understand why but it's working
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 10, 2015, 07:45:32 AM
1st post has been updated with a new Torrent file for users who have already downloaded the old "v1" Torrent (or are close to finishing that one).
PLEASE don't start downloading the old Torrent anymore.
And PLEASE don't download the new "C.U.P.- v1 Torrent Update" Torrent if you didn't download the old "v1" Torrent.
This is currently just for those who already got the corrupted files.

For all others, a full featured new fresh Torrent will follow shortly.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: SkyHigh on March 10, 2015, 07:46:57 AM
What a service. Thanks Mike, and to all concerned.
Title: Re: Community Universal Patch C.U.P.
Post by: GeorgeCostanza on March 10, 2015, 08:00:21 AM
yeah did what that guy said about the paras, thank you very much, no more crashing, still a lot of
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' but I guess I'll have to see if that ever causes a problem in the game yet, but other than that thank you and sorry for my ignorance i'll be sure to look harder nextime
Title: Re: Community Universal Patch C.U.P.
Post by: Cloyd on March 10, 2015, 08:08:23 AM
yeah did what that guy said about the paras, thank you very much, no more crashing, still a lot of
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' but I guess I'll have to see if that ever causes a problem in the game yet, but other than that thank you and sorry for my ignorance i'll be sure to look harder nextime

Try this, don't know if it works. http://www.sas1946.com/main/index.php/topic,44975.msg505040.html#msg505040
Title: Re: Community Universal Patch C.U.P.
Post by: DD_BadAim on March 10, 2015, 08:13:14 AM
I have an interesting problem. I was getting a 70% CTD on WAW (jet age works fine), so I perused the log and determined that the C&C objects weren't loding. Deleting the C&C entries in statics,ini fixed it (except that I don't have any C&C objects). All of my D/L's "hash out" save for maps pt 5, which I replaced with a good one. My question is can maps 5 be the problem? and will I have to re-do the whole install? or is it some thing else? I seem to be the only one with this problem and it's an odd one as it remained the same through 2 installs.

MEDIC!!!! :)

Problem solved by previous post that I somehow missed in my searches! Thank's Eleni and Griffon!!!
Title: Re: Community Universal Patch C.U.P.
Post by: don.noca on March 10, 2015, 08:23:11 AM
Hello guys,

For first, congratulations to the whole team for the efforts, this really deserves a huge respect. Now. let me share a few things with you for which I hope it will be useful:

- I started with maps and WAW, all went OK although I did it from Mediafire on March the 4th already, if I'm not wrong
- "installed" everything as instructed, IL2 fully functional after the very first attempt
- tried a couple of additional mods, CTD only with "JCats Effects WAW" (TrackIR crash)

I still consider myself new to IL2 so, most of the time, I was playing single missions pack "2 min. to action" created by Blindman which I found quite useful and amusing so those were my reference points for this matter. I played the same on 4.12.2+ModAct 5.3 + otherThingsForCFM what I prepared as a basis for the CFM. Also, I checked all the posts here in order not to repeat something already mentioned (more or less).

I noticed that AI controlled planes (my "team mates") now (in CUP) crash easily with no obvious reason, most of the time they just hit the land or sea. This is not the case with 4.12.2+ModAct 5.3 + otherThingsForCFM. Someone has mentioned "The Black Death" track as a reference so I checked it also. CUP track showed problems with FPS while 4.12.2+ModAct 5.3 + otherThingsForCFM did not. Btw, my CUP had no additional mods enabled while I was checking this track. This triggered me to dig a bit through a log file.

There I found a number of exceptions and errors. For instance:

Code: [Select]
- INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
  INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
  (it was mentioned already but this happened without any additional mods added)

- java.lang.RuntimeException: Can't set property related to "Big ships"
- a number of FMs were loaded from "gui/game/buttons" (don't know if this is expected or not)

- then, just before loading the track:
  cannot read from file
  Cannot open audio file samples/argus_1500.wav

- finally, after the track has started, a huge number of the following entries appeared:
 
Code: [Select]
java.lang.NullPointerException
at com.maddox.il2.engine.ActorHMesh.collisionR(ActorHMesh.java:21)
at com.maddox.il2.engine.CollideEnvXY._collideSphere(CollideEnvXY.java:452)
at com.maddox.il2.engine.CollideEnvXY.collideSphere(CollideEnvXY.java:395)...
The last type of entries makes 7/10 (roughly) of the log file which is, btw, around 4 MB (which was the reason not to attach it)

The FPS drop was considerable compared to a smooth performance of 4.12.2+ModAct 5.3 + otherThingsForCFM.

Hope all of this will help at least a bit. Anyhow, salute to the team once again, thanks for reading...

P.S. All MD5 sums (maps, WAW, StabsALL, manual) matched.


Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 10, 2015, 08:31:09 AM
There I found a number of exceptions and errors. For instance:

next time use code option when posting any kind of lists,
especially logs, please. Its easier to read the posts/threads then.

read here how to do this and what to post from the log:
http://www.sas1946.com/main/index.php?topic=39780.0 (http://www.sas1946.com/main/index.php?topic=39780.0)
 
Title: Re: Community Universal Patch C.U.P.
Post by: Whiskey_Sierra_972 on March 10, 2015, 08:44:37 AM
Installing the various files I noticed that many times the overwriting of installed files from installing files put older or smaller files....did you confirm that we must use always the overwriting instead of check and left newer or bigger....
Title: Re: Community Universal Patch C.U.P.
Post by: don.noca on March 10, 2015, 08:49:04 AM
OK, sorry for wasting your time on this kind of warnings/instructions. Thanks anyway...
Title: Re: Community Universal Patch C.U.P.
Post by: vpmedia on March 10, 2015, 08:59:59 AM
I noticed that AI controlled planes (my "team mates") now (in CUP) crash easily with no obvious reason, most of the time they just hit the land or sea.

fix:
http://www.sas1946.com/main/index.php/topic,37662.msg416715.html#msg416715

Quote
Patch 002:
* Ground avoidance bug fixed in Carrier Takeoff (CTO) mod. This bug caused AI controlled planes to crash into ground frequently.

or

http://www.sas1946.com/main/index.php/topic,39075.0.html
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 10, 2015, 09:06:02 AM
a random thing i noticed, that might or might not be causing problems at least for some people:

CUP will make use of the Folder "SFS_AUTO" (i only have MaW installed at the moment, which does put one file - sas_ai_3do01.sfs [this is for the SAS AI FLYABLES] - into this Folder, not sure if / how many other files come from the DoF/JTW packages.)

If you already had a working il-2 1946 + Modact 5.3 installation folder and USED THIS OLD FOLDER, there might already be files in "SFS_AUTO" that will automatically enable mods you DID NOT specifically chose  for your CUP installation.

this is most probably just an oversight, most people will probably start with a fresh installation folder anyway, but for some people this might be an useful information.

an example (in my special case): i had several JSGME SAS mods activated for my modact installation, like the 3d fixes, clouds, etc., also some map and effect SAS SFS files. all these were added as SFS files in the "SFS_AUTO" Folder, therefore they not only get activated when you start the SAS MODACT. but also WaW (or DoF / JTW).


i fixed this for myself by creating a new folder which i then mount up in the RC file... if anyone has the same problem and needs help, i will explain how to.

S!

Title: Re: Community Universal Patch C.U.P.
Post by: kingsley on March 10, 2015, 09:28:22 AM
Gerax showed on how to write a batch file to delete the last quick file . But also add to it the last mission file that is created to where it is the mission folder open then highlight single mission folder there it is has caused a few minor problems just add it to the batch file and evertime you close out il2 the last quick and last mission file is deleted.
That way if you change cup modules you will not have to go in and do it manually
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 10, 2015, 09:53:26 AM
On a happy note
Over at m4t get the iran/iraq war campaign for the jtw works great planes f4/migs and more

kingsley, how did you get these missions to work?  I copied the missions into my "single" folder and then loaded the game (Jet War version).  When I select one of these missions I get a blank map and a blank briefing.  If I click "Fly", I get a screen with just the sky and clouds.
Title: Re: Community Universal Patch C.U.P.
Post by: kingsley on March 10, 2015, 09:59:23 AM
remove the _ru from the prop. files
Title: Re: Community Universal Patch C.U.P.
Post by: wtornado on March 10, 2015, 10:06:38 AM
Ì have a question about online playing.

I have a Quadcore 750"2.67GHz with Win 7 64 bit

and 12 GiG of RAM.

My Video card is a GTX 660 OC with 2 GiG mem

Now the question is when host online with more than 20 planes
and there is an air battle with at least 12 planes engaging
the computer screen will freeze when there is heavy fighting and unfreeze
2-4 mins after and the game will continue like nothing has happened.

Forgot to mention it is Co-oPs ty Storebror

I remember this ''hanging'' problem years ago but i have not see this problem in years.

With a 1024x768 res or 1920x864 it changers nothing.

With the JSGME and some mods on or everything completely off
playing the WAW mod this happens.

Selecting Stock settings with the selector with the un-modded
 mission versions runs ok with zero problems.


The modded missions are from my HSFX collection and my UP 3RC4
collection that are functional and have been converted to use in this mod
with minor modifications.Your objects were just renamed for the mod and
modified in the mission files itself with the proper labeling matching your mod.

So is it because the game and mods themselves are too big and have a hard time running online?

 

Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 10, 2015, 10:09:04 AM
Guys, may I ask you for a favor, or rather beg for mercy with the developers:

It's 6 days now since C.U.P. has been released.
At the same time we've got 48 pages with user replies and counting.

I guess it's obvious that you cannot expect the developers to read 10 pages of user replies, bug reports, requests, ideas etc. per day, filter out the duplicates, user errors, already answered questions etc. while at the same time trying to fix real bugs.

It's not that much you need to do.
We're not asking you to fix real bugs on your own.
All you really should do is this:


Thanks for your attention.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: Gwalch on March 10, 2015, 10:34:16 AM
I am not reporting a bug but would like to ask a question.
Because of the 70% CTD when including part seven of WAW, I deleted the stationary ini from that and replaced it with the one from part 6.
Works great [thanks Doug W60]. Question is what exactly am I missing and how will it affect "my version" as CUP develops?
Thank you again for everything and, yes, I am challenged when it comes to these things!
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 10, 2015, 11:01:01 AM
I am not reporting a bug but would like to ask a question.
Because of the 70% CTD when including part seven of WAW, I deleted the stationary ini from that and replaced it with the one from part 6.
Works great [thanks Doug W60]. Question is what exactly am I missing and how will it affect "my version" as CUP develops?
Thank you again for everything and, yes, I am challenged when it comes to these things!

You are missing C&C functionality and here is the fix after you install WAW Part #7:
Quote
For those with 70% CTD solution is the Griffon_301 the post: #Repply 222 - Page 19.
Folders of path> #WAW / STD / com / maddox / il2 / objects / stationary.
Title: Re: Community Universal Patch C.U.P.
Post by: Gwalch on March 10, 2015, 11:30:21 AM
thanks Barkhorn. Will try at least!
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 10, 2015, 11:35:51 AM
Gwalch

Yes, the fix by Griffon found on post #222 works.  When I did the temporary solution so the game will fly, Griffon had not posted the real solution.  With Griffon's fix, you get all the functions available but with mine temporary fix we loose some of the functions.

Griffon's fix is the fix to go with.
Title: Re: Community Universal Patch C.U.P.
Post by: PO_MAK_249RIP on March 10, 2015, 11:46:44 AM
Hy Guys,

God I'm feeling bl**dy fed up, just got my new PC up and running and have installed CUP from original disc, mega patch to 4.12.2m, all the modules in order then WAW in order allowing overwrites when instructed.

Bam COTD at 60% and I cant get widescreen it keeps reverting to 4:3 ?? My monitors a Samsung LCD native at 1920x1080 - FSX runs a dream!

CUP's on my new 256bg SSD

Heres my logfile (which is huge btw)

Code: [Select]
from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
FM called 'FlightModels/P-47M.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
FM called 'FlightModels/P-47M.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
FM called 'FlightModels/P-47N-15.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
FM called 'FlightModels/P-47N-15.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
FM called 'FlightModels/P-51A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/P-51A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/P-51B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Main begin: PlMisAir: class 'air.P_51B_5' not found
java.lang.RuntimeException: PlMisAir: class 'air.P_51B_5' not found
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1064)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1841)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Mar 10, 2015 5:18:10 PM] -------------- END log session -
Any help gratefuuly recieved

Mick

I'm guessing this has something to do with it?

Main begin: PlMisAir: class 'air.P_51B_5' not found
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 10, 2015, 11:59:09 AM
Mick, for your wide screen issue:
Did you try to add the  "2 Ecran_Wide"  mod into your  #WAW or other  folders  or even  try it in JSGME.  So far that fixed the res on my Samsong 32" monitor  1920 x 1080.
Rod
Title: Re: Community Universal Patch C.U.P.
Post by: PO_MAK_249RIP on March 10, 2015, 12:05:25 PM
Hi Rod,

I thought this stuff was automatically installed now? I've added the VisualMod via jsgme which has cured the widescreen thanks - no joy with the 60% COTD tho !!

Cheers mate
Title: Re: Community Universal Patch C.U.P.
Post by: rcglider on March 10, 2015, 12:08:46 PM
In DOF module, are there supposed to be single missions and campaigns or only the QMB?  That is all I have with WWI maps and airplanes.
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 10, 2015, 12:15:02 PM
Hy Guys,

God I'm feeling bl**dy fed up, just got my new PC up and running and have installed CUP from original disc, mega patch to 4.12.2m, all the modules in order then WAW in order allowing overwrites when instructed.

Bam COTD at 60% and I cant get widescreen it keeps reverting to 4:3 ?? My monitors a Samsung LCD native at 1920x1080 - FSX runs a dream!

Main begin: PlMisAir: class 'air.P_51B_5' not found

Looks like you have the original WAW Part #7 that was corrected - but then introduced a new error.

OK, here is what you do:
1. Redownload WAW Part #7 from Mediafire
2. Unpack and overwrite all items when prompted - this will fix your 60% CTD
3. BUT - you will then get a 70% crash due to another issue - so you then need to see Griffon_301s the post: #Repply 222 - Page 19.
Folders of path> #WAW / STD / com / maddox / il2 / objects / stationary.ini

Do that and you will be good to go.
Title: Re: Community Universal Patch C.U.P.
Post by: PO_MAK_249RIP on March 10, 2015, 12:31:23 PM
Barkhorn you are a life saver m8 - I've spent all day installing FSX and all my add-ons then another few hours sorting CUP - i'd almost given up

Cheers dude

PC's going off now - need a breather!! LOL

Mick
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 10, 2015, 12:32:22 PM
remove the _ru from the prop. files

Nope, I tried that already.  Besides, that doesn't stop a mission from loading.  No errors reported during loading, but just a screen with sky and clouds when finished...  I do not see how these could work as they are in a vanilla CUP install.
Title: Re: Community Universal Patch C.U.P.
Post by: Cloyd on March 10, 2015, 12:42:15 PM
remove the _ru from the prop. files

Nope, I tried that already.  Besides, that doesn't stop a mission from loading.  No errors reported during loading, but just a screen with sky and clouds when finished...  I do not see how these could work as they are in a vanilla CUP install.

This can work sometimes:

-Open the offending mission in the FMB
-Save the mission
-Try to run the campaign again
Title: Re: Community Universal Patch C.U.P.
Post by: Peachy9 on March 10, 2015, 12:48:31 PM
To assist in summarising whats helped me get #WAW up and running
In summary
1. Added Opel Blitz Fix - as per my file - Reply #122 on Page 11
2. Added #WAW 7 and made appropriate Fixes as per Griffon_301s the post: Reply #222 - Page 19 - cured my missing Command and Control features and missing objects and fixed 60-70% CTD ( I had to do this twice and carefully ensure all C&C entries in Statuc.ini were removed and replaced in #WAW STD
3. Deactivated the Palvisual mod (8 or 9) in JGSME -  downloaded the latest version of the PAlVisualmod v9 from here http://www.sas1946.com/main/index.php/topic,42495.0.html
and installed it using JGSME into all three modules. - Reply #529 Page 45 - this got rid of tanglechute and other Parachute related errors and some object related errors

Now I only seem to get a few map errors and all day its been stable - please try all of the above and test.

I know I shouldn't - wrong thread but I cant resist posting a screenie - 70 years last week - The Destroyers strike the remains of the 100th BG en Route to Berlin


(http://s9.postimg.cc/3kr610zjj/2015_03_10_at_16_56_24.jpg) (http://postimage.org/)
Title: Re: Community Universal Patch C.U.P.
Post by: shardana on March 10, 2015, 01:20:22 PM
what a pity I can't manage to download the files properly they seem to download very slowly.... any cjance to have other sites from where to download the files?
Title: Re: Community Universal Patch C.U.P.
Post by: SeriousSpy on March 10, 2015, 02:50:22 PM
I have a quick question, is this going to be the only pack from now on, or will UltraPack, HSFX and DBW still be updated and added to?
Title: Re: Community Universal Patch C.U.P.
Post by: wtornado on March 10, 2015, 02:56:39 PM
Ì have a question about online playing.
.....
Please: no full quotes.

I converted the online coop to single player and it runs fine.

It must be the net coding like the old Ultrapack 2.0 and the trouble we had then.
Title: Re: Community Universal Patch C.U.P.
Post by: CoolBreeze on March 10, 2015, 03:02:48 PM
Thanks Peachy for the assistance. Cheers to the CUP team for assembling this outstanding package of mods.   
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 10, 2015, 03:03:56 PM
This can work sometimes:
-Open the offending mission in the FMB
-Save the mission
-Try to run the campaign again

Cloyd, thanks for the tip!  The Iran - Iraq War actually works now.  I thought it might fix the description but I never thought it would allow the mission to load.  But it did!  Now, to do it to the rest of the missions...

Title: Re: Community Universal Patch C.U.P.
Post by: zionid on March 10, 2015, 04:21:55 PM
I'm sure this has been asked but the thread is huge by now. What do I do when I want to play World at War but with modified maps? Where do I put these?
Title: Re: Community Universal Patch C.U.P.
Post by: Whiskey_Sierra_972 on March 10, 2015, 04:40:21 PM
Hamm , in conf.ini , mods section add WepEffect=0 to get rid of the noise....
Title: Re: Community Universal Patch C.U.P.
Post by: duko on March 10, 2015, 04:48:25 PM
Thank you for this amazing mod! I was afraid having steam version maybe it wil not work.  Only problem i had was 70% CTD but i fixed due post 222  :) wich, btw it still persist, atleast for me after i downloaded the updated torrent and replaced the old files.

Ty!
Title: Re: Community Universal Patch C.U.P.
Post by: SkyHigh on March 10, 2015, 04:49:15 PM
All works nice with what I have tried but an issue with the Pipers. (...at the Gates of Dawn...)

Can anyone replicate these frosty moments? (Penguins of the world unite!) [Can you tell my sanity has stripped a gear?]

They could be gone to the dark side of the moon, but you wish they were here. Sorry for that.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 10, 2015, 05:28:21 PM
See in the last series of tests I did not even get the mission started

On one of these days you better try missons at Pompeii.   ;)
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 10, 2015, 06:17:44 PM
I have a quick question,..........

HSFX is from an entirely different mod group.  As far as I know, they will continue.
Title: Re: Community Universal Patch C.U.P.
Post by: kingsley on March 10, 2015, 07:22:52 PM
remove the _ru from the prop. files

Nope, I tried that already.  Besides, that doesn't stop a mission from loading.  No errors reported during loading, but just a screen with sky and clouds when finished...  I do not see how these could work as they are in a vanilla CUP install.
Dpeters95
I have read your other post and yes that is another way to do it but all I had to do was remove the _ru from the prop. files and info file.
My setup is virgin il2/modact they call for then the CUP in order as follows maps first then dof then jtw then waw.
What I started in jsmge in order as typed
cup forgotten countries
cup true color hd skins by carsmaster
cup missionprocombo v4122
jtw screenpack 01
waw screenpack 01
waw japencats effects
waw opelblitzfixlight
In that exact order no other outside mods was added I also in the config was add wepeffects=0
Also if I was you go to the gerax post on how to make a batch file to dump the last quick file if you have not done it yet would be a good idea and add the last mission file to that batch file too
Title: Re: Community Universal Patch C.U.P.
Post by: Canadair on March 10, 2015, 07:38:09 PM
This is probably a good moment to start fresh with il2 1946
I am really  a noob with it, but the instructions are very clear.
I will be waiting for a torrent , hopefully full inclusive)
, because dowloading each part is a little time consuming
I have two questions:
-before I start, will all this work on Win 8.1 ?
-are there campaigns and mission included in the CUP?
Thank you
Title: Re: Community Universal Patch C.U.P.
Post by: Bearcat on March 10, 2015, 09:04:17 PM
If you DL the torrents for CUP.. then seed them for a few days... It will really make the process go a lot better. Don't just get them and then shut down the torrent..
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 10, 2015, 09:29:30 PM
-before I start, will all this work on Win 8.1 ?

yes.  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: Frederf on March 10, 2015, 10:05:12 PM
There are no installation instructions in the CUP-Manual-V04.PDF.

It is 60 pages of ALL NEW! ALL CAPS! ALL BOLD! ALL RED TEXT! But there is no "this is how you install it." No step 1, step 2, step 3. I've tried my best to install it without instruction but I can't get it to work. What I did was:

1. Starting with 4.12.2m completely fresh. (Game runs)
2. Unzip all of module 1 into IL2 folder, game runs if stock is selected.
3. Unzip all of module 3 in IL2 folder, game does not run with selector set to WAW but does when Stock is selected.

When I say "doesn't run" I mean il2fb.exe runs very briefly when triggered by the selector and then automatically quits.
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 10, 2015, 10:14:24 PM
page 1 of this thread i believe has the install instructions

4.12 + modact 5.3 than module 1 pt 01  than unzip away:))

check post 222 after WAW pt 07

PAls vismods might be conflicting with parachutes so dont activate them unless you find something different.

have fun

c
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 10, 2015, 10:31:10 PM
Did you mean  post 221  Page 19?
Rod
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 10, 2015, 10:35:10 PM
It is 60 pages of ALL NEW! ALL CAPS! ALL BOLD! ALL RED TEXT!
But there is no "this is how you install it."

Frederf, you do not like the way Monty makes his PDFs?
You do not like the "style"?
I do not like your impertinent tone.

So for this you are set on observer for 2 weeks.
And for ignoring the chat areas header btw.

No one here bashes a admin in this way.  >:(

before I forget: of course there are install instructions in this manual.
more than enough. I just read them.
Title: Re: Community Universal Patch C.U.P.
Post by: Polarfuchs on March 10, 2015, 10:46:56 PM
Did you mean  post 221  Page 19?

 yes, #221 from Griffon_301.

That solved my problems after WAW crash after 70%.
Title: Re: Community Universal Patch C.U.P.
Post by: hello on March 11, 2015, 02:07:25 AM

INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created

Can anyone replicate these frosty moments? (Penguins of the world unite!) [Can you tell my sanity has stripped a gear?]

Yes, I can. This effect seems to be missing and causes freezes.

Also missing is a wav.file: argus_1500.wav (easily added through renaming some other wav, but I can't find a link to the orginal file)
Title: Re: Community Universal Patch C.U.P.
Post by: Whiskey_Sierra_972 on March 11, 2015, 02:40:13 AM
FINALLY INSTALLED!

Now I can give a report:

First impression: GREAT!
Installation: Make all they wrote in the instruction and you'll get a monkeyproof result!
Reported bugs: Easily solvable with a five minutes work! (Opel Blitz - C&C corrected entries - Last Visual mod 9 dated 30140911 - add to [MODS] section in conf.ini the entry: WepEffect=0 )

Due their choice of splitting planes in 3 eras (in every installation you must split planes because them are simply too much for a single installation and some mods are always conflicting) maybe the WAW can be felt a bit crowled....I can only suggest (but is in NO WAY needed such) a further splitting in 36-42 and 42-48 or Europe and Pacific (for example in my devloping installation I got a lot more section).

In one of your text files I read "This is a Self Contained - Modular Map Expansion which can be employed until Walter's is ready."

If this is still true I'm more than happy to help you with maps , atm I took the last free days for CUP but I restart work on my project today....and I must only fix the all.ini for 410 to 412 and copy/paste the files in those installation to verify if all is working as in 409....I MUST finish quickly!

So , if I can adapt my work for CUP for a public update please PM me so I can have your specific and know you desired configuration and target.

In the meantime:

CONGRATULATION!!!!!
Title: Re: Community Universal Patch C.U.P.
Post by: stringue on March 11, 2015, 04:16:20 AM
Thanks very much for the release of this mod and all the hard work that has gone into this, I installed Il-2 recently after a long hiatus, the complexity of the install described was compact enough to interest me into flying this great sim again, the plane set is amazingly comprehensive, it is like an encyclopedia of aircraft, and the skins and cockpit models are amazing thank you all!

The addition of the hash checks and link to the hash checker was a welcome addition after a few corrupted downloads to ensure I accurately have the files, as was the post #222 describing the fix to the 70% ctd waw crash which I also had. Otherwise my install was smooth.

There was only one hitch, which I hate to bring up, which is that the jsgme included visualmod 8/9 work with DOF, but with WAW and JTW, activation of either of these included mods, causes a "non start", after modifying my conf.ini to include the logging option, the logfile.txt only includes "begin log sessions" and then "OpenGL provider: Opengl32.dll", while an additional "hs_err_pidxxxx" log text is generated with each failed start that includes mention of an "unintended exception" in file "ntdll.dll", summarised for brevity.

Disabling this option in jsgme has made the 3 branches load however and I am happy with this, thanks all!
Title: Re: Community Universal Patch C.U.P.
Post by: Daedallus on March 11, 2015, 04:36:49 AM
Hi all

Great package, but can someone tell me where the stationary ini that you change to avoid 70% ctd is located in the game?

I opened up pt 7 to a seperate folder but can't see any clues there?

Thanks
Title: Re: Community Universal Patch C.U.P.
Post by: namhee on March 11, 2015, 05:19:34 AM
hi together, can some one help me?
Carrier landing for AV-8 YAK 36 and YAK 36 SMF in IA is not possible, have some Kind of tip?
Thank you.
Title: Re: Community Universal Patch C.U.P.
Post by: Blaubaer on March 11, 2015, 05:27:00 AM
Hi all

Great package, but can someone tell me where the stationary ini that you change to avoid 70% ctd is located in the game?

I opened up pt 7 to a seperate folder but can't see any clues there?

Thanks

 Goto Reply #575 on: Yesterday at 20:15

Regards
der Blaubär
Title: Re: Community Universal Patch C.U.P.
Post by: edc1 on March 11, 2015, 05:53:21 AM
Hi Monty and Team,
I can only agree with Whiskey-Sierra 972-
 (First impression: GREAT! Installation:Do all they write in the instructions and you'll get a monkeyproof result!

Reported bugs: Easily solvable with a five minutes work! (Opel Blitz - C&C corrected entries - Last Visual mod 9 dated 30140911 - add to [MODS] section in conf.ini the entry: WepEffect=0 )

I have both IL2 1946 and IL2 1946 the ultimate edition installed and running CUP with most of the Jsgmemods installed.
I am thinking after reading 51 pages a  lot of the problems may be due to corruption in the download or something about the computer system set up .
as we all know not all systems are the same.
Anyway GREAT mod looking forward to downloading any updated campaigns or missions for CUP!
All the best
edc1 (Stan)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 11, 2015, 06:06:05 AM
Great package, but can someone tell me where the stationary ini that you change to avoid 70% ctd is located in the game?
I opened up pt 7 to a seperate folder but can't see any clues there?
-->> http://www.sas1946.com/main/index.php/topic,44975.msg505343.html#msg505343

hi together, can some one help me?
Carrier landing for AV-8 YAK 36 and YAK 36 SMF in IA is not possible, have some Kind of tip?
-->> http://www.sas1946.com/main/index.php/topic,44975.msg505343.html#msg505343
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 11, 2015, 06:33:35 AM
Storebor, can i ask you when the new torrent will be up? i'm dying to try CUP because my last installs did'nt work with the fixes.

Thanks for the updates btw :)
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 11, 2015, 07:12:30 AM

Reported bugs: Last Visual mod 9 dated 30140911 for 410 to 412 and copy/paste the files in those installation to verify if all is working

Just my 2 bob. It's been reported that there is a problem with the visual mod v9 that comes with the JSGME option in a fresh C.U.P. install. Whilst I have not noticed any conflicts in my install, I see that the HUD Log is now moved to bottom right of screen. (see this http://www.sas1946.com/main/index.php/topic,40975.0.html). I seem to recall that this mod would not work with visual mod v9 in my TFM412 install. To quote from HUD Log mod:

Code: [Select]
##################################################################################################################
#                                                                                                                #       
#             CAUTION: THIS MOD IS INCOMPATIBLE WITH ANY OTHER KIND OF HUD MOD, E.G. "VISUAL MOD 8"              #
#                                                                                                                #       
##################################################################################################################

I know this quote refers to Visual mod v8 but as far as I can recall, I had problems with the HUD Log mod with v9. As the HUD Log seems to be integrated with C.U.P. could this be the cause of the problems others are experiencing?

DDM
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 11, 2015, 07:14:23 AM
Storebor, can i ask you when the new torrent will be up?
Yes: Now.

To all: New Torrent ("v2") is up and running.
Link in 1st post.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 11, 2015, 07:49:42 AM
Storebor, can i ask you when the new torrent will be up?
Yes: Now.

To all: New Torrent ("v2") is up and running.
Link in 1st post.

Best regards - Mike

Mike, You're the best! i would like to thank the rest of the team for this great amount of work!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 11, 2015, 08:38:22 AM
Fixes for 4 known bugs added to end of 1st post.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: DIVEGUY43 on March 11, 2015, 08:44:03 AM
What a fantastic job you guys have done.Everything in one package.Downloaded everything,had a fresh install waiting and everything worked the first time.A few minor glitches but for an undertaking this huge its minimal.Even added some mods and no problems with crashes at all.The best way to install is to do everything in order and there are no problems.The only thing that I noticed is that in DOF alot of the planes don't have their respective loadouts available in QMB.They are in the weapons ini. file but don't show when you try to use them in QMB.Thanks again for a great mod ;D
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 11, 2015, 08:55:05 AM
what does the wepEffect=0 do exactly? Do i disable big effects with that or something like that?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 11, 2015, 08:56:55 AM
No clue. Walter listed it as one of the mandatory steps and I trust walter ;)
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 11, 2015, 08:59:49 AM
If you thrust him, i thrust it :P
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 11, 2015, 09:14:53 AM
i found the wepeffect=0 entry and posted it here as a temporary fix. the error itself usually won't crash your game, but it will generate endless warning/error messages in your logfile and therefore might lower performance too.

Quote
http://www.sas1946.com/main/index.php/topic,44975.msg505040.html#msg505040 (http://www.sas1946.com/main/index.php/topic,44975.msg505040.html#msg505040)

it only gets triggered when you throttle above 100% and since it cannot find the effect it wants to use (whatever that is exactly i don't know. probably an engine exhaust effect, like smoke or flames), disabling it shouldn't remove anything visible. since... the effect is bugged anyway.

we need a real fix for this: the missing files must be added to the corrosponding location... but that is a task for monty to do i guess.
Title: Re: Community Universal Patch C.U.P.
Post by: don.noca on March 11, 2015, 09:20:27 AM
I noticed that AI controlled planes (my "team mates") now (in CUP) crash easily with no obvious reason, most of the time they just hit the land or sea.

fix:
http://www.sas1946.com/main/index.php/topic,37662.msg416715.html#msg416715

Quote
Patch 002:
* Ground avoidance bug fixed in Carrier Takeoff (CTO) mod. This bug caused AI controlled planes to crash into ground frequently.

or

http://www.sas1946.com/main/index.php/topic,39075.0.html

Hi Vpmedia,

Thanks for reading and trying to help, your suggestions led me to a potential solution which I'm still about to confirm completely. Actually, I found out that "!SAS_Engine_Mod" folder (located in #WAW) is completely different than the one located in #SAS. I am speaking about folders located in my CUP folder structure. Further, compared to the very same folder located in my CFM folder structure (where I have installed everything needed while I was waiting for CFM and it now serves as a backup, lets say) the result was again the same, difference was there.

So, after trying things you suggested nothing was changed, my AI team mates were dropping almost like flies. That forced me to dig deeper resulting in finding things mentioned above.

Than I decided to perform a simple copy and result was there. Also, I was restless obviously, further steps (manual copy of Opel cars, SAS buttons) to appropriate places resulted in almost smooth TheBlackDeath track replay (it was mentioned earlier for a couple of times).

All in all, I will test it more but I think those findings could be interesting for sure. This is because I followed all the instructions precisely and, still, there were mismatches for the objects of high importance.
Title: Re: Community Universal Patch C.U.P.
Post by: zionid on March 11, 2015, 09:28:55 AM
I'll give it another go:

I have my install up and running- all good so far.

Now- I need to install my modded maps (With retextures and the new popular skies textures etc). However, when adding my TEX and MAPS folder to my #WAW mod folder- the maps will not load.

Any advice on this would be greatly appreciated:)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 11, 2015, 09:34:48 AM
However, when adding my TEX and MAPS folder to my #WAW mod folder- the maps will not load.

wrong path?

could be: #WAW\mymaps\maps\_texs

don't forget you have a all.ini in #WAWs default #WAW\MAPMODS\MAPS.

add your maps entries there.
Title: Re: Community Universal Patch C.U.P.
Post by: hello on March 11, 2015, 09:45:46 AM
A few more objects creating problems:
Code: [Select]
[3:30:22 PM] Problem in car spawn: com.maddox.il2.objects.vehicles.cars.TomooseCar$AustinAmb
[3:30:22 PM] Car: Value of [Firetruck]:<Soldiers> (3.0) is out of range (1.0;2.0)
[3:30:22 PM] Can't set property
[3:30:22 PM] java.lang.RuntimeException: Can't set property
[3:30:22 PM] Problem in car spawn: com.maddox.il2.objects.vehicles.cars.TomooseCar$Firetruck


[3:31:21 PM] WARNING: object '3do/Cars/WillisMB_snow/live.him' of class 'HIM' not loaded
[3:31:21 PM] INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/WillisMB_snow/live.him
[3:31:21 PM] INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/WillisMB_snow/live.him
[3:31:21 PM] java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/WillisMB_snow/live.him
[3:31:21 PM] SPAWN: Can't create Stationary object [class:com.maddox.il2.objects.vehicles.stationary.Stationary$WillisMB]


[3:31:39 PM] INTERNAL ERROR: Can't open file '3do/Artillery/Germany/Flak18_88mm_W/Dead_256.tga'
[3:31:39 PM] WARNING: object '3do/Artillery/Germany/Flak18_88mm_W/Dead_256.tga' of class 'TTexture2D' not loaded
[3:31:39 PM] WARNING: object '3do/Artillery/Germany/Flak18_88mm_W/dead_mip_1.mat' of class 'TMaterial' not loaded
[3:31:39 PM] INTERNAL ERROR: Material: Can't load 'dead_mip_1.mat'
[3:31:39 PM] Mesh 3do/Artillery/Germany/Flak18_88mm_W/Dead.sim not created
[3:31:39 PM] com.maddox.il2.engine.GObjException: Mesh 3do/Artillery/Germany/Flak18_88mm_W/Dead.sim not created

Missing:
Argus_1500.wav
Title: Re: Community Universal Patch C.U.P.
Post by: Whiskey_Sierra_972 on March 11, 2015, 09:52:23 AM
About WepEffect=0

It give a message error that is wrote in the log....this can cause stutter and if many planes have this issue can give in lower performance rig (maybe) a CTD or a freeze....

Since disabling it don't mean solve the bug but reduce the issue generated from this little bug I suggest to disable the effect until full fixed....

Thanks to all you guys for the trust!
Title: Re: Community Universal Patch C.U.P.
Post by: asheshouse on March 11, 2015, 10:03:05 AM
Thanks for torrent v2.
I am just under 1/2 way through downloading the v1 torrent version of Module1.  (3 days in :)  )

I intend to switch to v2 torrent version for Module 2, 3, 4 etc

Looking at the v1 torrent update it appears that only the new SAS-MME05.rar is required to update Module1.
Is that correct?
Title: Re: Community Universal Patch C.U.P.
Post by: zionid on March 11, 2015, 10:04:39 AM
Well- it does not work as before.

When I started the MAPS folder was empty- but after playing/testing, it has now suddelny become populated (unpacked from SFS?)

In the MAPS folder there WERE also a _Tex folder from which the .ini files of each map drew their textures. I am able to alter the .ini files and as so switch textures, but if I put in a _tex folder (my old one) in the MAPS, then ALL maps will refuse to load.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 11, 2015, 10:44:39 AM
Looking at the v1 torrent update it appears that only the new SAS-MME05.rar is required to update Module1.
Is that correct?
Confirmed.
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 11, 2015, 10:54:54 AM
and e voila, here is the fix for the enginewep issue :)

http://www.mediafire.com/download/4zv13n8k5xs5zw2/enginewep_fix.rar

READ THIS BEFORE YOU INSTALL BOTH FOLDERS:
the Flamme folder is based on rather old java class files now which might possibly conflict with some other files in your installation;
Mike was so kind and explained to me that those java files touch classes that affect each and every aircraft in the game!
I did not experience any troubles so far, but be warned - install the flamme folder only at your own risk!
the second folder containing the .eff file should be good to use anyhow and should take care of internal errors in the log file pertaining to this eff file;
it should not visually enhance anything but also it should not touch anything or kill something in the game;

Installation:
extract both directories and copy them directly into your waw folder;
this should not only solve the enginewep error but should also give you nice blue exhaust flames when above 85% of throttle, on my install it does at least!

have fun
phil
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 11, 2015, 10:59:06 AM
When I started the MAPS folder was empty- but after playing/testing, it has now suddelny become populated (unpacked from SFS?)

what?  ???

how should this go? you mean the game unpacks the SFS files into a mods folder
when it loads something, in this case maps? sfs cache folders in #WAW so to say? 

have not realized this until. have to ask Monty about this new feature.  ;D

Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 11, 2015, 11:00:21 AM
and e voila, here is the fix for the enginewep issue :)

http://www.mediafire.com/download/4zv13n8k5xs5zw2/enginewep_fix.rar

extract both directories and copy them directly into your waw folder;
this should not only solve the enginewep error but should also give you nice blue exhaust flames when above 85% of throttle, on my install it does at least!

have fun
phil

You da man Griff!  8)
Title: Re: Community Universal Patch C.U.P.
Post by: rkalhorn109 on March 11, 2015, 11:09:50 AM
No problems to report so far, and thanks to everyone at SAS who created this amazing mod package!  I do have a question.  Last night I had a look at the P-40K and it seems to me the dihedral on the wings has been corrected (P-40 wings in the stock game are canted upwards a bit too much).  Is it my imagination or has this improvement been made?  :)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 11, 2015, 11:12:47 AM
and e voila, here is the fix for the enginewep issue :)
http://www.mediafire.com/download/4zv13n8k5xs5zw2/enginewep_fix.rar
Thanks a lot for your investigation Griffon, but this one should not be used by "John Doe" users since it contains possible conflicting Java Code.
That mod for instance touches the "SndAircraft" base game class, a class which applies to each and every aircraft in the game.
Not an issue in itself, but the file date of your mod tells us that the mod cannot be based on IL-2 4.12, it's 4.11 at best.

Whatever is in there should be repacked to 4.12 standards before releasing it as a CUP hotfix.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: zionid on March 11, 2015, 11:21:07 AM
Don't mistake this for complaining, I am just wondering.

I get Tigers flybys working- however, when I had them on an earlier build- the flybys seemed of higher quality and was also randomized, generating different flybys and also varying depending on pitch.

Check this vid:
https://www.youtube.com/watch?v=FBFjrzSULyY

Now- the flyby seems to only give one sound no matter what and also of a lower quality. I have set my conf.ini according to the manual.

Any takers?
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 11, 2015, 11:21:54 AM
thanks a lot for the info Mike :)
I have modified my post now to warn people in advance about potential problems..
I use this Flamme stuff for quite a time now and never had any problems with it in the game, no crashes and no obvious conflicts;
at least the eff file should take care of the enginewep troubles, the flamme folder is just a bonus for test purposes then for the more inquisitive guys here :)
but as said, for me it works for quite some time now in 4.12 based installs...

oh, forgot to add, the flamme folder was included in one of Montys DBW based newTFM mods, pack #10 IIRC...
Title: Re: Community Universal Patch C.U.P.
Post by: jerryb on March 11, 2015, 11:57:03 AM
Hi again, got this while unzipping   SAS-MM08      C:\Users\Jerry\Downloads\SAS-MME08.rar: Unexpected end of archive    What does it mean and how do I cure it, thanks.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 11, 2015, 12:04:23 PM
What does it mean
It means what it says:
Unexpected end of archive

how do I cure it
Download the file again.
When finished, check the file's hash value (see bottom area of 1st post concerning file hashes).

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 11, 2015, 12:47:07 PM
Holy Visuals Batman!!!!!!

After all this time I finally spared a few brain cells to try Pals Visual Mod.  Absoooollluuuttteellyy Awsome!!!!

Very nice Benitomuso


C
Title: Re: Community Universal Patch C.U.P.
Post by: GEORGES44 on March 11, 2015, 12:50:12 PM
I already have downloaded CUP via mediafire, but I have read that a lot of guys are having difficulties downloading via torrent.
Since I won't be able to play for a few days, I'd like to give a hand with torrent.
My brand new broadband connexion will thus be put in use for a good cause: no limit on the ratio, I set the torrent speed at 3.5Mo up/ 3.5 Mo down, and boy it does work as advertised!! 
Having no special talent in modding or skinning, my very small contribution to the SAS community.

And thanks again to Monty and the CUP team

Edit: now at 5.0Mo up: this broadband connexion is really amazing!
Title: Re: Community Universal Patch C.U.P.
Post by: duko on March 11, 2015, 12:51:58 PM
Hello,

Should i skip these mods? Or should i overwrite ? I only have C.U.P. One more guestion please , if i don't have any of the problem posted in 1st page except 70% ctd wich i fixed is necesary to download all those small patches?

Thank you!

Edit : I'm not allowed to post pictures, in GME i get some warnings mesages, eg: ""Through JSGME - Blender Waves by Herra Tohtori.sfs" has already been altered by the "#CUP_Blender Waves Type A by Herra Tohtori" mod" , should i just overwrite or skip mod? It does have any effect one way or the other?

Sorry, i'm new to Il1946
Title: Re: Community Universal Patch C.U.P.
Post by: Hunter on March 11, 2015, 01:52:32 PM
Have install fresh IL2 1946 , patched whit sas patch 4.08 to 4.12.2 , after install sas modact 5.30 and install all 4 folders , maps , dof , waw, and jet era . Need modified to stationary.ini to run for big ship loading error and CTD . After waw era run fine. Is right when loading have sas 5.30 background ? it's possible use hangar19 background for alls era ? If i select HFSX have CTD , alls others eras run fine . Schimittfire not have the national marks on side ( show only a bit ). Can't loading my log file becouse is so large. sorry for my poor english , but there is the fix ?
Title: Re: Community Universal Patch C.U.P.
Post by: Mission_bug on March 11, 2015, 01:55:38 PM
Hello guys, sorry to be late to the party but I spent all week just trying to get this downloaded first through mediafire and after countless failures finally Torrent came through. ;)

Only tried the maps and "Dawn Of Flight" parts so far but it looks superb, thank you very much for all the hard work it is greatly appreciated. 8)


I missed the TFM pack but thought I would give this a go on the new machine and maybe dump my Modact version which is still on the external drive.



Storebor, can i ask you when the new torrent will be up?
Yes: Now.

To all: New Torrent ("v2") is up and running.
Link in 1st post.

Best regards - Mike


Mike I used the original links and the fixes for that, did you completely replace all those files as I am currently still seeding some of those even though I deleted the "SAS Modular Map Expansion" when I read you were going to replace it.   Maybe I jumped the gun too soon as some like me may still have had the original stuff running. :-[

Do the new uploads contain anything different or am I good to go with what I have.


Will continue installing tomorrow and report back if all ok. ;)


Wishing you all the very best, Pete. ;D
Title: Re: Community Universal Patch C.U.P.
Post by: lizard on March 11, 2015, 02:14:49 PM
Re SAS~Monty27's instruction on page one of this thread:

1.) 70% CTD ("Crash To Desktop") with WAW:

Open the file "#WAW\STD\com\maddox\il2\objects\stationary.ini", search for "[Command_and_Control]" section, delete everything below that line and replace it with the following content:

...


The file 'stationary.ini - exactly as downloaded, does not include a  "[Command_and_Control]" section.

C.U.P.- Module 03 - World At War Pt04.rar\#WAW\STD\com\maddox\il2\objects\stationary.ini

Am I overlooking something?
Title: Re: Community Universal Patch C.U.P.
Post by: Barkhorn1x on March 11, 2015, 02:52:13 PM
...
Am I overlooking something?

Yes you are.  WAW Part #7 has a new stationary.ini file so load all seven parts up and then fix that one according to the instructions above.
Title: Re: Community Universal Patch C.U.P.
Post by: SkyHigh on March 11, 2015, 03:02:37 PM
While DOF and JTW load fine for me, I get a 5% freeze with WAW. Am I right in presuming one of my WAW sfs files must be corrupt? Am redownloading them on this presumption.
Title: Re: Community Universal Patch C.U.P.
Post by: DougW60 on March 11, 2015, 03:44:28 PM
If i select HFSX have CTD , alls others eras run fine . Schimittfire not have the national marks on side ( show only a bit ). Can't loading my log file becouse is so large. sorry for my poor english , but there is the fix ?

Hunter - HFSX is a separate mod not supported by CUP at this time.  Do not try to run it. 

Your log file will be huge but for posting errors with it, you will only need the last part of it.  Look for the word "Error" which will usually be about 10 to 15 lines before the end of your log file.  This is the portion of the log file needed to be posted, from "Error" to the end of the log file.
Title: Re: Community Universal Patch C.U.P.
Post by: mig66 on March 11, 2015, 04:09:15 PM
Happy flying! C.U.P. + (ultraold) Legion Condor + some extra effects (new starting and full throttle flames and "skinny" smoke effect for 109&110 in full throttle).
No 60% - 70% or other CTDs, no probs, everything is working absolutely fine... Like it!!!


(http://s10.postimg.cc/nkpqmea0p/2015_03_11_20_59_05.jpg) (http://postimage.org/)

(http://s10.postimg.cc/cnoexmn95/2015_03_11_21_02_11.jpg) (http://postimage.org/)

(http://s10.postimg.cc/r5lm5mek9/2015_03_11_21_34_06.jpg) (http://postimage.org/)


Bilion thanks one more time to C.U.P. team members and all involved modders for this superb job!
Title: Re: Community Universal Patch C.U.P.
Post by: lizard on March 11, 2015, 04:12:38 PM
Am I overlooking something?
Yes you are.  WAW Part #7 has a new stationary.ini file so load all seven parts up and then fix that one according to the instructions above.
[/quote]

Thank you Barkhorn1x.

*POST MODIFIED*   The file "C.U.P.- Module 03 - World At War Pt07.rar" has been replaced.
                            The original was dated 05/03/15 22.49.
                            The replacement "C.U.P.- Module 03 - World At War Pt07" is dated 11/03/15 at 22.50.

                            The info Barkhorn1x was referring to was in responses #575 and #222.


My suggestion still stands though, that the news of this replacement WAW Pt7, and the requirement to edit stationary.ini, could be added to the front page.

Cheers.





Title: Re: Community Universal Patch C.U.P.
Post by: macdkinfe on March 11, 2015, 06:24:51 PM
love it works fine but no splash screens
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 11, 2015, 07:30:52 PM
Carrier landing for AV-8 YAK 36 and YAK 36 SMF in AI is not possible

afaik this is not solved yet.  :-X

when anyone know a solution, a trick, please report.
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 11, 2015, 07:34:55 PM
love it works fine but no splash screens

had that problem too.  change your game resolution.  not at my cpu, so just test them out

c
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 11, 2015, 07:37:35 PM
in GME i get some warnings mesages, eg: ""Through JSGME - Blender Waves by Herra Tohtori.sfs" has already been altered by the "#CUP_Blender Waves Type A by Herra Tohtori" mod" , should i just overwrite or skip mod? It does have any effect one way or the other?

I'm pretty sure this mods shouldn't n be used combined,
they should be loaded alternatively.

but as I never use this mods maybe a expert with this mods
can tell us more? Or prove me wrong.
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 11, 2015, 07:52:15 PM
in GME i get some warnings mesages, eg: ""Through JSGME - Blender Waves by Herra Tohtori.sfs" has already been altered by the "#CUP_Blender Waves Type A by Herra Tohtori" mod" , should i just overwrite or skip mod? It does have any effect one way or the other?

the "through JSGME" are from the basic default optional SAS modact components and should not be used, that's why monty has included the otional SAS modacts especially for the CUP pack.

in the special case of the waves, you have to chose between either A or C, please don't use both. they slightly differ in their effect, but i don't have a comparison shot handy.

s!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 11, 2015, 08:10:07 PM
love it works fine but no splash screens
change your game resolution.

or make your own screenies and change their format so
they will work with your screen. I do this with IrfanView.

read more here in this post:
http://www.sas1946.com/main/index.php/topic,37662.msg416705.html#msg416705

Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 11, 2015, 08:24:46 PM
big ship loading error and CTD
wich ships? names please so we can try.

Quote
Is right when loading have sas 5.30 background ?
it's possible use hangar19 background for alls era ?
read post #655 above this post.

Quote
If i select HFSX have CTD
forget HSFX. Although there is a entry in the selectors il2fb.ini
there is no HSFX installed. read more here:
http://www.sas1946.com/main/index.php/topic,44941.msg503440.html#msg503440

Quote
Schimittfire not have the national marks on side ( show only a bit ).
i have no clue. maybe a old bug? read in the Schmittfires thread,
maybe soemone found a fix.

Quote
Can't loading my log file becouse is so large. sorry for my poor english , but there is the fix ?

I removed this zillion lines of log in the 5 posts.

so before posting another logs endless history read here
how to use code option and how to shorten your log please  ;):
http://www.sas1946.com/main/index.php?topic=39780.0 (http://www.sas1946.com/main/index.php?topic=39780.0)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 11, 2015, 08:35:37 PM
...I get a 5% freeze with WAW. Am I right in presuming one of my WAW sfs files must be corrupt?

I'm pretty sure: yes. but log tells more.
have a look and search for "SFS ... mounted". etc.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 11, 2015, 08:41:35 PM
Okay so the WEP fix stops the WEP errors but these planes:
Piper PA-18 Super Cub, 1949
Piper PA-18B Super Cub, 1949
Piper TL-21A Grasshopper, 1950.
still have the 30% freeze.

strange. I did a quick run and all this planes loads fine in #WAW and #JTW.
maybe other members can give this a try and report?  :-\\
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 11, 2015, 09:21:08 PM
I have been reading from the beginning and so far not seen any mention that addressed my small problem.
I still have the issue with no Fly-by sound?
As I understand it - it is in the SFS files so it should be there without adding other mods.
I can hear good engine noise inside the cockpit and from outside view but if I go to flyby it is all but dead quite - just a slight buzz as it passed opposite you.  Jets seem OK also WW1 kites?
Here is the log file or some of the bits with errors.
Code: [Select]
\MAPS53.SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL01.SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL02.SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL03.SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL04.SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL05.SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL06.SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL07.SFS... mounted successfully!
Trying to AutoMount SFS_MAPS\VCL08.SFS... mounted successfully!
AutoMounting SFS files from folder SFS_MAPS finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
Cannot load sound preset motor.DB-600_Series.start.begin (java.lang.Exception: Invalid preset format)
FM called 'FlightModels/Fw-190D-14.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
FM called 'FlightModels/Fw-190D-14.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
FM called 'FlightModels/Fw-190D-15.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
Ship: Value of [IJNMusashi_1942]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
at com.maddox.il2.objects.ships.BigshipGeneric

Not too sure what is going on here with Float clamp?


Code: [Select]
called 'FlightModels/SpitfireIIb.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Rolls-Royce-Merlin.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 3
Flight Model File FlightModels/SpitfireIIb.fmd contains no Mach Drag Parameters.
FM called 'FlightModels/SpitfireIIb.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/HurricaneMkIIa.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Rolls-Royce-Merlin.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
Flight Model File FlightModels/HurricaneMkIIa.fmd contains no Mach Drag Parameters.
FM called 'FlightModels/HurricaneMkIIa.fmd' is being loaded from Alternative File: 'gui/game/buttons'
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created

This fills a lot of the log.??  A lot of the log  :(

More strange stuff?

Code: [Select]
class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 30 was clamped to (1 .. 8)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 30 was clamped to (1 .. 8)
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199
WARNING: To many faces 2988 or Vertexes  7199

Finally the end of the log.
Code: [Select]

class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/EngineWep2.eff'
WARNING: object '3DO/Effects/Aircraft/EngineWep2.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' NOT loaded
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 30 was clamped to (1 .. 8)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 30 was clamped to (1 .. 8)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 30 was clamped to (1 .. 8)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 30 was clamped to (1 .. 8)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 30 was clamped to (1 .. 8)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 30 was clamped to (1 .. 8)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 30 was clamped to (1 .. 8)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 30 was clamped to (1 .. 8)
Chat: --- MUSTANG is RTB.
Chat: --- MUSTANG has left the game.
Chat: --- Osudog is on the ground safe and sound.
Chat: --- Osudog has left the game.
Chat: --- Sir Rod is RTB.
warning: no files : music/crash
Chat: --- Bird Dog is on the ground safe and sound.
socketConnection with 216.36.142.32:21000 on channel 0 lost.  Reason:
[Mar 12, 2015 2:10:57 AM] -------------- END log session -------------


I have built this build from the original CD's and loaded the Mega Pack over it - Then the Modac 5.30 and get a working Sim in SAS Modact 5.3

The rest of the files I have then loaded to the Root folder per instructions and at first I could only see TFM splash screens?  I now see the Hanger19 screens after working with the Config.ini file. 

Apart from the lack of Tigers flyby sound in WAW - I get 1 FPS bouts that render it unplayable.

Am I doing something wrong?
Is it not possible to build from the original CD  v4.07?  and load the Super pack to it like this? 

I did try to build another Sim using my #UP build files and removing the #SAS folders
and all references to #DBW and #DBW1916.
It too ran fine at first but the FPS will sometimes drop to 1 FPS on Korea maps with jets.
 
I run a Quad Core Intel i7 930, 2933MHz proc with 256 GB SSD and 3x 1TB HDA's - NVidia GTX 970 SSC - 12BG Corsair Ram on a Asus P6X58D Premium MB.
What am I doing wrong?

I have to say when it runs it is just fabulous.  Best thing to happen to IL2 since launch :)  I just have to somehow get it stable. Thanks so much for all the effort you guys put into this. Much appreciated.
Rod.
Sorry - not sure if this is too long.
Title: Re: Community Universal Patch C.U.P.
Post by: Canadair on March 11, 2015, 10:37:45 PM
I am downloading torrent v2. Is the stationary.ini in part 7 corrected in this torrent?
Title: Re: Community Universal Patch C.U.P.
Post by: Hunter on March 11, 2015, 10:42:01 PM
....
read post #655 above this post.

Sorry, alls era folder already have some right era backgrounds , only not show it when loading the game . show ever random sas 5.30 backgrounds.

Quote
Schimittfire not have the national marks on side ( show only a bit ).
Quote
i have no clue. maybe a old bug? read in the Schmittfires thread,
maybe soemone found a fix.

This CUP have in old bugs ?

Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 12, 2015, 12:03:54 AM
Quote
read post #655 above this post.
only not show it when loading the game- backgrounds.

the pics in the splashscreen folders doesn't work
with your screens resolution i am pretty sure,
you'd have to make your own resized screenies.
therefore read post #655 and follow the link.

Quote
Schimittfire not have the national marks on side ( show only a bit ).
....
Quote
This CUP have in old bugs ?

Why not?  ;D A lot of planes here have more or less minor bugs. No reason to not have them in packs as most people can live with this.
Modding isn't perfect. Never was.  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 12, 2015, 12:24:00 AM
Here is the log file or some of the bits with errors.

to avoid such endless logs put "WepEffect=0" in your CUPs conf.ini
under [Mods] section.

read more here (and follow the link):
http://www.sas1946.com/main/index.php/topic,44975.msg505540.html#msg505540

regarding your problem with Flyby Sound:
some experts can help I'm sure. I cannot help as i am not interested in sounds (yes, member of this minority here  ;D), so i do not know the difference.  :P
All I want to hear is "Da ged ae rundae". ;)
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 12, 2015, 01:01:45 AM
Quote
problem with Flyby Sound

One thing I know of is that your "landscape detail" in the games video settings has to be set to perfect for the flyby sounds don't work.  It's PFM to me but that has always been an issue.

#######################################################################################

Ok, I'm tweaking my CUP install now, and yes I will probably crash it in a firery mess:)  So I've noticed a few things and wonder if there is a solution out there somewhere.  Here's a few, not gripes mind you, just tweaks I was looking for.

Hellcats...    No fuel guage.
Avengers...  She's a squirrly bird to fly :P  and the cockpit does not open from the outside.
Sounds...    1. Gerax, I already know what your answer is going to be :)  but anyway,  when in cockpit view and you are close to another aircraft, the other aircraft engines sounds are not as loud anymore.  Most obvious in close formation flying.
                  2. I believe the Flyby sounds are only in WAW.  Will they be availabe for DOF and the JTW? <<Read the Manual:))

Helo's...       can land on a carrier but can't stay there.  No parking brake I guess.

Having a BLAST!!  flying this stuff around all day.

Later

c
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 12, 2015, 01:31:24 AM
guys,

It seems that the jet age within the torrent v2 doesnt download correctly :0 all the hashes are worng, the rest of the torrent is ok!

*edit*

I think something is wrong with the way my client handels this torrent. For all of you having same problem, try readding the torrent without deleting the files. It will check it again and download if needed
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 12, 2015, 02:58:30 AM
Do the new uploads contain anything different or am I good to go with what I have.
The new v2 Torrent contains exactly the same files like what you get when you completely downloaded the old v1 Torrent, then the "v1 Torrent Update" and replaced all files from v1 Torrent with the ones from "v1 Torrent Update" accordingly.

No need for you to download the whole v2 Torrent again when you already got all the old stuff plus the update.

Best regards - Mike
Title: Re: DBW 1916 update v3.4 (UPDATED! 03.08.2014)
Post by: Alfie Noakes on March 12, 2015, 04:46:43 AM
A question for Istvan & DreamK

I have no problem assembling D.O.F from it's constituent parts....It works well for me and appears to be stable.
However I've found that when I add some DBW1916 mods ( not a/c) to D.O.F it exhibits strange characteristics......

The main culprits appear to be !SAS Engine mod and DreamK's WW I bomb pack
When I build D.O.F vanilla and add these 2 mods the game loads perfectly and runs well with these mods functioning perfectly.
I run QMB & FMB no problem....
When I close the game and computer.... no problem
When I start the computer and modded D.O.F the game freezes (no CTD) at 60% on game loading screen.
log.lst doesn't seem to indicate anything as game hasn't started....

So could you tell me of any DBW1916 mods that should not be attempted in D.O.F

Cheers

Alfie

P.S Admins....not quite sure where to put this query...SAS Essentials>CUP or Individual Mod Downloads>Aircraft>WW I
Is it worth making a  Individual Mod Downloads>Aircraft>WW I> DOF page ?
Feel free to move it  :)
Title: Re: Community Universal Patch C.U.P.
Post by: Baffrah on March 12, 2015, 05:56:59 AM
About the Flyby sound problem, I donnot know if mine are the same than Sir Rod, but it only happens with winter maps in my installation. The same bug, it seems, than the old one discussed here: http://www.sas1946.com/main/index.php/topic,27302.48.html

Unfortunatly, the link for fix isn't working anymore. I also checked my load.ini files, wich seemed to be ok, including the WaterNoise = water/WaterNoise.tga and WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga lines.

What can I do?

I'm having a blast with CUP, guys.
Title: Re: Community Universal Patch C.U.P.
Post by: erafitti on March 12, 2015, 06:18:12 AM
Sorry my mistake  :-[ 

Un saludo.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 12, 2015, 06:19:39 AM
The following ships give error  :(
-->> http://www.sas1946.com/main/index.php/topic,44975.msg505343.html#msg505343
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 12, 2015, 06:30:51 AM
broken map: MAPS / WaW module -> Pacific Maps -> Palau REDKO

this map does not work correctly out of the box. disclaimer: the INI might have been modified by the optional TB_SKIES JSGME mod that comes with CUP.

when the map is loaded in FMB, it will display and you will be able to play, but the map is NOT using the correct textures for anything. the runways are missing etc. since it loads up without errors, there is no logfile.

with TB_SKIES enabled the ini file for this map seems to have some typing errors, these might not appear when you never activated TB_SKIES. i compared the files with my text editor and already hard-edited, forgot to make notes, but some commas where swapped with dots in filenames [example texturename.1.tga - texturename,1.tga , or a comma was inserted where nothing was before -> texturname1.tga -> texturname,1]. sorry for this unclear report.

even with these errors corrected, the map does not load the correct textures (you will notice especially because of the missing white shining peleliu runway cross). i had to manually copy all textures from this map mod over (i already had this map in my #SAS installation), after this, it works perfectly in CUP too.

s!
Title: Re: Community Universal Patch C.U.P.
Post by: Baffrah on March 12, 2015, 07:00:49 AM
Ok, fortunatly I kept a lot of stuff in my external dd: I've found there a copy of the "mapfix" mod, installed it via jsgme after tweaking it so it works in #WAW - the flybys are back in winter maps (at least Stalingrad, did'nt test others). Hourrah. :P
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 12, 2015, 07:01:55 AM
with TB_SKIES enabled the ini file for this map seems to have some typing errors, these might not appear when you never activated TB_SKIES. ....

decipher, I also have errors with tb_skies enabled. Whenever i use the weapon3 command, it ctd's and give an error about missing rocketHook textures!

I wonder how i could fix this because i really like those new skies
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 12, 2015, 07:23:03 AM
decipher, I also have errors with tb_skies enabled. Whenever i use the weapon3 command, it ctd's and give an error about missing rocketHook textures!
I wonder how i could fix this because i really like those new skies

it is a little weird that the skies mod seems to be connected to such different errors. from what i understand it is just textures, and modified map ini files, where these new textures are inserted as cloud textures. i did not see any classfiles in the jsgme folders for TB SKIES.

we might have to wait until monty looks at this, since he put the package together.
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 12, 2015, 07:26:43 AM
Which ini do you mean btw?
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 12, 2015, 07:38:38 AM
Thanks  SAS~Gerax
Could not find the "WepEffect=0" entry in my Conf.ini  - so I added it.  If I read the link correcty.
Can't say I see any reduction in the Logfile.txt  -   Still horendiously long.

Shame about the sound   I do like the immersion of that.
Can someone take a look at their [Sound] portion of the Conf.ini and see if I have anything radicaly set wrong?
Code: [Select]
[sound]
SoundUse=1
SoundEngine=1
Speakers=1
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=0
ObjectVolume=7
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=0
MasterVolume=3
Attenuation=5
SoundMode=1
SamplingRate=1
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=0
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=0
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


I also take the point about Winter maps and tried a summer map  -  Still no joy.

How do I get to the Load.ini file to add the line   "WaterNoiseAnimStart = Water/Animated/WaterNoisex00.tga"     per the link provided by Baffrah

One think that did seem to work :-
Change your conf.ini line in [MODS] to  "flyby=0"  and you will get flyby sound.    Not sure if it is "Tigers" but it is a lot better than nothing
    :)

Thankyou for the pointers guys. Rod
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 12, 2015, 07:43:43 AM
Sorry 
Disregard request for load.ini info - they are in the  #WAW/Mapmods/Maps  folder -  at least the ones I can get to.
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 12, 2015, 07:44:03 AM
Which ini do you mean btw?

oh sorry. i was refering to the load.ini of the palau(redko) map, which is located at "#WAW\MAPMODS\MAPS\redko_palau", this was just specific for the non-working map.

the TB Skies JSGME has modified load.ini files for all maps it changes the clouds for, so this might just have been a single editing error by monty, or whoever packed that jsgme for CUP.

Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 12, 2015, 08:07:23 AM
Decipher,
Just out of curiosity?  How do you see the map palau(redko) in your #WAW/Mapmods/Maps folder?
I only have it listed in the air.ini and can't get to it I believe.
Did you add other maps?
I believe my build is just the basic download and I only have as few - mostly Winter maps.
All seem to have the line  "WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga" already in them  and no Water0 = Waterice.tga -   which is good I think  :)
Just wondered?
Rod
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 12, 2015, 08:09:34 AM
okay guys, 2 more steps towards perfection :)

I just got both map loading errors solved rather quickly;
Darwin and Palau now work as they should, thanks go to decipher for pushing me towards the correct solution;

basically, on both maps it is a missing texture that is called up in the load.ini and fails to load (because it is missing obviously) and this is crashing the loading process;
what I did was use the console and (SHIFT+TAB AFTER the map loading failed in FMB) and see which texture file is missing;
in the case of Darwin, it was just unzipping the content of the _tex folder in the original Darwin download to the appropriate place in the MAPMODS folder, while in the case of Palau, I just substituted one texture for WATER2 with another one that I had found in an old redko_palau download in the load.ini;


total working time, 5 minutes :)

now I will try and fix these object viewer problems with the wrong technics.ini entries....
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 12, 2015, 08:32:05 AM
Decipher,
Just out of curiosity?  How do you see the map palau(redko) in your #WAW/Mapmods/Maps folder?
I only have it listed in the air.ini and can't get to it I believe.
Did you add other maps?
I believe my build is just the basic download and I only have as few - mostly Winter maps.
All seem to have the line  "WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga" already in them  and no Water0 = Waterice.tga -   which is good I think  :)
Just wondered?
Rod

in the #waw folder you will only find the folders with the load.ini files, the actual textures and other files are most probably inside the SFS files of the CUP map-packs, this is the way monty made the CUP package, so that most files are neatly packed inside the SFS files, which improves loading times, saves space, but of course might lead to small problems, when there are files missing in the SFS itself.

in the special case of redko's palau map, i already had the map mod downloaded a long time ago for my #SAS mod act installation, so i was able to compare the ini's and copy the files over.

i just copied all files needed for the redko palau map over (the files from the actual folder + there are some in the _tex folder).

if it turns out that there are more files missing for various maps i bet that monty will eventually release properly fixed SFS files, so we don't have to mess around in the mod folders too much.

Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 12, 2015, 08:54:57 AM
yeah decipher, you are prolly right; but as there have been quite a few alternative tga files for different shallows and stuff, it might be good to trace the errors anyhow and see why a map does not load properly :) and it is good to stay sharp and still now how things work in modding and how stuff can be traced and fixed :D
Title: Re: Community Universal Patch C.U.P.
Post by: messeranck on March 12, 2015, 08:57:54 AM
First a big thank you to Monty and friends ! :)

We're all fully montied since CUP !

 
@Sir Rod concerning the problem of flyby il lost mine too in a stupid way in changing the conf.ini.

You must read the end of the Cup Manual, with the change in the conf.ini for the sound.

Hope it's help.


If someone has a good settings in his conf.ini, it'll be interested to post entirely, even the default one.

Exuse my french english!
Title: Re: Community Universal Patch C.U.P.
Post by: matori on March 12, 2015, 09:11:11 AM
Great Job Mate`s Thank you soo much :)
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 12, 2015, 09:14:03 AM
Thanks De'
Now I understand. 
Thought for a minute there I was missing a load more stuff.  :)  I only have a very few maps with load.ini's in my \Map folder. The rest as you say are buried in the SFS files.
Obviously the undertaking to check and fix any is huge and I certainly have the patience to wait.  Be nice if I could help out some, but still trying to get a handle on the structure.

It is nice to have the flyby sounds back though.  I'm a happy camper :)

I take your point messeranck.  I did read the manual and make the relevant changes to the conf.ini when I built CUP - but it did not help.
I will go back and re check - you never know   :)
Changing the flyby=1 to 0 made the sound come back for me?  Maybe something else is set wrong?   I posted my [Sound] entry 676 above to see if it was incorrect   Perhaps someone can take a look and see if they spot an error.
Rod
Your English btw is great - No Worries :)
Title: Re: Community Universal Patch C.U.P.
Post by: jerryb on March 12, 2015, 10:02:09 AM
Still no joy, re downloaded SAS-MME08 again, checked it, fine, installed it, fine, started game froze at 95% again. What am I missing?  Thanks.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 12, 2015, 10:03:17 AM
What am I missing?
This: http://www.sas1946.com/main/index.php/topic,44975.msg505343.html#msg505343
All 4 points of it.
Title: Re: Community Universal Patch C.U.P.
Post by: jerryb on March 12, 2015, 10:13:42 AM
OK, I get that, as you may have worked out I'm not exactly computer savvy, but does no mods mean not even the MODACT 5.3 because I was under the impression that that had to be installed? From what I've read and seen this is an amazing  piece of work which is why I really want to get it to run, thanks.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 12, 2015, 10:52:41 AM
Odoes no mods mean not even the MODACT 5.3
What? Why?
No Mods means no Mods.
Nobody ever stated "No Modact".
The linked post says "clean C.U.P. game installation".
This of course includes Modact since Modact is a prerequisite, as is IL-2 4.12.2m.
You won't ask whether "no Mods" means "no IL-2" either, would you?

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 12, 2015, 11:21:53 AM
jerryb
I too had the dredded  halt at 95%
I am pretty sure it was something in the conf.ini.   I wish I could just tell you what fixed it but I was trying too many things to get it to run at the time.
Remove all the jsgme add in's - try to select the Modact 5.3 in the selector and see it that runs OK?
If you downloaded the newer pt7 for #WAW did you try the fix in post 221 on page 19

Quote
second option (but you need TFM 4.12 for that or you go hunting for those mods yourself):
copy the MOD_Wurzburg_Freya, the MOD_Navaid_GEE folders from TFM 4.12 over into the #WAW folder;

if you want to have the C&C_1966 stuff as well, also drop in the C&C_1966 folder from TFM 4.12;
if you do not need the stuff for the Vietnam era Jets (and I did not copy this one over), just delete these lines from the stationary.ini
I really have a sneaky feeling it is something to do with the resolution setting and the pictures trying to load. 
Is there anything in the logfile.txt that can help point you in the right direction??

Do you have a working copy of TFMonty to get these files from?
Rod
Title: Re: Community Universal Patch C.U.P.
Post by: timmy1963 on March 12, 2015, 11:32:40 AM
Dont know if this will help but here is my sound setup
Code: [Select]
[sound]
SoundUse=1
SoundEngine=1
Speakers=2
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=0
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=2
SamplingRate=2
NumChannels=4
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=2
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0
Code: [Select]
[Mods]
Flyby=1
FlybyFov=60.0

I also have playback channels set to 32 in sound options of il2set.I have no problems with this setup and have fly by sounds on any map i use.Hope this helps  :)
Title: Re: Community Universal Patch C.U.P.
Post by: jerryb on March 12, 2015, 11:44:14 AM
Hi Sir Rod, tried running it from the selector and it reset my resolution and then froze at 95%.  I'll investigate the other options, thanks.
Title: Re: Community Universal Patch C.U.P.
Post by: jerryb on March 12, 2015, 11:54:37 AM
Tried again same thing but I did notice that when using the task manager to shut it down there was something about 6DOF executable, mean anything?
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 12, 2015, 12:50:57 PM
Do you use Track IR?
If you use it - I would try a reinstall it with latest lev 5.  Alway start it first before the Sim
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 12, 2015, 01:20:14 PM
Mates...
Last time I remember you to read this:
http://www.sas1946.com/main/index.php/topic,44975.msg505343.html#msg505343
Notice point 4.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: timmy1963 on March 12, 2015, 01:53:43 PM
but jet age and dof seem to load ok but freeze when clicking q.m.b ....
I had the same problem with QMB locking up when i switched from DOF,WAW,and TJA.But when i activated #CUP MissionProCombo-4122 in jsgmemods QMB doesnt lock up anymore.

I have been playing this way with no lock ups. Hope it works for you :)
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 12, 2015, 02:03:21 PM
Have you tried to delete the .last.quick entry in the Quicks folder in the root of the Sim?
You will need to do this every time you swap eras.
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 12, 2015, 02:08:57 PM
Hamm66

Does this help you -  downloaded yesterday

(http://s3.postimg.cc/wgklv6gk3/Rar_Downloads.jpg) (http://postimage.org/)

It runs for me
Rod
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 12, 2015, 02:16:15 PM
I am starting to do a complete fresh re-download as I was experiencing some issues that others could not replicate and I noticed my downloads appear to be smaller than those listed in the first page of the thread.


Hamm, see my reply #319 for file size comparrison. Mine were also d/l from Mediafire and I think I mentioned before, I have been unable replicate your problems in my install.

I don't know why the torrent rar's (those on page1 for comparison) are of a different size to Mediafire.

Regards, DDM
Title: Re: Community Universal Patch C.U.P.
Post by: dagger123456 on March 12, 2015, 02:39:21 PM
REPORTING BUG - Spad VII - cockpit is empty.  No gauges, no surface controls.  Nothing all arounf it.
                            Spad mono - stick, pedals and throttle not moving
                            Hanriot HD1 France - machine gun does not work, no fire
                            Sopwith snipe - Machine gun tracer not center of cross hair
                            Zeppeli staaken - no bombs in loadout weapon
                           
Title: Re: Community Universal Patch C.U.P.
Post by: tn_prvteye on March 12, 2015, 02:53:50 PM
Does anyone know how to set the default FOV?  I used to be able to choose the "wide" view, and it would stay in that FOV.  But when I go to external, it defaults back to normal, and I have to choose "wide" again.  Tried both with and without the FOV mod enabled.
Title: Re: Community Universal Patch C.U.P.
Post by: trackergb on March 12, 2015, 03:08:57 PM
Hi a big thanks to timmy1963 and Sir Rod got all the eras working now to set up controls on joystick and keyboard to my prefrence.
A BIG THANKS TO EVERYONE AT SAS
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 12, 2015, 03:22:41 PM
guys,

Everytime i push the spacebar (weapon 3), i get this error in my DOF:

Code: [Select]
ERROR file: File users/doe/Icons not found
Mission: test.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
INTERNAL ERROR: HierMesh: Can't find chunk 'SpedometerProp'
warning: no files : music/takeoff
java.lang.NoSuchFieldError: rocketHookSelected
at com.maddox.il2.game.AircraftHotKeys.doCmdPilot(AircraftHotKeys.java:562)
at com.maddox.il2.game.AircraftHotKeys.access$1(AircraftHotKeys.java:479)
at com.maddox.il2.game.AircraftHotKeys$HotKeyCmdFire.begin(AircraftHotKeys.java:163)
at com.maddox.rts.HotKeyCmd.start(HotKeyCmd.java:103)
at com.maddox.rts.HotKeyEnv.startCmd(HotKeyEnv.java:247)
at com.maddox.rts.HotKeyEnv.keyPress(HotKeyEnv.java:286)
at com.maddox.rts.HotKey.msgKeyboardKey(HotKey.java:119)
at com.maddox.rts.MsgKeyboard.invokeListener(MsgKeyboard.java:83)
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:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

I seriously don't know what it could be. I try to search but i can't find anything
Title: Re: Community Universal Patch C.U.P.
Post by: jerryb on March 12, 2015, 03:46:28 PM
Complete start again from scratch and bingo it works, couple of things still to sort but it looks great, thanks to all for the hard work that must have gone into this.
Title: Re: Community Universal Patch C.U.P.
Post by: polo199 on March 12, 2015, 04:34:20 PM
Dear CUP team,

I'm facing a couple of problems I don't really know how to solve.

I've installed CUP torrent V1 + the patch as per the instructions over a clean 4.12.2 (steam version)+ModAct 5.3 (I've also added the ModAct patch 002. I don't know if that was needed). I've then added the different fixes and expansions in the first post. Nothing else.
CUP starts OK and I can do some QMB with different planes without any problem. Sound is OK too and I get some nice flybyes thanks to your great pack. :)

Here's my JGSME:
(http://img15.hostingpics.net/pics/779584jgsme.png) (http://www.hostingpics.net/viewer.php?id=779584jgsme.png)

And here are my problems:

- Strange prop 3d model for the JU88 C6 (day. Nightfighter is OK). Already posted in this thread (reply 376) but I did not see anyone proposing a fix.

(http://img15.hostingpics.net/pics/498837il2fb2015031222351113.png) (http://www.hostingpics.net/viewer.php?id=498837il2fb2015031222351113.png)

- I get many tanks and objects with strange textures or no 3D object at all:

(http://img15.hostingpics.net/pics/201992il2fb2015031222355344.png) (http://www.hostingpics.net/viewer.php?id=201992il2fb2015031222355344.png)

(http://img15.hostingpics.net/pics/813571il2fb2015031222360737.png) (http://www.hostingpics.net/viewer.php?id=813571il2fb2015031222360737.png)

Here's the logfile entries where you can see many objects cannot be loaded:

Code: [Select]
Loading map.ini defined airfields:
INTERNAL ERROR: TGAFile_LoadTexture('maps/_tex/water/animated/waternoise00.BumpH')- Bump loading problem (Bad Size)
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/water/animated/waternoise00.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Err'
WARNING: TLandscape::LoadMap('CoralSea/load.ini') - errors in loading
Landscape 'CoralSea/load.ini' loading error
java.lang.RuntimeException: Landscape 'CoralSea/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1063)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Landscape 'CoralSea/load.ini' loading error
java.lang.RuntimeException: Landscape 'CoralSea/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1063)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him

INTERNAL ERROR: Can't open file '3do/Tanks/PzIB/Summer/hier.him'
WARNING: object '3do/Tanks/PzIB/Summer/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Tanks/PzIB/Summer/hier.him
Full log file here: http://www.filedropper.com/logfile_2 (http://www.filedropper.com/logfile_2)

I get thousands of those logs which seems to match all the tanks with faulty 3d models.

I've checked the file sizes for all my WAW parts and they perfectly match the ones in the first post (though I realize I may have a broken install for unknown reasons).

I hope I did not miss anything. Thanks in advance for the help and thanks again for this great pack. :)

Cheers,

Paul
Title: Re: Community Universal Patch C.U.P.
Post by: Mission_bug on March 12, 2015, 05:00:38 PM
The new v2 Torrent contains exactly the same files like what you get when you completely downloaded the old v1 Torrent, then the "v1 Torrent Update" and replaced all files from v1 Torrent with the ones from "v1 Torrent Update" accordingly.

No need for you to download the whole v2 Torrent again when you already got all the old stuff plus the update.

Best regards - Mike

Ok Mike, thank you very much. 8)


All modules are now installed and appear to be working fine for me. ;)



Congratulations on a job well done guys, thank you very much indeed, your work is greatly appreciated.


Wishing you all the very best, Pete. ;D
Title: Re: Community Universal Patch C.U.P.
Post by: nzmigman on March 12, 2015, 08:33:05 PM
These torrents are taking an age to download...looking at around 2 weeks constant.
 With all the updates that are being added as people find problems, does this mean my torrents are going to end up being corrupted ?
Title: Re: Community Universal Patch C.U.P.
Post by: dietz on March 12, 2015, 08:51:51 PM
...
Congratulations on a job well done guys, thank you very much indeed, your work is greatly appreciated.
+1
Title: Re: Community Universal Patch C.U.P.
Post by: Canadair on March 12, 2015, 09:43:15 PM
Ok for now even for a newbie like me abput Il-2 system install was more or less flawless; just by reading the manual included
I have only a problem and one question:

-I cannot find the Pensacola NAS mission set in any of the module of jetwar. Tried both torrents and mediafire
-do you confirm that NOT all the maps will work and open in QMB?

Thank you. the mod is incredible. Just wish there were already more campaigns. I had a few korean missionsets and campaign for DBW 1.71 and I am not sure if they will even work. But I guess all will come in time
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 13, 2015, 12:08:25 AM
(...) I noticed my downloads appear to be smaller than those listed in the first page of the thread.
I am finding though that the fresh downloads are the exact same size as my original downloads. I am downloading direct from Mediafire.
(...)

Code: [Select]
filename                   size according to first page of the thread       my filesize old and new 

SAS-MME01.rar         3,114,736,529                                          3,041,735 KB
SAS-MME02.rar         3,211,434,326                                          3,136,167 KB
SAS-MME03.rar         2,943,925,317                                          2,874,928 KB

I don't know why the torrent rar's (those on page1 for comparison) are of a different size to Mediafire.

Oh boy, that's hilarious...
When you are asked to press "any key", do you search for the "any" key on your keyboard?
What did the "KB" at the end of "your" filesize tell you? This (http://en.wikipedia.org/wiki/Units_of_information#Size_examples) maybe?

Question for the graduated and for rocket scientists:
When you take the three left side numbers from above, divide them by 1024 each and round the result to the nearest whole number, what's the result?

Addon question for brain surgeons:
How did I get this image?
(http://s24.postimg.cc/betowtaxx/file_sizes.jpg)

Now I'm eagerly waiting for someone to ask why "Size" and "Size on disk" differ and which of both is the "right" one.
No, I'm not eagerly waiting for it. I'm confident the question will arise. The only way for you to surprise me is to answer this on your own.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 13, 2015, 02:10:34 AM
(...) I noticed my downloads appear to be smaller than those listed in the first page of the thread.

NO FULL QUOTES.


Mike,

I know you are a admin and all but seriously? You're just acting like a bully right now. What if these people don't know shit about computers (and the subject at hand (filesize math etc.) isn't low level computer stuff)? All they ask is one question and you give an answer like that....

Please Mike, just act normally like an admin should and act like this when people are really ignorant and annoying.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 13, 2015, 02:28:43 AM
Thanks guys, both of you received a warning.
Hamm66, you check your maths please, and/or read my previous post until you understand it.
Thanks.

moepkid, you don't tell an admin how to operate this site.
Thanks.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 13, 2015, 02:46:27 AM
I can't do math
I can't spell worth a crap
I'm old as crap
I crap too much
and I couldn't tell you the difference between a KB and Kibbles and Bits.

But I love flying this mod:))

Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 13, 2015, 02:49:49 AM
I am starting to do a complete fresh re-download as I was experiencing some issues that others could not replicate and I noticed my downloads appear to be smaller than those listed in the first page of the thread.

I am finding though that the fresh downloads are the exact same size as my original downloads. I am downloading direct from Mediafire.

Do my file sizes match others who have downloaded direct? I have only just started re-downloading so I only have the first three so far.

filename                   size according to first page of the thread       my filesize old and new 

SAS-MME01.rar         3,114,736,529                                          3,041,735 KB
SAS-MME02.rar         3,211,434,326                                          3,136,167 KB
SAS-MME03.rar         2,943,925,317                                          2,874,928 KB

you should not rely on file sizes, of course if they seem to differ that much something seems wrong, but thats why we have checksums, to be completely sure if a file IS or IS NOT identical.
if you already have the latest beta version of 7-zip installed you can enable displaying checksums of files in the windows explorer by right clicking!

[to enable CRC check open 7-zip -> tools menu -> Options -> 7-Zip -> integrate 7-zip to shell context menu -> and make sure the box at "CRC SHA >" is checked. ]

if you don't already have 7-zip check this thread -> http://www.sas1946.com/main/index.php/topic,2123.0.html 
it is recommended by the SAS-Team. it is free, secure and fast.

with the checksums there is no need to calculate or guess or anything. just compare the checksums from the first post with yours.

s!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 13, 2015, 02:52:39 AM
Thank you very much decipher, very true and spot on.
Special thanks to the 7-zip checksum hint!

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 13, 2015, 03:04:35 AM
Stay polite and everything's fine.
Feel insulted if you want to - putting my maths into question wasn't quite what I'd call "friendly" either, but that's life.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: Odin1one on March 13, 2015, 03:25:36 AM
(...)Sorry - not sure if this is too long.

NO FULL QUOTES.
Hi. Had the same fly by problem in My cup instal. Check your sound settings in the game setup from the main meny. Selet your speaker type.I Also did run the Setupprogram inside the game main folder and adjusted the speaker type and grapiccard type and settings to the same I used in DBW,TFM etc.. As To read in cup manual Never open your sound settings Playing à game  or during à flight. Finaly check your settings in config.ini. compare sound settings in config.ini With your earleir confi.ini from DBW, TFM or other installs you  Have. This Helped me out. God luck.
Title: Re: Community Universal Patch C.U.P.
Post by: Alfie Noakes on March 13, 2015, 04:16:21 AM
My DOF game freezes at 60% on the loading page
Sifting through the log.lst in my DOF folder and came across this.......
Code: [Select]
  AutoMounting SFS files from folder SFS_DOF finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
Ship: Value of [Steamboat]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipYardSteam.<clinit>(ShipYardSteam.java:115)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipYardSteam$Steamboat
Ship: Value of [QMary]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipYardSteam.<clinit>(ShipYardSteam.java:116)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipYardSteam$QMary
Ship: Value of [GunBoat1]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipYardSteam.<clinit>(ShipYardSteam.java:117)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipYardSteam$GunBoat1
Ship: Value of [GunBoat2]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipYardSteam.<clinit>(ShipYardSteam.java:118)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipYardSteam$GunBoat2
Ship: Value of [Avizo1]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipYardSteam.<clinit>(ShipYardSteam.java:119)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipYardSteam$Avizo1
Ship: Value of [Avizo2]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipYardSteam.<clinit>(ShipYardSteam.java:120)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipYardSteam$Avizo2
Ship: Value of [SCargoAndreaIa]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:28)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$SCargoAndreaIa
Ship: Value of [SCargoValentinaIIa]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:29)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$SCargoValentinaIIa
Ship: Value of [HMSCossack]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:118)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSCossack
Ship: Value of [HMSJupiter]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:119)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSJupiter
Ship: Value of [HMSMatabele]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:120)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSMatabele
Ship: Value of [HMSNubian]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:121)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSNubian
Ship: Value of [HMSTartar]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:122)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSTartar
Ship: Value of [HMSWarspite]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:123)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSWarspite
Ship: Value of [Petropavlovsk]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.RusNavy.<clinit>(RusNavy.java:110)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.RusNavy$Petropavlovsk
Ship: Value of [Diana]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.RusNavy.<clinit>(RusNavy.java:111)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.RusNavy$Diana
Ship: Value of [Pallada]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.RusNavy.<clinit>(RusNavy.java:112)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.RusNavy$Pallada
Ship: Value of [Azard]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.RusNavy.<clinit>(RusNavy.java:113)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.RusNavy$Azard
Ship: Value of [Gavriil]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.RusNavy.<clinit>(RusNavy.java:114)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.RusNavy$Gavriil
Ship: Value of [SpanishBou]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipgioTral.<clinit>(ShipgioTral.java:10)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipgioTral$SpanishBou
Ship: Value of [GerKMTrawler]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipgioTral.<clinit>(ShipgioTral.java:11)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipgioTral$GerKMTrawler
Ship: Value of [RNTrawler]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipgioTral.<clinit>(ShipgioTral.java:12)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipgioTral$RNTrawler
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke24'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke25'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke26'
 

I checked through the previous comments and found mentions of ship related problems ...#170, #432 and #499 but could see no fixes...
Is this a corrupted download possibly ?
The irony is that I've downloaded DOF successfully when it first came out and it worked perfectly.
I then loaded it with inappropriate mods and blew it up !
So I made a clean Modact/4.12, installed new d/l DOF over it, but I cannot get it to run  :(
Any ideas other than downloading another 4 DOF modules ?
Many thanks for any help..

Cheers

Alfie
Title: Re: Community Universal Patch C.U.P.
Post by: Gremlin4 on March 13, 2015, 04:25:00 AM
I loaded Dawn of Flight and it appeared to be OK and having selected QMB all of the early aircraft were listed.
However, when I went to select any of the planes, I got the message "Data file corrupt"
Is it practical to re-install the various Modules one at a time to eliminate the 'corrupt file' or should I download them all again and start from a clean 4 12.2 withModact 5.3?
Any advice welcomed.
Title: Re: Community Universal Patch C.U.P.
Post by: don.noca on March 13, 2015, 04:35:47 AM
Like someone said already, check the checksum (MD5, CRC, whatever), this is the only way to check file consistency. Why not the file size? Because it could be different for many reasons (file system types, HDD size etc.). I'll gibe you only one example: there is a thing called disk sector which is 512B in size and this is the smallest addressable element that resides on a disk surface. OS will use it as is or, maybe, by combining those into bigger elements that are now addressable by OS (this is an outcome after formatting the disk, besides many other structures but I won't go that far).

So, imagine you have 256B of DATA. You'll occupy ONE SECTOR for this nevertheless i.e. 512B. This will produce a file of 512B although the useful part is 256B  only.

Regarding maths, everything was calculated around exponent of 2 (1024, 2048...) so 1KB was always 1024B. Further, 1024KB would make 1MB. That was true, actually, but, someone decided a long time ago that it's better to have 1MB as 1000KB, not 1024KB (don't ask me why, only a HDD market trick imho).
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 13, 2015, 04:35:59 AM
I loaded Dawn of Flight and it appeared to be OK and having selected QMB all of the early aircraft were listed.
However, when I went to select any of the planes, I got the message "Data file corrupt"

Had the same problem! it was because the files didn't download correctly. You should download the DOF again and see if that works
Title: Re: Community Universal Patch C.U.P.
Post by: ozy1 on March 13, 2015, 04:59:19 AM
Hi all I ma having 60%CTD with JTW here is the log file thanks in advance

Code: [Select]
[10:44:08 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[10:44:08 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[10:44:08 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[10:44:08 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[10:44:08 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[10:44:09 AM] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[10:44:09 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[10:44:09 AM] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[10:44:09 AM] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[10:44:09 AM] INTERNAL ERROR: Texture required
[10:44:09 AM] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[10:44:12 AM] Spawn.get( com.maddox.il2.objects.air.TYPHOON1B ): com.maddox.il2.objects.air.TYPHOON1B
[10:44:12 AM] java.lang.ClassNotFoundException: com.maddox.il2.objects.air.TYPHOON1B

edit: next time use code option when pasting your log please. thank you.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 13, 2015, 05:16:17 AM
Code: [Select]
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.TYPHOON1B
ozy, there is something wrong with your downloads?
I have the Typhoon IB working as it should be ..  :-X
Title: Re: Community Universal Patch C.U.P.
Post by: ozy1 on March 13, 2015, 05:23:25 AM
i have tried ti disable that plane in air.ini but still i get 60%ctd i have also noticed that i have two files in game folder buttons and -buttons
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 13, 2015, 05:29:57 AM
when there is a minus sign in front of a file it means that this files i disabled and will be not read by the game. But this isn't the problem as the other button file is read.

but a 60% start means that your install must be incomplete/corrupted.  :-X
download and install again - sadly thats all I can advice.
Title: Re: Community Universal Patch C.U.P.
Post by: ozy1 on March 13, 2015, 05:33:12 AM
thanks dude i am already diong that
Title: Re: Community Universal Patch C.U.P.
Post by: bergkamp on March 13, 2015, 06:22:27 AM
Strange prop 3d model for the JU88 C6

As a temporary fix, you need this mod. http://www.sas1946.com/main/index.php/topic,27820.0.html

Just drop the Ju-88 folder into your #WAW folder. No air.ini entry required.

Title: Re: Community Universal Patch C.U.P.
Post by: polo199 on March 13, 2015, 06:50:57 AM
Thanks a lot Dennis !

Re-downloading the v2 torrent right now. I will reinstall everything and use that fix.

Cheers!

[EDIT]
Erafitti provided us with another similar solution in reply 453 (http://www.sas1946.com/main/index.php/topic,44975.msg504935.html#msg504935). I had overlooked this post. Thanks to him for his PM.
Title: Re: Community Universal Patch C.U.P.
Post by: dietz on March 13, 2015, 07:33:07 AM
I have noticed a glitch on a vanilla Torrent install while using the WAW Japancat JSGME mod.It seems to effect the loadingof some aircraft>I have not tried every plane but in the Ju-87B-2 it gets to 100% load & I get a screen freeze.Take the mod off no freeze.I was also getting a CTD at about 8minutes in but am not at all sure this had anything to do with the mod.I didn't test it. :-\\
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 13, 2015, 07:36:38 AM
No log, no bug ;)
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 13, 2015, 08:04:54 AM
I have noticed a glitch on a vanilla Torrent install while using the WAW Japancat JSGME mod.It seems to effect the loadingof some aircraft>I have not tried every plane but in the Ju-87B-2 it gets to 100% load & I get a screen freeze.Take the mod off no freeze.I was also getting a CTD at about 8minutes in but am not at all sure this had anything to do with the mod.I didn't test it. :-\\

Monty "officially" removed the japancat MargeEffects JSGME for now since it is incompatible with (various?) other Mods that are used in CUP until further notice. It can cause CTD's with various different error messages, usually related to bombs, or other effects.

Title: Re: Community Universal Patch C.U.P.
Post by: wtornado on March 13, 2015, 08:18:01 AM
God I wish I had these flight models in HSFX to play online with.

Cup is very nice indeed.
Title: Re: Community Universal Patch C.U.P.
Post by: BartheFr on March 13, 2015, 08:40:20 AM
love it works fine but no splash screens
Try this: open config.ini file, [window]---->SaveAspect=1 ---->SaveAspect=0
Title: Re: Community Universal Patch C.U.P. - WAW soundpack
Post by: SAS~Storebror on March 13, 2015, 09:43:37 AM
SamplingRate=1 (according to the CUP readme) leads to a stopp of loading the game at 5% (missing SFS?)
SamplingRate=2 seems to solve the problem. But the outcome isn't satisfying: malfunction of sounds while sitting in the cockpit. ("External" sound seem to be ok.)
These problems occur only in WAW (Tiger33 sound pack).
That's odd.
First of all, the "SamplingRate" setting is just what you get from adjusting the "Audio Quality" setting in IL-2's sound setup.
That for sure isn't able to trigger a 5% CTD.
A 5% CTD rather points to a missing SFS file.

Malfunctioning sounds might mean that other settings don't meet the Tiger33 requirements.
Note that there are some distinctive settings for Tiger33's sound mod which are different from any other IL-2 sound setup.
First of all, you need to change the conf.ini accordingly using notepad. C.U.P. has no equivalent GUI settings to reach what you need.
The values shown in C.U.P.'s Manual are slightly misleading as well.
For instance the manual says you should set "Speakers=1" which of course is wrong (unless you want monaural sounds all over).

I'd recommend these settings in conf.ini for Tiger33:
Code: [Select]
NumChannels=4
SoundFlags.hardware=0
SamplingRate=1

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 13, 2015, 10:17:13 AM
Gremlin4
Quote
I loaded Dawn of Flight and it appeared to be OK and having selected QMB all of the early aircraft were listed.
However, when I went to select any of the planes, I got the message "Data file corrupt"

Have you try to remove the ".last.quick” file in the /Quick folder in the root?
This stopped the "Data file corrupt" error I was getting.....

just a thought.

Od
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 13, 2015, 10:23:32 AM
Hey People:

Has anyone been able to get a "carrier take off" mod that allows more aircraft on the flightdeck to work in CUP?

There are a mods that contain a "file" folder.  Are these compatible with CUP or is it a "test and see" operation?

Also, for those of you that are interested.  The Chocks mod, "!0000_PAL-Chocksv4122" from TFM 412 seems to work in the JTW and WAW but not in DOF.  So if there are no objections from the SAS guys or if I'm wrong you can strike the latter part of this post.

Here is how I set it up in my JSGME in the CUP install

E:\IL-2 Sturmovik 1946 4.12.2CUP\jsgmemods\#CUP_TFM_Chocks\#WAW\!0000_PAL-Chocksv4122

I created a #JTW and a #WAW folder in #CUP_TFM_Chocks and just dropped PALs chock mod into them and activated it through JSGME.   Hope it works for you:)


Excuse the TFM_Chocks name, I just do that so I can keep track of which mods were not part of the original CUP. 

Later

C




Title: Couple of jets don't work
Post by: davido53 on March 13, 2015, 10:25:25 AM
I just d/l the awesome CUP mods and noticed that most everything worked except for a few Russian jets and the F-8, for instance. I get a big reddish looking ball and that's all...

did I not get all of a d/l or something?

and how to fix, tks!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 13, 2015, 10:39:56 AM
davido, do not start a extra topic for such a question.
So I merged your topic with this thread.
Stay in this thread. please.  ;)

regarding your question:
please tell us exactly wich russian jet so I can test them.
Title: Differences to TFM
Post by: Würger on March 13, 2015, 10:53:16 AM
Downlaoded everything but still not really get what's the difference to UP 3.0RC, DBW, HSFX, TFM etc.

A bit puzzling to understand from here  :-[

Greetings from Germany 

I love your work! Thanks so much!!
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 13, 2015, 11:23:48 AM
Quote
the difference to UP 3.0RC, DBW, HSFX, TFM etc.
 

Thats Pandora's Box your opening up Wurger:)))))))))

That's Like asking what's the difference between German Soccer and Brazilian Soccer.  Same thing just different style.  All a matter of preference:)

There is a post out there somewhere that does explain the differences though, if I find it I'll send it to you.  But I have this gut feeling that someone will beat me to it:))

Later

c
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 13, 2015, 11:26:58 AM
Has anyone been able to get a "carrier take off" mod that allows more aircraft on the flightdeck to work in CUP?

yes. I tried this, but have not yet tested all implications this has.
and its a little bit tricky to do and has some disadvantages.
(ie no flyby sounds anymore).
Title: Re: Differences to TFM
Post by: SAS~Gerax on March 13, 2015, 11:30:10 AM
Downlaoded everything but still not really get what's the difference to UP 3.0RC, DBW, HSFX, TFM etc.

DBW and UP3 is 4.10, CUP is 4.12.
UP3, HSFX is for onliner, CUP is not.
btw: wich HSFX? and wich TFM?
HSFX6,-7 does not have WWI,
Jets wich need EngMod (MiG21, F-18 etc).
(correct me when I am wrong).
TFM(410,412) is hard to install and all-in-one,
CUP is easy to install (SFS files) and modular
(wich is way better imho). etc.

Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 13, 2015, 11:32:53 AM
Well thanks Odin1one  :)

You got me in the right place - at last.
Things I did to fix the fly-by sound  the way that Tiger meant them to be :-

Went into the Set-up in game for Sound

Selected my headphones and turned off the stuff I did not want. (Music)
I selected the better Sound quality  [DirectX - 32 - 44100  - headphones ]
In Video Options  setup  [High  - High  - Excellent - Excellent - Perfect]  Apply & Back
In Video Modes  setup  [ Open GL  - 1920 x 1080x32  {my monitor native res done in conf.ini - now is selectable}  -  windowed  full screen - attempt stenciled buffer ON - use widescreen FOV  ON ]    Apply & Back.

In the Conf.ini

I changed the setting :-

[Mods]
Flyby=1
FlybyFov=60.0
ToggleMusic=1
RandomSplash=1

[Sound]
...
SoundUse=1
SoundEngine=1
Speakers=2
...
Attenuation=5
SoundMode=1
SamplingRate=1
NumChannels=4
SoundFlags.hardware=0
...

...
[Render_OpenGL]
...
ForceShaders1x=0
VideoSetupId=17  {custom setup for my card - NVidia GTX 970}

Now I have Tigers sounds & flyby is set to 1 not 0 and I am a happy camper :)

Thanks for the heads up Odin1one.

One other thing that might also be helpful should one ever open the Setup window by mistake
Make you conf.ini read only [right click - properties - check read only] it will stop it from being overwritten by the game and changing your settings.
Simply uncheck if you need to make changes.
Rod.
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 13, 2015, 11:37:58 AM
Quote
yes. I tried this, but have not yet tested all implications this has.
and its a little bit tricky to do and has some disadvantages.

Gerax:

Indeed it is a little tricky, but you got further than I did.  If you ever get it squared away let us know and I'll do the same.

thanks for looking

c
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 13, 2015, 11:45:41 AM
I will later make a post where I explain it in detail so all can try this.

For now: the pic here in my post #1 is a screenie of a mission in #WAW.  ;)
http://www.sas1946.com/main/index.php/topic,45082.msg505280.html#msg505280

is it this what you meant?

Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 13, 2015, 11:51:52 AM
Oh yeah baby!!!

c
Title: Re: Community Universal Patch C.U.P.
Post by: SpongeBob on March 13, 2015, 12:31:46 PM
I loaded Dawn of Flight and it appeared to be OK and having selected QMB all of the early aircraft were listed.
However, when I went to select any of the planes, I got the message "Data file corrupt"
Is it practical to re-install the various Modules one at a time to eliminate the 'corrupt file' or should I download them all again and start from a clean 4 12.2 withModact 5.3?
Any advice welcomed.

In the first place, I'd like to thank to all the people working in this marvelous mod.

I've also got the message "Data file corrupt" when trying some Quick missions. I found that it can be fixed just changing the side you want to fly for. Example: you fly for Allies and get the error message. Simply change to Axis and load again the mission. In my case, it fixes the corrupted file, and later you can change again to Allies.It is a bit annoying, but don't even need to restart the game.

By the way, I tried to takeoff with the F-84-G Thunderjets (1, 2 and 3) and they overheat even at 50% throttle on the airfield. Before I can really takeoff, the engine catches fire. Is it a bug, or am I skipping something when handling these planes? (I've installed a fresh Vanilla Il-2 12.2+SAS Modact+Maps+Dawn of Flight+Jet Age. Only mods activated through JSGME are Mission-ProCombo and Forgotten Countries). Thank you if you have any solutions.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 13, 2015, 12:41:34 PM
I've also got the message "Data file corrupt" when trying some Quick missions. I found that it can be fixed just changing the side you want to fly. Example: you fly for Allies and get the error message. Simply change to Axis and load again the mission. In my case, it fixes the corrupted file, and later you can change again to Allies.It is a bit annoying, but don't even need to restart the game.

good advice. I had to do this in Modact and in several other packs to get the mission running. I think it comes from the missions itself, but i am not sure about this.
Title: Re: Community Universal Patch C.U.P.
Post by: messeranck on March 13, 2015, 12:59:15 PM
@Sir rod Happy you manage to fix the fly by sound...
Me too after lots of tweakings i success too !
I'm a happy camper too!

But i find with CUP i have micro stutters and sometimes the game stops during 2-3 sec...
For example in The Black death when the il2 crash...the game pause for 2 sec.
I tried different settings with the conf ini but with no success
I'm alone in this case?
In vanilla, with Mod act or in HSFX the game is very fluid
I precise that my PC is brand new a i7 with 8 Go Ram and a nvidia card...

Any tips is welcome !
Title: Re: Community Universal Patch C.U.P.
Post by: davido53 on March 13, 2015, 01:06:09 PM
davido, do not start a extra topic for such a question.
So I merged your topic with this thread.
Stay in this thread. please.  ;)

regarding your question:
please tell us exactly wich russian jet so I can test them.

After I cranked it up again to make a list, everything worked...thank you!
Title: Re: Community Universal Patch C.U.P.
Post by: davido53 on March 13, 2015, 01:08:05 PM
Do I need to delete the 'last quick' mission before changing mods, such as from jet age to WWI?  tks
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 13, 2015, 01:25:45 PM
Do I need to delete the 'last quick' mission before changing mods, such as from jet age to WWI?  tks

You shouldn't have to anymore. 

C
Title: Re: Community Universal Patch C.U.P.
Post by: SkyHigh on March 13, 2015, 02:30:32 PM
All is going spiffingly for me now. One little thing I've noticed-are the MiG-3's the newer models? I suspect they're the old ones.
Title: Re: Community Universal Patch C.U.P.
Post by: Art-J on March 13, 2015, 02:53:56 PM
It's been quite a while since I flew Il-2 for the last time, but with the news of this C.U.P. project being released, I decided to get back and see what's up :D. Managed to install it from Torrent-V2-downloaded files, stumbled upon dreaded 70% CTD problem - found a fix here, then stumbled upon "black water" problem - also found a fix here, then stumbled upon another problem and cannot find a fix - why can't I put any plane on an aircraft carrier while starting a private multiplayer session? I wanted to do it just to test and see all the water gfx mods You guys have put in the C.U.P. package, but when I hit "Fly" I always get some message about flight deck being occupied. I reckon it's some mod-related issue (game in "stock" mode works allright), but I havent't enabled CTO mod in JSGME, only MissionProCombo and Water=4 mods. Any tips?
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 13, 2015, 03:25:35 PM
Quote
How can I deactivate the Tiger33 (WAW) sound? I can't get it working.
 

Conf.ini

[Mods]

Flyby=1 <<<< Change "1" to "0"  that should work

C






Title: Re: Community Universal Patch C.U.P.
Post by: davido53 on March 13, 2015, 04:33:38 PM
I had the 70% CTD but got it fixed, but was wondering if there is anything to be done with the flyby sounds...I loved the Tiger flyby sounds, but now they are completely anemic...

tks!
Title: Re: Community Universal Patch C.U.P.
Post by: csvousden on March 13, 2015, 05:23:21 PM
Has this issue been addressed anywhere? 

I can't get maps in the new mods even though I can in the stock game:

Loading map.ini defined airfields:
INTERNAL ERROR: TGAFile_LoadTexture('maps/_tex/water/animated/waternoise00.BumpH')- Bump loading problem (Bad Size)
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/water/animated/waternoise00.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Err'
WARNING: TLandscape::LoadMap('CoralSea/load.ini') - errors in loading
Landscape 'CoralSea/load.ini' loading error
Title: Re: Checkyerflak! + Arty Barrage! v 1.2
Post by: Clint Watters on March 13, 2015, 05:40:42 PM
I just got CUP installed, read the manual,
it says Checkyerflak! + Arty Barrage! v 1.2 is included in WAW.
I have been looking for it in FMB. I can't find it.
Could someone tell me please?

Thanks :)

Clint

Title: Re: Community Universal Patch C.U.P.
Post by: Ibis on March 13, 2015, 08:58:48 PM
 Thanks to all who worked so selflessly to make this fantastic combined mod.
So far all working to plan.
   cheers
    Ibis.
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 13, 2015, 09:10:18 PM
davido53
Take a look at the post on page 63  #747
It fixed Tiger's sounds for me.
Absolutly great now. Make the hair on the back of your neck stand on end   :)
Rod
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 13, 2015, 09:29:44 PM

Messeranck,

Your PC should easily be good enough to handle CUP.
I too had the stutter in Black Death when the second wave went over the convoy on the road. 
Having fixed my Flyby sounds,  Black Death does not stutter anymore.  I now see the very large explosion at the end of the road that caused the "halt” and was not visible before?
I can only think it may be the Video Setup=17 for later NVidia cards or the High, High, Excellent, Excellent, Perfect.   setting under Video Setup.
These are my [Render_OpenGL] settings in conf.ini

Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1
HardwareShaders=1
Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3
Sky=2
Forest=2
LandShading=3
LandDetails=2
LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=17
Water=3
Effects=2
ForceShaders1x=0
TypeClouds=1
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

Does this help any?

Rod
Title: Re: Community Universal Patch C.U.P.
Post by: andqui on March 13, 2015, 10:23:12 PM
Why have the air.ini entries for the Ju-87's been changed? This breaks compatibility for a lot of missions.

These are commented out:

Code: [Select]
//Ju-87D-3          air.JU_87D3 2                                 g01   SUMMER
//Ju-87D-5          air.JU_87D5 2                         NOINFO  g01   SUMMER
//Ju-87G-1          air.JU_87G1 2                                 g01   WINTER

While these are in their place:

Code: [Select]
Ju-87D-3          air.JU_87D3j 2                                g01   SUMMER
Ju-87D-5          air.JU_87D5j 2                                g01   SUMMER
Ju-87G-1          air.JU_87G1j 2                                g01   WINTER
Title: Re: Community Universal Patch C.U.P.
Post by: davido53 on March 13, 2015, 11:00:24 PM
davido53
Take a look at the post on page 63  #747
It fixed Tiger's sounds for me.
Absolutly great now. Make the hair on the back of your neck stand on end   :)
Rod

I'll try it, thank you sir!
==========
Well, I tried it but it didn't work for me. Do you activate Tiger's Flyby sounds in JGSME? That's what I did, but no joy.
Title: Re: Community Universal Patch C.U.P.
Post by: kingsley on March 14, 2015, 12:05:51 AM
Hairog
Yes CUP can be a challange But I do know you have read the first post and the manual on how to install. Now there was a few tricks to fix a few minor problems like post 222 and a few more and also in your config in the mods section put in WepEffects=0  this is for the waw portion of the CUP. Just take your time and read through the posts and the rest of the answers are there
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 14, 2015, 02:44:12 AM
Quote
Well, I tried it but it didn't work for me. Do you activate Tiger's Flyby sounds in JGSME? That's what I did, but no joy. 

Nooooooooo:))

Davido:

Not sure what you got going on there, but I would check a few things before you go any further.

1.  Did you start out with a clean install of 1946 412 + Modact 5.3 ONLY??
2.  Did you just install CUP or do you have other stuff installed.  Highly recommend you have nothing else (mods, HSFX, TFM, etc...)
3.  Read the full first post of this thread before you start over.  Won't take long if you have everything downloaded
4.  Tigers Sound Mod is incorperated into the World At War Module only!! and there is no activation on JSGME.
5.  After you have read the "entire" first post + the fixs' that are listed at the bottom of the first post, start the sim with out ANY of
     of the JSGMEs mods activated, and go from there.
     
Don't be insulted by me stressing to read the entire first post.  I have to do it several times myself :)

Good Luck,

C
Title: Re: Community Universal Patch C.U.P.
Post by: Whiskey_Sierra_972 on March 14, 2015, 02:45:23 AM
Why have the air.ini entries for the Ju-87's been changed? This breaks compatibility for a lot of missions.
...

Because they choice to use the EM modified....IIRC in this way they should be able to allow normal usage but maybe you have trouble not with planes but with their loadouts (in the J version IIRC was upgraded)....

Since them should be indipendent and compatible simply change the entries in this way:

Ju-87D-3          air.JU_87D3 2                                 g01   SUMMER
Ju-87D-5          air.JU_87D5 2                     NOINFO  g01   SUMMER
Ju-87G-1          air.JU_87G1 2                                 g01   WINTER

and

Ju-87D-3J          air.JU_87D3j 2                                g01   SUMMER
Ju-87D-5J          air.JU_87D5j 2                                g01   SUMMER
Ju-87G-1J          air.JU_87G1j 2                                g01   WINTER
Title: Re: Community Universal Patch C.U.P.
Post by: Whiskey_Sierra_972 on March 14, 2015, 02:46:46 AM
Holy words!

Yes CUP can be a challange But I do know you have read the first post and the manual on how to install. Now there was a few tricks to fix a few minor problems like post 222 and a few more and also in your config in the mods section put in WepEffects=0  this is for the waw portion of the CUP. Just take your time and read through the posts and the rest of the answers are there

..... (name deleted by WS972 because this is true for everyone!!)
Title: Re: Community Universal Patch C.U.P.
Post by: tone12 on March 14, 2015, 04:39:19 AM
Congrats on finally getting this thing released.

I just wanna confirm ive installed everything correctly.

Unmodded 12.2m with modact 5.3

Extracted all 9 sas files to main folder
Extracted all 4 dawn of war files + skins
Extracted all 7 world at war files
Extracted all 4 the jet age files + expansion module 4

I assume this is all I need to do? I loaded it up without any issues.

I loaded up dawn of war but I cant find any missions.  Does this mod come with any missions/campaigns?
Title: Re: Community Universal Patch C.U.P.
Post by: fightingirish on March 14, 2015, 05:00:35 AM
Just wanted to post my appreciation to the modders, developers and guys who have taken the time to put together this fantastic mod and provide the support and advice thereafter.

For me, CUP has made IL-2 like a brand new game, with features I'd never seen or tried before......my daughter was wondering why I was laughing at the computer today, she didn't quite understand when I replied 'the sound of a Spitfire flying past in my flight sim!'

Just to reiterate what has been said previously, a little patience and perseverance goes a long way, there is great advice and answers to the bits and pieces which are being ironed out in the mod.......just take the time to read through the post.

Thanks again guys and best wishes, you've made a middle-aged man very happy. :)
Here's to many more years of Il-2 fun.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 14, 2015, 05:34:57 AM
Not sure! ..if something similar has been posted before, but this cured the ugly water in C.U.P for me:

Readme inside!

 ;)
http://www.mediafire.com/download/2obd4c4ud10d14h/C.U.P._vswater+bug.rar


 (http://s1.postimg.cc/8o9yqzlnv/2015_03_14_at_00_11_03.jpg) (http://postimg.cc/image/8o9yqzlnv/)


Tom
Title: Re: Community Universal Patch C.U.P.
Post by: wtornado on March 14, 2015, 05:45:24 AM
Downlaoded everything but still not really get what's the difference to UP 3.0RC, DBW, HSFX, TFM etc.

A bit puzzling to understand from here  :-[

Greetings from Germany
I love your work! Thanks so much!!
 


The biggest difference is in online play.

For example you can put 20 planes in a online coop with HSFX or UP 3 RC4
and have lots of ground objects and get them to engage each other simutaniously
without any lag or studder.

CUP studders or screen freezes for minutes at a time if you have the same amount
of ground objects and planes offline using the exact same mission as UP 3 and HSFX.

I recommend you lower the amount of all objects and script you plane flights so they come
in as waves with time intervals until they are shotdown and out of the fighting.
 8 aircraft engaging seems to be ok. NOT 20!

CUP is a high quality offline emergence of player(pilot) and plane on gorgeous maps with an infinite
amount of plane setups and scenarios.

 
Title: Re: Community Universal Patch C.U.P.
Post by: jerryb on March 14, 2015, 07:39:02 AM
Hi again, OK so Dawn of flight seems to be OK I can fly aircraft in quick mission but there does not appear to be the WW1 maps, they are in the full mission builder but not the quick.  World at War was crashing at 70%, cured that thanks to the info on page 1, but it freezes if I try to go into quick mission builder and only some of the single missions load.  I'm downloading The Jet age as I post.  Thanks.  PS, did the log file thing but it only seems to say about loading from alternative file which I assume is correct.
Title: Re: Community Universal Patch C.U.P.
Post by: ol' Navy on March 14, 2015, 07:40:10 AM
...put in WepEffects=0  this is for the waw portion of the CUP.

Hey Kingsley, do I have a WepEffects to change to 0 as you suggested?  Man, it is getting really hard to get my 72 yr old eyes with trifocals to see that little print even though lately I got a bigger monitor after my old one crapped out.  I do have "Effects=1" but I can't find "WepEffects".  So I am kinda thinking I don't have it.  Any advice is really appreciated.  Thank you.
Title: Re: Community Universal Patch C.U.P.
Post by: ol' Navy on March 14, 2015, 07:49:44 AM
Not sure! ..if something similar has been posted before, but this cured the ugly water in C.U.P for me:
...

Hey Tom, pardon the ignorant question - do I still have a _Tex file in the MapMods folder someplace.  From what I recall from before (which ain't much unfortunately) there was always one in the Maps folder.  Now there isn't.  In your readme you mention putting the "water" folder into it, but I can't find it.  Thank you from one who just, quite simply, isn't very smart.
Title: Re: Checkyerflak! + Arty Barrage! v 1.2
Post by: SAS~Gerax on March 14, 2015, 08:06:25 AM
I just got CUP installed, read the manual,
it says Checkyerflak! + Arty Barrage! v 1.2 is included in WAW.
I have been looking for it in FMB. I can't find it.
Could someone tell me please?

have a look here ..
aren't this the correct entries?
Quote
Arty(g)         vehicles.stationary.CandC$NGSUnit 1
Arty(n)         vehicles.stationary.CandC$NGS1Unit 1
Barrage         vehicles.stationary.CandC$BRGUnit 1


http://www.sas1946.com/main/index.php/topic,44975.msg504335.html#msg504335
Title: Re: Community Universal Patch C.U.P.
Post by: SpongeBob on March 14, 2015, 08:09:40 AM
Hey Kingsley, do I have a WepEffects to change to 0 as you suggested?  Man, it is getting really hard to get my 72 yr old eyes with trifocals to see that little print even though lately I got a bigger monitor after my old one crapped out.  I do have "Effects=1" but I can't find "WepEffects".  So I am kinda thinking I don't have it.  Any advice is really appreciated.  Thank you.

Hi, ol' Navy. You don't need to search line by line. In your notepad program, click on the Menu > Edit > Search (or something like that, I'm using a Spanish computer). A box appears where you can write "WepEffects" and the program will look for you. It there is that exact line, it will find it.
I Hope it helps.
Title: Re: Community Universal Patch C.U.P.
Post by: jerryb on March 14, 2015, 08:17:08 AM
Just read the post on pg59 about the QMB and it worked, thanks timmy1963.
Title: Re: Community Universal Patch C.U.P.
Post by: Würger on March 14, 2015, 08:20:55 AM

NO FULL QUOTES PLEASE!

CUP is a high quality offline emergence of player(pilot) and plane on gorgeous maps with an infinite
amount of plane setups and scenarios.

Reason I asked was that I got me a copy of UP, DBW and TFM and now CUP which needs lots of back up space and me and others over here in Germany try to find out which of them is the farest developed or the most complete and stable version by the time being which maybe makes the others obsolete.

I'm only flying offline by the way. Online via hyperlobby frustrates a bit as the community has split up due to different game versions.

Thank you for your support!! ;)
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 14, 2015, 08:30:19 AM
No
I believe Tigers sound mod it is built into the #WAW
Title: Re: Community Universal Patch C.U.P.
Post by: ol' Navy on March 14, 2015, 08:58:22 AM
In your notepad program, click on the Menu > Edit > Search (or something like that, I'm using a Spanish computer). A box appears where you can write "WepEffects" and the program will look for you. It there is that exact line, it will find it.

Thank you for your response.  I did it and it didn't find any WepEffects line.  Do you reckon that Effects is the same thing?  I noticed a post by Sir Rod down a little further that states "it is built into WAW" but I don't know if that was directed at me or someone else.  Of well, I'll wait to see.  Thanks again.
Title: Re: Community Universal Patch C.U.P.
Post by: Cloyd on March 14, 2015, 09:26:10 AM
Bob, you need to add the line manually to the [Mods] section of your conf.ini. See the bottom of the first post, page 1.

WepEffect=0
Title: Re: Community Universal Patch C.U.P.
Post by: csvousden on March 14, 2015, 09:28:27 AM
Regarding the maps:  my problem was the pretty water mod.  When I disabled that all was good.  I will try the new method of beautifying the water later, but for now I am just grateful to play all the stuff that is out there.

Thank you to all the great people who made this and to those who are tweaking it for the fun of all. 
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 14, 2015, 09:28:51 AM
Not sure! ..if something similar has been posted before, but this cured the ugly water in C.U.P for me:
...

Hey Tom, pardon the ignorant question - do I still have a _Tex file in the MapMods folder someplace.  From what I recall from before (which ain't much unfortunately) there was always one in the Maps folder.  Now there isn't.  In your readme you mention putting the "water" folder into it, but I can't find it.  Thank you from one who just, quite simply, isn't very smart.


Hello again,

you can simply drop both folders, the MAPMODS one and the True Color HD Skins one, in your #WAW, #SAS, #DOF and #JTW folder, whatever you fly atm.

Cheers

Tom
Title: Re: Community Universal Patch C.U.P.
Post by: kingsley on March 14, 2015, 09:31:40 AM
...put in WepEffects=0  this is for the waw portion of the CUP.
Hey Kingsley, do I have a WepEffects to change to 0 as you suggested?  I do have "Effects=1" but I can't find "WepEffects". 

oL'Navy and others
In the mod section of the config type in WepEffects=0 The wep happens when you tap the w key flying some 109/190 and 152 what this does is help the fps wep is built in no mod to change or worry about.
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 14, 2015, 10:36:18 AM
Have we found the solution to this problem? The game crashes when I´m flying and I get this:

IL-2 6Dof/TIR Enable Executable for modded IL-2 Sturmovik 1946 has stopped working

  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:   6.1.7601.2.1.0.256.1
  Locale ID:   3082
  Additional Information 1:   25f3
  Additional Information 2:   25f3b2110c984ba205eba372d1a4e1be
  Additional Information 3:   4f14
  Additional Information 4:   4f143dbf5d43c84a6d83784d1771e1e7

Read our privacy statement online:
  http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

If the online privacy statement is not available, please read our privacy statement offline:
  C:\Windows\system32\en-US\erofflps.txt

Code: [Select]
at com.maddox.il2.objects.vehicles.cars.CarGeneric.<init>(CarGeneric.java:561)
at com.maddox.il2.objects.vehicles.cars.CarGeneric.<init>(CarGeneric.java:551)
at com.maddox.il2.objects.vehicles.cars.Car$GAZ_AAA.<init>(Car.java:123)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.unitSpawn(CarGeneric.java:1663)
at com.maddox.il2.ai.ground.ChiefGround.unpackUnits(ChiefGround.java:725)
at com.maddox.il2.ai.ground.ChiefGround.<init>(ChiefGround.java:202)
at java.lang.reflect.Constructor.newInstance(Native Method)
at com.maddox.il2.game.Mission.loadChiefs(Mission.java:1905)
at com.maddox.il2.game.Mission._load(Mission.java:768)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SPAWN: Can't create Car object [class:com.maddox.il2.objects.vehicles.cars.Car$GAZ_AAA]
INTERNAL ERROR: Can't open file '3do/Cars/WillisMB_snow/live.him'
WARNING: object '3do/Cars/WillisMB_snow/live.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/WillisMB_snow/live.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/WillisMB_snow/live.him

java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/WillisMB_snow/live.him

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.objects.vehicles.cars.CarGeneric.setMesh(CarGeneric.java:555)
at com.maddox.il2.engine.ActorHMesh.<init>(ActorHMesh.java:111)
at com.maddox.il2.objects.vehicles.cars.CarGeneric.<init>(CarGeneric.java:561)
at com.maddox.il2.objects.vehicles.cars.CarGeneric.<init>(CarGeneric.java:551)
at com.maddox.il2.objects.vehicles.cars.Car$WillisMB.<init>(Car.java:75)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.unitSpawn(CarGeneric.java:1663)
at com.maddox.il2.ai.ground.ChiefGround.unpackUnits(ChiefGround.java:725)
at com.maddox.il2.ai.ground.ChiefGround.<init>(ChiefGround.java:202)
at java.lang.reflect.Constructor.newInstance(Native Method)
at com.maddox.il2.game.Mission.loadChiefs(Mission.java:1905)
at com.maddox.il2.game.Mission._load(Mission.java:768)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SPAWN: Can't create Car object [class:com.maddox.il2.objects.vehicles.cars.Car$WillisMB]
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/ShipFrontWave.mat'
WARNING: object '3DO/Effects/TEXTURES/ShipFrontWave.mat' of class 'TMaterial' not loaded
WARNING: GObj: delete object - Exception !!!
WARNING: object '3DO/Effects/Tracers/ShipTrail/PropWakeBoat.eff' of class 'FObjSect' not loaded
INTERNAL ERROR: Effect param file '3DO/Effects/Tracers/ShipTrail/PropWakeBoat.eff' NOT loaded
Ship creation failure:
INTERNAL ERROR: Effect param file '3DO/Effects/Tracers/ShipTrail/PropWakeBoat.eff' NOT loaded

java.lang.RuntimeException: INTERNAL ERROR: Effect param file '3DO/Effects/Tracers/ShipTrail/PropWakeBoat.eff' NOT loaded

at com.maddox.il2.engine.Eff3D.New(Native Method)
at com.maddox.il2.engine.Eff3DActor.NewPosMove(Eff3DActor.java:205)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:160)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:138)
at com.maddox.il2.objects.ships.ShipGeneric.<init>(ShipGeneric.java:860)
at com.maddox.il2.objects.ships.Ship$Shuka.<init>(Ship.java:71)
at java.lang.reflect.Constructor.newInstance(Native Method)
at com.maddox.il2.game.Mission.loadChiefs(Mission.java:1905)
at com.maddox.il2.game.Mission._load(Mission.java:768)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Mission: Can't create chief '7_Chief' [class:ships.Ship$Shuka]
FM called 'FlightModels/Il-2MLate.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/LaGG-3IT.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/DB-3F.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Li-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
INTERNAL ERROR: Can't open file '3do/Cars/GAZ_AAA_W/Live.Him'
WARNING: object '3do/Cars/GAZ_AAA_W/Live.Him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/GAZ_AAA_W/Live.Him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/GAZ_AAA_W/Live.Him

java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/GAZ_AAA_W/Live.Him

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.engine.ActorHMesh.<init>(ActorHMesh.java:111)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric.<init>(StationaryGeneric.java:298)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric.<init>(StationaryGeneric.java:291)
at com.maddox.il2.objects.vehicles.stationary.Stationary$GAZ_AAA.<init>(Stationary.java:81)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric$SPAWN.actorSpawn(StationaryGeneric.java:832)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SPAWN: Can't create Stationary object [class:com.maddox.il2.objects.vehicles.stationary.Stationary$GAZ_AAA]
INTERNAL ERROR: Can't open file '3do/Cars/GAZ_AAA_W/Live.Him'
WARNING: object '3do/Cars/GAZ_AAA_W/Live.Him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/GAZ_AAA_W/Live.Him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/GAZ_AAA_W/Live.Him

java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/GAZ_AAA_W/Live.Him

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.engine.ActorHMesh.<init>(ActorHMesh.java:111)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric.<init>(StationaryGeneric.java:298)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric.<init>(StationaryGeneric.java:291)
at com.maddox.il2.objects.vehicles.stationary.Stationary$GAZ_AAA.<init>(Stationary.java:81)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric$SPAWN.actorSpawn(StationaryGeneric.java:832)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SPAWN: Can't create Stationary object [class:com.maddox.il2.objects.vehicles.stationary.Stationary$GAZ_AAA]
INTERNAL ERROR: Can't open file '3do/Cars/GAZ_AAA_W/Live.Him'
WARNING: object '3do/Cars/GAZ_AAA_W/Live.Him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/GAZ_AAA_W/Live.Him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/GAZ_AAA_W/Live.Him

java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/GAZ_AAA_W/Live.Him

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.engine.ActorHMesh.<init>(ActorHMesh.java:111)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric.<init>(StationaryGeneric.java:298)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric.<init>(StationaryGeneric.java:291)
at com.maddox.il2.objects.vehicles.stationary.Stationary$GAZ_AAA.<init>(Stationary.java:81)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric$SPAWN.actorSpawn(StationaryGeneric.java:832)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SPAWN: Can't create Stationary object [class:com.maddox.il2.objects.vehicles.stationary.Stationary$GAZ_AAA]
INTERNAL ERROR: Can't open file '3do/Cars/GAZ_AA_W/Live.Him'
WARNING: object '3do/Cars/GAZ_AA_W/Live.Him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/GAZ_AA_W/Live.Him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/GAZ_AA_W/Live.Him

java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/GAZ_AA_W/Live.Him

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.engine.ActorHMesh.<init>(ActorHMesh.java:111)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric.<init>(StationaryGeneric.java:298)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric.<init>(StationaryGeneric.java:291)
at com.maddox.il2.objects.vehicles.stationary.Stationary$GAZ_AA.<init>(Stationary.java:79)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric$SPAWN.actorSpawn(StationaryGeneric.java:832)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SPAWN: Can't create Stationary object [class:com.maddox.il2.objects.vehicles.stationary.Stationary$GAZ_AA]
FM called 'FlightModels/MBR-2-AM-34.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ju-52_3mg4e.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Me-210Ca-1.fmd:ME210410_FM' is being loaded from File: 'me210410_fm'
FM called 'FlightModels/Me-210Ca-1.fmd:ME210410_FM' is being loaded from Alternative File: 'me210410_fm'
FM called 'FlightModels/Me-323.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Me-321.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/He-111Z.fmd' is being loaded from Alternative File: 'gui/game/buttons'
ERROR file: File users/1/Icons not found
Mission: QuickQMBPro/CUP-Caucasus_W/CUP-Caucasus_Wbluenonea00.mis is Playing
warning: no files : music/inflight
java.lang.NoSuchMethodError
at com.maddox.il2.objects.weapons.Bullet.showExplosion(Unknown Source)
at com.maddox.il2.objects.weapons.Bullet.collided(Unknown Source)
at com.maddox.il2.engine.MsgBulletCollision.invokeListener(MsgBulletCollision.java:39)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Thanks
Title: Re: Community Universal Patch C.U.P.
Post by: Würger on March 14, 2015, 10:45:22 AM
One question please. 

If I choose SAS Modac 5.3 via Il2 Selector,  I see all the new maps but find myself sitting in the old unmodded planes.

What's wrong?
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 14, 2015, 10:47:48 AM
Quote
Not sure! ..if something similar has been posted before, but this cured the ugly water in C.U.P for me:

Readme inside!

Tom:

Thanks for that!!!  Your timing is perfect.  I had been working on my own fix as you posted this:)

The CUP water textures look great at altitude but when you get down to sea level on my old crate, they seem a little choppy.

I'll let you know how it works out

C
Title: Re: Community Universal Patch C.U.P.
Post by: Typhoon Ib on March 14, 2015, 11:46:08 AM
Folks...
anyone ever wrote a note that the "Kongo" map is just a copy of the impal map without the names of the cities n stuff?

anyone ever noted that spitfires have 3 Flap settings now? Kind of a Bummer...
Title: Re: Community Universal Patch C.U.P.
Post by: Cloyd on March 14, 2015, 12:17:15 PM
I would ask for a refund, if I were you. :P

Cloyd
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 14, 2015, 12:24:51 PM
Thanks for that!!!  Your timing is perfect.  I had been working on my own fix as you posted this:)

Ya welcome mate. If you find a better solution just go ahead and post it.  :)
 ;)
Cheers

Tom
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 14, 2015, 12:26:00 PM
If I choose SAS Modac 5.3 via Il2 Selector,  I see all the new maps but find myself sitting in the old unmodded planes.  What's wrong?
I think MA 5.3 does not by default sport any new planes, that is why it is the Mod Activator. :-\\ ;)
It basically brings 4.12.2 to a state where you can add mods to your liking.
Title: Re: Community Universal Patch C.U.P.
Post by: Typhoon Ib on March 14, 2015, 12:31:11 PM
I would ask for a refund, if I were you. :P

Cloyd

i did.
they didnt reply.

*shakes fist*
Title: Re: Community Universal Patch C.U.P.
Post by: Würger on March 14, 2015, 01:12:33 PM
I think MA 5.3 does not by default sport any new planes, that is why it is the Mod Activator. :-\\ ;) It basically brings 4.12.2 to a state where you can add mods to your liking.

Thank you very much indeed, Tom. It's only now that I understand the whole thing. Thought that C.U.P was kind of a supermod which contains all others and I really only had to switch between the versions. So I still have to install all the others as parallel installation. :-((
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 14, 2015, 01:34:24 PM
Argh :D! Würger: Not exactly:

C.U.P. contains (  :-\ )

SAS ModAct 5.3
-A version made by SAS with many goodies (look in your JSGME options aka the #SAS mods) to enable a 4.12.2 install with exven more mods to be added.

-and the three segments of C.U.P. Jet Era, WWII, WWI-
--plus mods compatible to all C.U.P segments, again see as per JSGME options.

You do not need an additional MA install. :)
Title: Re: Community Universal Patch C.U.P.
Post by: UberDemon on March 14, 2015, 01:48:36 PM
For anyone interested I posted a mission I created using UQMG in CUP/WAW with 24x109s vs. 132xB-17s.  CUP/WAW modifications and enhanced stuff really makes a difference.  If you are interested you can download it at http://www.sas1946.com/main/index.php/topic,45162.0.html

UD/dzz
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 14, 2015, 02:30:16 PM
Quote
Water Issues 

SAS~Tom2:

I started testing your fix for the water.

I may have missed something.  I am still getting the new water textures.

I replaced the .dll and dropped the MAPSMOD folder into the #WAW folder.  I rem'd out my original MAPSMOD folder.




c
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 14, 2015, 03:09:54 PM
Quote
In QMB with the Bessarabia map, no opponent, scramble, these three planes:
Piper PA-18 Super Cub, 1949
Piper PA-18B Super Cub, 1949
Piper TL-21A Grasshopper, 1950.

give me a 30% freeze when the aircraft tries to load.
 

Hamm:

I did a quick test to see if my cupbs worked, and they do. 

few questions:

1.  Any other problems with other aircraft loading?
2.  delete the last quick and try again (maybe nothing, but worth a shot)
3.  did you install CUP on a Clean version of IL2 412 + ModAct 5.3 Only?
4.  Do the cubs work anywhere else?

Good luck,  I don't understand those error logs yet, but I'm getting there:))

c
Title: Re: Community Universal Patch C.U.P.
Post by: duko on March 14, 2015, 03:38:53 PM
I got "IL-2 6Dof/TIR Enabled Executable for modded IL-2.......has stopped working" error quite a few times , in 1st page there is no solution for this. Any tips how to fix it?
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 14, 2015, 03:51:34 PM
Duko,
I would suggest you download and re-install TrackIR 5 
At the very least check for Game Updates and Updates to TrackIR  [Top right menu]
Rod.
Title: Re: Community Universal Patch C.U.P.
Post by: Adger on March 14, 2015, 04:03:47 PM
Yep im going have to give that a try aswell Duko..mine gets to 95% and then stops working,i also get the "IL2 6DOF executable has stopped working too
Title: Re: Community Universal Patch C.U.P.
Post by: lizard on March 14, 2015, 04:04:11 PM
For anyone interested I posted a mission I created using UQMG in CUP/WAW with 24x109s vs. 132xB-17s.  CUP/WAW modifications and enhanced stuff really makes a difference.  If you are interested you can download it at http://www.sas1946.com/main/index.php/topic,45162.0.html

UD/dzz


Great - downloading now. I'll give it a go.

Thanks UD.
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 14, 2015, 04:07:38 PM
Quote
I got "IL-2 6Dof/TIR Enabled Executable for modded IL-2.......has stopped working" error quite a few times , in 1st page there is no solution for this. Any tips how to fix it? 

Duko:

Just curious, but have you tried exiting Track IR and than trying the game?

C
Title: Re: Community Universal Patch C.U.P.
Post by: Adger on March 14, 2015, 04:13:25 PM
Thing is it loads up fine in stock SAS Modact..but as soon as i load up "Dawn of flight" it crashes with the IL2 6DOF error..strange one for sure
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 14, 2015, 04:18:51 PM
I got "IL-2 6Dof/TIR Enabled Executable for modded IL-2.......has stopped working" error quite a few times , in 1st page there is no solution for this. Any tips how to fix it?

After installing the part 7 WAW, I get it all the time. I don´t know what to do. :\'(

 Is this the lastest one? C.U.P.- Module 03 - World At War Pt07 (63.382kb) March 6th?
Title: Re: Community Universal Patch C.U.P.
Post by: duko on March 14, 2015, 04:40:34 PM
Quote
I got "IL-2 6Dof/TIR Enabled Executable for modded IL-2.......has stopped working" error quite a few times , in 1st page there is no solution for this. Any tips how to fix it? 

Duko:

Just curious, but have you tried exiting Track IR and than trying the game?

C

I will try , sounds scary tho without trackir  ;D

Duko,
I would suggest you download and re-install TrackIR 5 
At the very least check for Game Updates and Updates to TrackIR  [Top right menu]
Rod.

It's up to date, software and profiles.

I don't know if related but it seems i get this error and game crashes when i'm using bomb sight and swich from navigator to pilot position

Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 14, 2015, 04:50:28 PM
I´ve tried in two other versions of Il2 and the trackiR works like a charm.
Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 14, 2015, 05:11:32 PM
Duko:

Don't be scared:))  I couldn' t imagine flying this sim with out Track IR any more than you.

Just trying to narrow it down.

Quote
3. Both copies are by the book, one downloaded right after release and one finished downloading today. No other issues on this version and the first version I followed the bug fixes on the thread ad they happened.

Hamm.

Just verify for me you put CUP into a clean install of il2 412 + modact 5.3 and that there were no other mods installed and that you didn't just delete the the CUP installation files and reinstall it.

Also just for fun, try activating #cup_missionprocombo_4122 and trying it then.  Also activate #CUP True Color HD skins by carmaster.

Do one at a time.  Test.  next one. >> test.>>  both.>>  test.

I wish I knew more about those darn log files, but I don't :(   Keep at it, we'll figure it out, or someone else will.  It is strange it's only the cubs. 

One more thing,  Does the default Cub load ok?

c



c
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 14, 2015, 06:19:22 PM
As for the water fix I hoped I posted.. :P..IIRC another thing I did is I checked my SFS folder and deleted files that came from a JSGME water mod.
Sorry if it does not help, took me some attempts in my install as well.
Title: Re: Community Universal Patch C.U.P.
Post by: Plowshare on March 14, 2015, 07:14:34 PM
I got "IL-2 6Dof/TIR Enabled Executable for modded IL-2.......has stopped working" error quite a few times , in 1st page there is no solution for this. Any tips how to fix it?

duko:

I found that #CUP_VisualMOD9-v4122 was the culprit. Taking it out through JSGME solved this for me.

Now, apparently, we should be using the ViusalMOD9 right from that board rather than the one shipped with CUP. I haven't gone that route yet as I'm just flying around seeing what is what with this great new mod pack.

Let us know if this works or not.

Bob
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 14, 2015, 07:57:15 PM
For anyone interested I posted a mission I created using UQMG in CUP/WAW with 24x109s vs. 132xB-17s.  CUP/WAW modifications and enhanced stuff really makes a difference.  If you are interested you can download it at http://www.sas1946.com/main/index.php/topic,45162.0.html

UD/dzz

UD, thank you for your efforts but you must have a MUCH better computer than me.  I have a 3GHz CPU, 8 GB Ram, and a GTX 760 video card and I am getting a whopping 1 FPS!!!  I may just have to go in and get rid of a few hundred airplanes!  ;)
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 14, 2015, 08:19:57 PM
Not a complaint or a bug 
but is there a way to remove the leather bond edge of the in flight Map.
Just to make it a little  less intrusive on the screen.
Appreciate any thoughts
Rod
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 14, 2015, 09:11:52 PM
Not a complaint or a bug 
but is there a way to remove the leather bond edge of the in flight Map.

Get "PAL-MiniMapV2.5-4121" and put it in the jsgmemods folder.  That will do it!  It also gives you more visual map options.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 14, 2015, 09:24:19 PM
to add, the link where to find this mini Map mod:
http://www.sas1946.com/main/index.php/topic,36726.0.html

and ... I would recommand to install this into and using via jsgme
only when you know exactly what you are doing, wich paths to set.
Otherwise install this mod directly into your CUPs module folders.
Title: Re: Community Universal Patch C.U.P.
Post by: Hairog on March 14, 2015, 09:40:57 PM
Thanks Kingsley for the response. I'll keep plugging away I guess for a few more times than I'm out. I don't intend to donate my whole weekend to this update no matter how good it is.

Thanks again.
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 14, 2015, 10:11:31 PM
Thanks Depeters95 and SAS~Gerax for the link
Much appreciated.
Rod.

Update,
First tried to drop this into the JSGME folder and activate there but it did not change the map surround.
So tried to place it directly into the #WAW and #JTW folders but it did not function there either?
Am I not doing something right?
Rod

Title: Re: Community Universal Patch C.U.P.
Post by: creature on March 14, 2015, 10:19:39 PM
Hey guys:

Just a quick note.  I know it's frustrating when trying to get a new mod working, believe me, I get there too.  But we have to remember the time we ( my fellow downloaders of CUP) put into getting this to work correctly on our rigs, is no where near the amount of time Monty and his team have put into creating this "FREE" mod.  So when you feel like you have to reach for the Prozac, just take a break and try again later.  There are many people who watch this board waiting for a solution, and many of them are self conscience about posting a question fearing it may be a stupid one (the only stupid questions are the ones never asked).  This is in no way SAS fault, it's just the nature of ANY forum and human nature for those that know very little about computers.  Trust me this is what I did years ago, and if I didn't see a solution to my problem, I just lived with it.

So please keep at it.  The sooner you resolve your issue, the more likely the same resolution has been solved for someone else.

OK, I'm off my soap box now:)))

C
Title: Re: Community Universal Patch C.U.P.
Post by: UberDemon on March 14, 2015, 10:26:06 PM
For anyone interested I posted a mission I created using UQMG in CUP/WAW with 24x109s vs. 132xB-17s.  CUP/WAW modifications and enhanced stuff really makes a difference.  If you are interested you can download it at http://www.sas1946.com/main/index.php/topic,45162.0.html

UD/dzz

UD, thank you for your efforts but you must have a MUCH better computer than me.  I have a 3GHz CPU, 8 GB Ram, and a GTX 760 video card and I am getting a whopping 1 FPS!!!  I may just have to go in and get rid of a few hundred airplanes!  ;)

dpeters,

I have an AMD 2.7G w/ 8GB RAM and an AMD Radeon HD 6700 w/ 1GB RAM DDR5, and it works OK... but off course, every time I point to the ground, it drops fps because it is Berlin, downtown...  the best solution is to shoot as many B-17s as possible to drop the fps...  Seriously, I have a batch file that kills all superfluous processes before I run IL-2, and I also make sure that no Logging is going on.  The number of mods you have may also influence it.  When things get too choppy, decrease your time to 1/4 of time until it is smooth then gradually get back to normal time.

UD/dzz
Title: Re: Community Universal Patch C.U.P.
Post by: tn_prvteye on March 14, 2015, 11:37:04 PM
My FOV keeps defaulting back when I change views.  I have to choose "Wide" every time I re-enter the cockpit.  Can't get it to stick.  Posted earlier, but alot has happened since then.   :)  Not terribly important, I know, but it's still bugging me as to why this is happening.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 15, 2015, 12:38:03 AM
Congrats on finally getting this thing released.

I just wanna confirm ive installed everything correctly.

Unmodded 12.2m with modact 5.3

Extracted all 9 sas files to main folder
Extracted all 4 dawn of war files + skins
Extracted all 7 world at war files
Extracted all 4 the jet age files + expansion module 4

I assume this is all I need to do? I loaded it up without any issues.

I loaded up dawn of war but I cant find any missions.  Does this mod come with any missions/campaigns?

Well FMB is all working my friend, that's what its for!  I just got a Sunday off after a very busy week and have started to put together a whole load of new mission sets and campaigns, starting with WWI.  My efforts will be released soon.
Title: Re: Community Universal Patch C.U.P.
Post by: Saburo on March 15, 2015, 01:44:16 AM
hi guys, problem with the d.o.f qmb don't want to launch !
Title: Re: Community Universal Patch C.U.P.
Post by: NS~John The Mad Ace Pilot on March 15, 2015, 01:59:18 AM
Saburo please post a log text here so that SAS team or someone else can help you solve the problem.
Title: Re: Community Universal Patch C.U.P.
Post by: Saburo on March 15, 2015, 02:02:01 AM
my log.lst so long


Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 15, 2015, 02:20:44 AM
No, the log.lst.
Title: Re: Community Universal Patch C.U.P.
Post by: ozy1 on March 15, 2015, 02:42:15 AM
Well i have downloaded everthing again and install was ok here are the problems i have 70%ctd in WAW and in JTW and DOF in qmb i can only select one map WWI Somme everything else is loading failed here is the log from last qmb

Code: [Select]
[8:33:04 AM] Loading map.ini defined airfields:
[8:33:06 AM] INTERNAL ERROR: TGAFile_LoadTexture('maps/_tex/water/animated/waternoise00.BumpH')- Bump loading problem (Bad Size)
[8:33:06 AM] INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/water/animated/waternoise00.tga')
[8:33:06 AM] WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Err'
[8:33:06 AM] WARNING: TLandscape::LoadMap('Aleutians/load.ini') - errors in loading
[8:33:06 AM] Landscape 'Aleutians/load.ini' loading error
[8:33:06 AM] java.lang.RuntimeException: Landscape 'Aleutians/load.ini' loading error
Title: Re: Community Universal Patch C.U.P.
Post by: ozy1 on March 15, 2015, 02:51:08 AM
Tryed to solve 70%ctd in WAW by advice from 1st page didnt work here is the log

Code: [Select]
[8:46:40 AM] AutoMounting SFS files from folder SFS_MAPS finished.
[8:46:40 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[8:46:40 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[8:46:40 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[8:46:40 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[8:46:40 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[8:46:40 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[8:46:40 AM] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[8:46:40 AM] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[8:46:40 AM] INTERNAL ERROR: Texture required
[8:46:40 AM] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
Title: Re: Community Universal Patch C.U.P.
Post by: ozy1 on March 15, 2015, 03:36:20 AM
Solved the 70% ctd with reinstalling part 6 of WAW still no maps and yet another log
Code: [Select]
9:23:28 AM] Loading map.ini defined airfields:
[9:23:31 AM] INTERNAL ERROR: TGAFile_LoadTexture('maps/_tex/water/animated/waternoise00.BumpH')- Bump loading problem (Bad Size)
[9:23:31 AM] INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/water/animated/waternoise00.tga')
[9:23:31 AM] WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Err'
[9:23:31 AM] WARNING: TLandscape::LoadMap('HRt_madeira/HRt_madeira_load.ini') - errors in loading
[9:23:31 AM] Landscape 'HRt_madeira/HRt_madeira_load.ini' loading error
[9:23:31 AM] java.lang.RuntimeException: Landscape 'HRt_madeira/HRt_madeira_load.ini' loading error
[9:23:31 AM]
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 15, 2015, 03:58:18 AM
Deleting everything to get ride of the crashing problem.
Title: Re: Community Universal Patch C.U.P.
Post by: jerryb on March 15, 2015, 04:29:34 AM
Having trouble with TJA, everything seems to be there but when I try to load a quick mission I get strange colours and a pink shape that drops out of view and then nothing.  Good news is I solved the TIR problem by reinstalling the TIR, still no WW1 maps in DOF.  Including the last few lines of log list after last failed attempt to run TJA. 

Code: [Select]
2015-03-15 10:09:05:341    (wrapper) : ThreadDetach, attached Threads =  8
2015-03-15 10:09:05:792    (wrapper) : ThreadDetach, attached Threads =  7
2015-03-15 10:09:05:824   (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x000502AC
2015-03-15 10:09:05:824   (watchdog) : IL-2 main window (handle 0x000502AC) disappeared, checking process status.
2015-03-15 10:09:05:917    (wrapper) : ProcessDetach, attached Processes =  0
2015-03-15 10:09:05:917    (wrapper) : Total files opened = 132428
2015-03-15 10:09:05:917    (wrapper) : Total search time consumed = 3.385 milliseconds (0.003384532407 Seconds)
2015-03-15 10:09:05:917    (wrapper) : Search Time per File = 25.558 nanoseconds (0.000000025558 Seconds)
2015-03-15 10:09:05:917    (wrapper) : Average Search Iterations required per File = 7.7
2015-03-15 10:09:05:917 (dinput.dll) : JVM Parameters injector deactivated
Title: Font in menues
Post by: Würger on March 15, 2015, 05:20:01 AM
Letters and font of the menues in C.U.P. are fat compared to those of il2 original, TFM, DBW etc.

How can I change it back?

Thank you for help!
Title: Re: Font in menues
Post by: moepkid on March 15, 2015, 05:38:41 AM
Letters and font of the menues in C.U.P. are fat compared to those of il2 original, TFM, DBW etc.

You probably enabled visualsmod. Disable that and see :)
Title: Re: Community Universal Patch C.U.P.
Post by: ozy1 on March 15, 2015, 05:44:32 AM
I am still having problem with maps not loading any help please
Title: Re: Community Universal Patch C.U.P.
Post by: erafitti on March 15, 2015, 05:59:18 AM
For --view objects-- option (ships)
Code: [Select]
[ALL]

Marat_BB                3do/Ships/Marat/Hier.him 1
Aurora_CL               3do/Ships/Aurora/Hier.him 1
Kirov_CL                3do/Ships/Kirov/Hier.him 1
Tashkent_DD             3do/Ships/Tashkent/Hier.him 1
Destroyer_Type7         3do/Ships/Destroyer_USSR_Type7/hier.him 1
Destroyer_Type7-1944    3do/Ships/Destroyer_USSR_Type7_44/hier.him 1
Zhostki_DD              3do/Ships/USSWickesClassDD/Zhostki/Hier.him 1
Druzhny_DD              3do/Ships/USSWickesClassDD/Druzhny/Hier.him 1
Tral_Minesweeper        3do/Ships/Tral/hier.him 1
MO4_Sub-hunter          3do/Ships/MalyiOhotnik/hier.him 1
BBK_1942_Patrol-Boat    3do/Ships/BBK_1942/hier.him 1
BBK1124_1943_Patrol-Boat 3do/Ships/BBK1124_1943/hier.him 1
G5_Torpedo-boat         3do/Ships/G_5/hier.him 1
Sub_Class_Shuka         3do/Ships/Shuka/hier.him 1
Tramp_Cargo             3do/Ships/Tramp/Hier.him 1
Tanker                  3do/Ships/Tanker/Hier.him 1

HMSEagle_CV             3do/Ships/HMSEagle/Hier.him 1
HMSIllustrious_CV       3do/Ships/HMSIllustriousCV/Hier.him 1
HMSFormidable_CV        3do/Ships/HMSFormidableCV/Hier.him 1
HMSIndomitable_CV       3do/Ships/HMSIndomitableCV/Hier.him 1
HMSWarspite_BB          3do/Ships/HMSWarspite/Hier.him 1
HMSDukeOfYork_BB        3do/Ships/HMSDukeOfYorkBB/Hier.him 1
HMSKingGeorgeV_BB       3do/Ships/HMSKingGeorgeVBB/Hier.him 1
HMSPoW_BB               3do/Ships/HMSPoWBB/Hier.him 1
HMSFiji_CL              3do/Ships/HMS_Fiji/Hier.him 1
HMSFiji                 3do/Ships/HMSFiji/Hier.him 1
HMSEncounter_DD1938     3do/Ships/HMSEncounterDD1938/hier.him 1
HMSEclipse_DD1939       3do/Ships/HMSEclipseDD1939/hier.him 1
HMSElectra_DD1941       3do/Ships/HMSElectraDD1941/hier.him 1
HMSFoxhound_DD1941      3do/Ships/HMSFoxhoundDD1941/hier.him 1
HMSCossack_DD           3do/Ships/HMSCossack/Hier.him 1
HMSMatabele_DD          3do/Ships/HMSMatabele/Hier.him 1
HMSNubian_DD            3do/Ships/HMSNubian/Hier.him 1
HMSTartar_DD            3do/Ships/HMSTartar/Hier.him 1
HMSJupiter_DD           3do/Ships/HMSJupiter/Hier.him 1
HMASNapier_DD           3do/Ships/HMASNapier/Hier.him 1
HMSJavelin_DD           3do/Ships/HMSJavelin/Hier.him 1
HMSKipling_DD           3do/Ships/HMSKipling/Hier.him 1
HMCSChelsea_DD          3do/Ships/USSWickesClassDD/HMCSChelsea/Hier.him 1
HMSGeorgetown_DD        3do/Ships/USSWickesClassDD/HMSGeorgetown/Hier.him 1
HMSLeamington_DD        3do/Ships/USSWickesClassDD/HMSLeamington/Hier.him 1
HMSDestroyer    3do/Ships/DestroyerRN/hier.him 1
HMSUpholder_SS          3do/Ships/HMSUpholderSurf/hier.him 1
HMSUmbra_SS             3do/Ships/HMSUmbraSurf/hier.him 1
Vosper_Torpedo-boat     3do/Ships/MAS501RN/hier.him 1

USSLexington_CV2        3do/Ships/USSLexingtonCV2/Hier.him 1
USSSaratoga_CV3         3do/Ships/USSSaratogaCV3/Hier.him 1
USSSaratoga_CV3_1943_45 3do/Ships/USSSaratogaCV3_1943_1945/Hier.him 1
USSSaratoga_CV3_1944    3do/Ships/USSSaratogaCV3_1944/Hier.him 1
USSYorktown_CV5_42      3do/Ships/USSYorktownCV5_42/Hier.him 1
USSEnterprise_CV6_42    3do/Ships/USSEnterpriseCV6_42/Hier.him 1
USSEnterprise_CV6_44    3do/Ships/USSEnterpriseCV6_44/Hier.him 1
USSHornet_CV8_42        3do/Ships/USSHornetCV8_42/Hier.him 1
USSHornet_CV8_42D      3do/Ships/USSHornetCV8_42D/Hier.him 1
USSCVGeneric            3do/Ships/USSCVGeneric/Hier.him 1
USSGeneric_CV9ClassMS21 3do/Ships/USSGenericCV9ClassMS21/Hier.him 1
USSEssex_CV9            3do/Ships/USSEssexCV9/Hier.him 1
USSEssex_CV9_1943_45  3do/Ships/USSEssexCV9_1943_1945/Hier.him 1
USSEssex_CV9_1944      3do/Ships/USSEssexCV9_1944/Hier.him 1
USSYorktown_CV10_1944  3do/Ships/USSYorktownCV10_1944/Hier.him 1
USSIntrepid_CV11        3do/Ships/USSIntrepidCV11/Hier.him 1
USSIntrepid_CV11_1944  3do/Ships/USSIntrepidCV11_1944/Hier.him 1
USSHornet_CV12_1944    3do/Ships/USSHornetCV12_1944/Hier.him 1
USSFranklin_CV13_1943   3do/Ships/USSFranklinCV13_1943/Hier.him 1
USSFranklin_CV13_1944   3do/Ships/USSFranklinCV13_1944/Hier.him 1
USSTiconderoga_CV14_1944 3do/Ships/USSTiconderogaCV14_1944/Hier.him 1
USSLexington_CV16      3do/Ships/USSLexingtonCV16/Hier.him 1
USSBunkerHill_CV17_1944 3do/Ships/USSBunkerHillCV17_1944/Hier.him 1
USSWasp_CV18_1944      3do/Ships/USSWaspCV18_1944/Hier.him 1
USSHancock_CV19_1944    3do/Ships/USSHancockCV19_1944/Hier.him 1
USSBelleauWood_CVL24  3do/Ships/USSBelleauWoodCVL24/Hier.him 1
USSPrinceton_CVL23    3do/Ships/USSPrincetonCVL23/Hier.him 1
USSSanJacinto_CVL30    3do/Ships/USSSanJacintoCVL30/Hier.him 1
USSCasablanca_CVE55    3do/Ships/USSCasablancaCVE55/Hier.him 1
USSKitkunBay_CVE71      3do/Ships/USSKitkunBayCVE71/Hier.him 1
//USSShamrockBayCVE84   3do/Ships/USSShamrockBayCVE84/Hier.him 1
USSCarrierCVE_generic   3do/Ships/Carrier1/Hier.him 1

USSBBGeneric            3do/Ships/USSBBGeneric/Hier.him 1
USSColorado_BB45_41    3do/Ships/USSColoradoBB45_41/Hier.him 1
USSIowaClassGeneric  3do/Ships/USSIowaClassGeneric/Hier.him 1
USSIowa_BB61          3do/Ships/USSIowaBB61/Hier.him 1
USSIowa_BB61_1944-45    3do/Ships/USSIowaBB61_1944-45/Hier.him 1
USSNewJersey_BB62       3do/Ships/USSNewJerseyBB62/Hier.him 1
USSNewJersey_BB62_1942-45 3do/Ships/USSNewJerseyBB62_1942-45/Hier.him 1
USSMissouri_BB63        3do/Ships/USSMissouriBB63/Hier.him 1
USSMissouri_BB63_1944 3do/Ships/USSMissouriBB63_1944/Hier.him 1
USSWisconsin_BB64      3do/Ships/USSWisconsinBB64/Hier.him 1
USSChester_CA27         3do/Ships/USSChesterCA27/Hier.him 1
USSHouston_CA30         3do/Ships/USSHoustonCA30/Hier.him 1
USSPortland_CA33        3do/Ships/USSPortlandCA33/Hier.him 1
USSIndianapolis_CA35    3do/Ships/USSIndianapolisCA35/Hier.him 1
USSWard_DD139          3do/Ships/USSWickesClassDD/USSWardDD139/Hier.him 1
USSDent_DD116          3do/Ships/USSWickesClassDD/USSDentDD116/Hier.him 1
USSFletcher_DD445      3do/Ships/USSFletcherClassDD/USSFletcherDD445/Hier.him 1
USSRadford_DD446        3do/Ships/USSFletcherClassDD/USSRadfordDD446/Hier.him 1
USSJenkins_DD447        3do/Ships/USSFletcherClassDD/USSJenkinsDD447/Hier.him 1
USSLaVallette_DD448     3do/Ships/USSFletcherClassDD/USSLaValletteDD448/Hier.him 1
USSOBannon_DD450        3do/Ships/USSFletcherClassDD/USSOBannonDD450/Hier.him 1
USSSaufley_DD465        3do/Ships/USSFletcherClassDD/USSSaufleyDD465/Hier.him 1
USSConway_DD507         3do/Ships/USSFletcherClassDD/USSConwayDD507/Hier.him 1
USSRobinson_DD562       3do/Ships/USSFletcherClassDD/USSRobinsonDD562/Hier.him 1
USSWatts_DD567          3do/Ships/USSFletcherClassDD/USSWattsDD567/Hier.him 1
USSHarrison_DD573      3do/Ships/USSFletcherClassDD/USSHarrisonDD573/Hier.him 1
USSHalligan_DD584      3do/Ships/USSFletcherClassDD/USSHalliganDD584/Hier.him 1
USSKidd_DD661          3do/Ships/USSFletcherClassDD/USSKiddDD661/Hier.him 1
USSMarshall_DD676      3do/Ships/USSFletcherClassDD/USSMarshallDD676/Hier.him 1
USSStockham_DD683       3do/Ships/USSFletcherClassDD/USSStockhamDD683/Hier.him 1
USSGenericDD_MS21_1    3do/Ships/USSFletcherClassDD/USSGenericDD_MS21_1/Hier.him 1
USSGenericDD_MS21_2    3do/Ships/USSFletcherClassDD/USSGenericDD_MS21_2/Hier.him 1
USSGenericDD_MS22_1    3do/Ships/USSFletcherClassDD/USSGenericDD_MS22_1/Hier.him 1
USSGenericDD_MS22_2    3do/Ships/USSFletcherClassDD/USSGenericDD_MS22_2/Hier.him 1
USSFletcher_generic     3do/Ships/Destroyer0/Hier.him 1
USSDestroyer_generic    3do/Ships/Destroyer1/Hier.him 1
USSSeaplaneTender_AV    3do/Ships/USNSeaplaneTender/Hier.him 1
USSMcKean_APD5          3do/Ships/USSMcKean/Hier.him 1

USSGreenling_SS213  3do/Ships/USSGreenlingSS213/Hier.him 1
USSGato_SS212        3do/Ships/USSGatoSS212/Hier.him 1
USSBesugo_SS321         3do/Ships/USSBesugo/Hier.him 1
USSNautilus_SS168       3do/Ships/USSNautilus/Hier.him 1
USSPermit_SS178         3do/Ships/USSPermit/Hier.him 1
USSSpot_SS413           3do/Ships/USSSpot/Hier.him 1

US_Torpedo-Boat_ETO     3do/Ships/MAS501UNE/hier.him 1
US_Torpedo-Boat_PTO     3do/Ships/MAS501UNP/hier.him 1

LSD_1         3do/Ships/LSD_1/Hier.him 1
LST_1         3do/Ships/LST_1/Hier.him 1
LST_3         3do/Ships/LST_3/Hier.him 1
LCM_1       3do/Ships/LCM_1/hier.him 1
LCM_2       3do/Ships/LCM_2/hier.him 1
LCM_3       3do/Ships/LCM_3/hier.him 1
LCVP          3do/Ships/LCVP/hier.him 1
LCVP_1       3do/Ships/LCVP_1/hier.him 1
LCVP_2        3do/Ships/LCVP_2/hier.him 1
//LVT_2WAT    3do/Cars/LVT_2WAT/hier.him 1
//DUKW_WAT    3do/Cars/DUKW_WAT/hier.him 1

FortGeorge    3do/Ships/FortGeorge/hier.him 1
WhiteRiver    3do/Ships/WhiteRiver/hier.him 1
Janssens      3do/Ships/Janssens/hier.him 1
MSAtenfels    3do/Ships/MSAtenfels/hier.him 1
LSSimonBenson 3do/Ships/LSSimonBenson/hier.him 1
SS_Empire_Heath_CAM  3do/Ships/SS_Empire_Heath/hier.him 1

Apanui           3do/Ships/Apanui/hier.him 1
Awanui           3do/Ships/Awanui/hier.him 1
Holmlea          3do/Ships/Holmlea/hier.him 1
MalaysianQueen   3do/Ships/MalaysianQueen/hier.him 1
Mapito           3do/Ships/Mapito/hier.him 1
Mararoa          3do/Ships/Mararoa/hier.him 1
SeawayPrincess   3do/Ships/SeawayPrincess/hier.him 1
Speedwell        3do/Ships/Speedwell/hier.him 1
Sumatra          3do/Ships/Sumatra/hier.him 1
Zephyr           3do/Ships/Zephyr/hier.him 1

Tanker0          3do/Ships/Tanker0/Hier.him 1
Tanker1          3do/Ships/Tanker1/Hier.him 1
Tanker2          3do/Ships/Tanker2/Hier.him 1
RedCanyon        3do/Ships/RedCanyon/hier.him 1

TroopTrans0      3do/Ships/TroopTrans0/Hier.him 1
TroopTrans1      3do/Ships/TroopTrans1/Hier.him 1
TroopTrans2      3do/Ships/TroopTrans2/Hier.him 1
TroopTrans3      3do/Ships/TroopTrans3/Hier.him 1

Transport1       3do/Ships/Transport1/Hier.him 1
Transport2       3do/Ships/Transport2/Hier.him 1
Transport4       3do/Ships/Transport4/Hier.him 1

HospitalShip     3do/Ships/HospitalShip/Hier.him 1
Hospital_Ship2   3do/Ships/Hospital_Ship2/Hier.him 1

NorwShipStord    3do/Ships/Norw_Ship_Stord/Hier.him 1
HMT_Mauna_Loa    3do/Ships/HMT_Mauna_Loa/hier.him 1 
Cutter          3do/Ships/Cutter/Hier.him 1
PilotCutter      3do/Ships/PilotCutter/hier.him 1
Fairplay_IV      3do/Ships/Fairplay_IV/Hier.him 1

Fisherman        3do/Ships/Fisherman/hier.him 1
Fisherman1 3do/Ships/Fisherman1/hier.him 1
Barge0           3do/Ships/Barge0/hier.him 1

ARA_Independencia  3do/Ships/Colossus/Hier.him 1
Icebreaker_1       3do/Ships/Icebreaker_1/Hier.him 1
Sub_Coldwar        3do/Ships/Sub_Coldwar/Hier.him 1

TankerDmg        3do/Ships/TankerDmg/Hier.him 1
DestroyerDmg     3do/Ships/DestroyerDmg/Hier.him 1
DLCWreck         3do/Ships/DLCWreck/hier.him 1
LCVPWreck        3do/Ships/LCVPWreck/hier.him 1

Illmarinen_CD      3do/Ships/Illmarinen/Hier.him 2
Vainamoinen_CD      3do/Ships/Vainamoinen/Hier.him 2
UBoatTypeIIBFinland     3do/Ships/IIbfinland/Hier.him  2     

KMGrafZeppelin_CV       3do/Ships/GrafZeppelin/Hier.him 2
KMPeterStrasser_CV      3do/Ships/PeterStrasser/Hier.him 2
KMBismarck_BB          3do/Ships/Bismarck/Hier.him 2
KMTirpitz_BB          3do/Ships/Tirpitz/Hier.him 2
KMNiobe_CAA  3do/Ships/Niobe/Hier.him 2
KMDestroyer_Z          3do/Ships/DestroyerKM/hier.him 2

MBoat_Minelayer         3do/Ships/M-Boat/hier.him 2
S80_Torpedo-Boat 3do/Ships/S_80/hier.him 2
MFP_Shuttle    3do/Ships/SnellBoot_MFP_Type_D/hier.him 2
MFP2_Shuttle    3do/Ships/SnellBoot_MFP_Type_D/hier2.him 2
MFPIT_Shuttle           3do/ships/MFPIT/hier.him 2
MFPT_Shuttle            3do/ships/MFPT/hier.him 2
Torpedo-Boat 3do/Ships/MAS501/hier.him 2
UBoatTypeTypeIIB  3do/Ships/Submarine/hier.him 2
UBoatTypeIIC-U3         3do/Ships/IICU3/Hier.him 2
UBoatTypeIIC-U12        3do/Ships/IICU12/Hier.him 2
UBoatTypeIIC-U57        3do/Ships/IICU57/Hier.him 2
UBoatTypeTypeVIIB 3do/Ships/Sub_VIIB/Hier.him 2
UBoatTypeSubTypeVIIC 3do/Ships/VIIC/Hier.him 2
UBoatTypeVIIC_Swordfish 3do/Ships/VIICSwordfish/Hier.him 2
UBoatTypeVIIC_U124      3do/Ships/VIICU124/Hier.him 2
UBoatTypeVIIC_U564      3do/Ships/VIICU564/Hier.him 2
UBoatTypeVIIC_Winter    3do/Ships/VIICWinter/Hier.him 2
UBoatTypeIXB          3do/Ships/Sub_IXB/Hier.him 2

Amiral_Murgesku 3do/Ships/Murgesku/hier.him 2
PAM_Patrol-Boat         3do/Ships/PAM/Hier.him 2

LSHuddell               3do/Ships/LSHuddell/hier.him 2
KMHansa                 3do/Ships/KMHansa/hier.him 2
KM_Trawler_AAA          3do/Ships/germantrawlerA/hier.him 2

RMAquila_CV          3do/Ships/Aquila/Hier.him 2
RMLittorio_BB          3do/Ships/Littorio/Hier.him 2
RMTrento_CA          3do/Ships/Italia0/Hier.him 2
RMZara_CA        3do/Ships/Italia1/Hier.him 2
RMSoldati_DD          3do/Ships/Soldati/Hier.him 2
RMItalLaMasa_DD         3do/Ships/ItalLaMasaDD/hier.him 2
RMItalAngeloBassini_DD  3do/Ships/ItalAngeloBassiniDD/hier.him 2

IJNAkagi_CV     3do/Ships/IJNAkagiCV/Hier.him 2
IJNHiryu_CV         3do/Ships/IJNHiryuCV/Hier.him 2
IJNKaga_CV          3do/Ships/IJNKagaCV/Hier.him 2
IJNSoryu_CV         3do/Ships/IJNSoryuCV/Hier.him 2
IJNShokaku_CV       3do/Ships/IJNShokakuCV/Hier.him 2
IJNZuikaku_CV       3do/Ships/IJNZuikakuCV/Hier.him 2
IJNShinano_CV       3do/Ships/Shinano/Hier.him 2
IJNCVGeneric        3do/Ships/IJNCVGeneric/Hier.him 2
IJNCVLGeneric       3do/Ships/IJNCVLGeneric/Hier.him 2
IJNYamatoClass_BB   3do/Ships/Yamatov2/Hier.him 2
IJNBBGeneric        3do/Ships/IJNBBGeneric/Hier.him 2
IJNNagato_BB41      3do/Ships/IJNNagatoBB41/Hier.him 2
IJNNagato_BB42      3do/Ships/IJNNagatoBB42/Hier.him 2
IJNAmatsukaze_DD41  3do/Ships/IJNKageroClassDD/IJNAmatsukazeDD41/Hier.him 2
IJNArashi_DD41      3do/Ships/IJNKageroClassDD/IJNArashiDD41/Hier.him 2
IJNKagero_DD41      3do/Ships/IJNKageroClassDD/IJNKageroDD41/Hier.him 2
IJNNowaki_DD41      3do/Ships/IJNKageroClassDD/IJNNowakiDD41/Hier.him 2
IJNYukikaze_DD41    3do/Ships/IJNKageroClassDD/IJNYukikazeDD41/Hier.him 2
IJNAkizuki_DD42     3do/Ships/IJNAkizukiDD42/Hier.him 2
IJNAmatsukaze_DD43  3do/Ships/IJNKageroClassDD/IJNAmatsukazeDD43/Hier.him 2
IJNNowaki_DD43      3do/Ships/IJNKageroClassDD/IJNNowakiDD43/Hier.him
IJNYukikaze_DD43    3do/Ships/IJNKageroClassDD/IJNYukikazeDD43/Hier.him 2
IJNAmatsukazeDD45   3do/Ships/IJNKageroClassDD/IJNAmatsukazeDD45/Hier.him 2
IJNYukikazeDD45     3do/Ships/IJNKageroClassDD/IJNYukikazeDD45/Hier.him 2
IJNSeaplaneTender   3do/Ships/IJNSeaplaneTender/Hier.him 2
IJNDestroyer_1930   3do/Ships/Destroyer2/Hier.him 2
IJNI400_SS          3do/Ships/I400/Hier.him 2
IJNRO500_SS     3do/Ships/VIICRO500/Hier.him 2

IJNPatrol-Boat   3do/Ships/MAS501JP/hier.him 2
DaihatsuLC       3do/Ships/DaihatsuLC/hier.him 2

HokokuMaru       3do/Ships/HokokuMaru/Hier.him 2
TakatsuMaru      3do/Ships/TakatsuMaru/Hier.him 2
SetsuMaru        3do/Ships/SetsuMaru/Hier.him 2

IJNFishJunk      3do/Ships/IJNFishJunk/Hier.him 2
IJNFishJunkA     3do/Ships/IJNFishJunkA/Hier.him 2
Fisherman2 3do/Ships/Fisherman2/hier.him 2

Transport3       3do/Ships/Transport3/Hier.him 2
Transport5       3do/Ships/Transport5/Hier.him 2
Transport6       3do/Ships/Transport6/Hier.him 2
Transport7       3do/Ships/Transport7/Hier.him 2

Boat             3do/Ships/Boat/hier.him 2
Boat1            3do/Ships/Boat1/hier.him 2
Barge1           3do/Ships/Barge1/hier.him 2

TransDmg         3do/Ships/TransDmg/Hier.him 2
TransWreck       3do/Ships/TransWreck/Hier.him 2
DestroyerWreck   3do/Ships/DestroyerWreck/Hier.him 2
SmallWreck       3do/Ships/SmallWreck/hier.him 2                       

[Size]
diametr 24
Un saludo.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 15, 2015, 06:16:37 AM
my log.lst so long

Saburo and ozy1 - PLEASE - read here:

LOG:
what to post and how to post it (code option):
http://www.sas1946.com/main/index.php?topic=39780.0 (http://www.sas1946.com/main/index.php?topic=39780.0)
Title: Re: Community Universal Patch C.U.P.
Post by: Adger on March 15, 2015, 06:48:01 AM
Hi guys first of all great work by the team,secondly and sorry if its been asked but..is there any campaigns/missions for the Dawn of Flight pack.?.thank you in advance
Title: Re: Community Universal Patch C.U.P.
Post by: Forager on March 15, 2015, 07:17:47 AM
Reply #824.
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 15, 2015, 08:26:19 AM
Update,
First tried to drop this into the JSGME folder and activate there but it did not change the map surround.
So tried to place it directly into the #WAW and #JTW folders but it did not function there either?
Am I not doing something right?
Rod

Rod, to make it simple, copy the folder named "00_PAL-MiniMapV2.5-v4121" into each of your three module folders (#WAW, #JTW, #DOF).  Inside that folder it should contain a "gui" folder, a "icons" folder, and 14 class files.  You have to make sure you do not have nested folders or it won't work.
Title: Re: Community Universal Patch C.U.P.
Post by: ozy1 on March 15, 2015, 08:34:42 AM
Reinstalled modular map extensions without sucsess only one map working in qmb,yet something interesting in sas modact 5.3 some of the maps are showing and working but a lot of them missing.any suggestions
Title: Re: Community Universal Patch C.U.P.
Post by: Saburo on March 15, 2015, 08:50:28 AM
before to released the log txt, i explain the problem:
the game launch normaly,but, when i push the QMB button, the game freezed.
this is the same problem with D.O.F and J.T.W.
i have no problem with W.A.W.


Code: [Select]
2015-03-15 15:42:41:350 (dinput.dll) : JVM Parameters injector activated
2015-03-15 15:42:41:352 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2015-03-15 15:42:41:353 (dinput.dll) : Adding JVM Option: -Xms888M
2015-03-15 15:42:41:353 (dinput.dll) : Adding JVM Option: -Xmx888M
2015-03-15 15:42:41:354 (dinput.dll) : Adding JVM Option: -Xss8192K
2015-03-15 15:42:41:354 (dinput.dll) : Adding JVM Option: -XX:PermSize=128M
2015-03-15 15:42:41:356 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=128M
2015-03-15 15:42:41:357 (dinput.dll) : Checking duplicate JVM Options...
2015-03-15 15:42:41:357 (dinput.dll) : Checking mandatory JVM Options...
2015-03-15 15:42:41:358 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2015-03-15 15:42:41:359 (dinput.dll) : Adding JVM Option: -Xverify:none
2015-03-15 15:42:41:359 (dinput.dll) : Adding JVM Option: -Xcomp
2015-03-15 15:42:41:360 (dinput.dll) : Final JVM Option List:
2015-03-15 15:42:41:361 (dinput.dll) : -Xms888M
2015-03-15 15:42:41:361 (dinput.dll) : -Xmx888M
2015-03-15 15:42:41:362 (dinput.dll) : -Xss8192K
2015-03-15 15:42:41:363 (dinput.dll) : -XX:PermSize=128M
2015-03-15 15:42:41:363 (dinput.dll) : -XX:MaxPermSize=128M
2015-03-15 15:42:41:364 (dinput.dll) : -Djava.class.path=.
2015-03-15 15:42:41:365 (dinput.dll) : -Xverify:none
2015-03-15 15:42:41:366 (dinput.dll) : -Xcomp
2015-03-15 15:42:41:367 (dinput.dll) : IL-2 Process ID = 00001750
2015-03-15 15:42:41:367 (dinput.dll) : Starting Watchdog at D:\CUP\bin\selector\basefiles\IL-2 Watchdog.exe 3
2015-03-15 15:42:41:442 (dinput.dll) : Watchdog process started.
2015-03-15 15:42:41:453   (watchdog) : IL-2 Parent Process Handle = 0000007C, ID=00001750
2015-03-15 15:42:41:454   (watchdog) : IL-2 Watchdog started.
2015-03-15 15:42:41:455   (watchdog) : Splash Screen Mode = 3
2015-03-15 15:42:41:457 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2015-03-15 15:42:41:492 (dinput.dll) : Java Virtual Machine Initialization with additional parameters successful!
2015-03-15 15:42:41:496    (wrapper) : ProcessAttach, attached Processes =  1
2015-03-15 15:42:41:497    (wrapper) : Calling GetCommandLineParams()
2015-03-15 15:42:41:498    (wrapper) : Command Line Parameter No. 1 = /f:none
2015-03-15 15:42:41:499    (wrapper) : Command Line Parameter No. 2 = /m:#jtw
2015-03-15 15:42:41:500    (wrapper) : Command Line Parameter No. 3 = /lb:il2fb.exe
2015-03-15 15:42:41:501    (wrapper) : MODS Folder = "#jtw"
2015-03-15 15:42:41:502    (wrapper) : No FILES Folder set.
2015-03-15 15:42:41:503    (wrapper) : Calling LinkIl2fbExe()
2015-03-15 15:42:41:504    (wrapper) : Trying to link back to D:\CUP\il2fb.exe through LoadLibrary()
2015-03-15 15:42:41:505    (wrapper) : Calling CreateModsFolderList()
2015-03-15 15:42:41:527   (watchdog) : Message Window Created.
2015-03-15 15:42:41:531    (wrapper) : Scanning #jtw folder took 26 milliseconds.
2015-03-15 15:42:41:533    (wrapper) : Total number of modded files = 6195.
2015-03-15 15:42:41:534    (wrapper) : Calling SortList()
2015-03-15 15:42:41:536    (wrapper) : Sorting modded files list took 1.364 milliseconds.
2015-03-15 15:42:41:537    (wrapper) : Calling RemoveDuplicates()
2015-03-15 15:42:41:538    (wrapper) : Removing 420 Duplicates took 0.044 milliseconds.
2015-03-15 15:42:41:628   (watchdog) : Splash Screen Created.
2015-03-15 15:42:54:417    (wrapper) : ThreadAttach, attached Threads =  1
2015-03-15 15:42:54:483   (watchdog) : IL-2 Main Window created: "il2" (MaddoxRtsWndClassW), Handle= 0x00130218
2015-03-15 15:42:54:494   (watchdog) : Activating IL-2 Main Window (0x00130218) using SwitchToThisWindow()
2015-03-15 15:42:54:646    (wrapper) : ThreadAttach, attached Threads =  2
2015-03-15 15:42:54:650    (wrapper) : ThreadAttach, attached Threads =  3
2015-03-15 15:42:54:654    (wrapper) : ThreadAttach, attached Threads =  4
2015-03-15 15:42:54:658    (wrapper) : ThreadDetach, attached Threads =  3
2015-03-15 15:42:54:659    (wrapper) : ThreadDetach, attached Threads =  2
2015-03-15 15:42:54:660    (wrapper) : ThreadAttach, attached Threads =  3
2015-03-15 15:42:54:664    (wrapper) : ThreadAttach, attached Threads =  4
2015-03-15 15:42:54:670    (wrapper) : ThreadDetach, attached Threads =  3
2015-03-15 15:42:54:671    (wrapper) : ThreadDetach, attached Threads =  2
Title: Re: Community Universal Patch C.U.P.
Post by: Saburo on March 15, 2015, 08:56:00 AM
i've maybe found the problem,this is the last.quick .i have removed this one and the QMB work normaly.
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 15, 2015, 09:04:52 AM
Thanks dpeters95,
I can't explain it but I  tried last night several ways to place the  mod into the JPGME.    First  just as it came and loaded it to the  JSGME active side  - but no joy 
I looked at several other Mods in JSGM and noted some of the Mods were nested in folders for #WAW, #JTW and #DOF with the business end files and gui folder etc. inside them.
As you so rightly said - that did not work either :)
So I dropped the Mod 00_PAL-MiniMapV2.5-v4121 into each era folder on its own and still it did not change the leather bound map?   
At this point I was going to give up but tried one other thing.
Copied the #WAW folder from my first build [made from a cleaned up TFM game 4.12.2m] and darn me now it works
The JSGME is completely empty!!  and the MiniMap mod is not installed in any of the folders??
To say I am confused is an understatement :)
I will try to work out just what went on here  and see if I can get the Original #WAW folder back in and the MiniMap  working as well.
Thanks for confirming the thought that it should work in the individual folders and the Mod is, as you say,   just a gui folder and icons folder and some hex code.
You have to smile.  But will get there is in the end.
I need to reinstall each of the JSGME Mods and see if any change the Map back. Still working on it   :)
Rod



Title: Re: Community Universal Patch C.U.P.
Post by: dagger123456 on March 15, 2015, 09:08:48 AM
REPORTING BUG : (continued)


Fokker E III nad Fokker DII - fixed aileron
Fokker DVI                        - fuselage disappears when checking six o clock (in cockpit)
                                          some wing cables disappear wheb checking 3 and 9 o clock
AEG J.I.,1917                    - fixed rudder pedal
AEG J.a 1917                     - fixed rudder pedal
AEG J II 1918                    - fixed rudder pedal
Friedrichshafen G.III          - fixed rudder pedal
Zeppelin Staaken RV          - no gunner station

Nieuport N4 1912              - no gauges, no surface controls, fixed aileron
Nieuport 10                      - throttle contrl in weird location
Nieuport OAR                    - rudder pedal in weird location
Nieuport 10AV                  - throttle control in weird location, portion of wheels sink in the ground
Nieuport 17 and 23           - wing cable disappear when checking 3 and 9 o clock 9 (in cockpit)
Sopwtih camel                  - wing cables disappear too
Sopwith snipe                   - will take off at zero throttle
S.E. 5 and 5a                    - wing cables disappear when checking 3 and 9 o clock
Title: Re: Community Universal Patch C.U.P.
Post by: dagger123456 on March 15, 2015, 09:19:11 AM
REPORTING BUG: continued....

       for QMB (tested on DOF)
CUP - ardennes_s and _w                 - scramble option, start on air
       - bay of biscay and benghalli     - no map with pink object
       - berlin, bessarbia, burma,        - sramble option, start on air
       - channel                                 - no map
       - coral sea, lexington, coral sea _yorltown         - no carrier
       - hokkaido_s                            - no map with pink object
       - korea(3bg)_s                          - no map
       - madeira                                 - scrmble option, start on air above ocean
       -singapore                                - no map       
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 15, 2015, 09:23:44 AM
I need to reinstall each of the JSGME Mods and see if any change the Map back. Still working on it   :)
Rod

In order to use this as a JSGME mod, you would need to change the folder configuration.  In the jsgmemods folder, create a folder named "#CUP_PAL-MiniMapV2.5-4121".  Then inside, create 3 folders named, "#JTW, #WAW, #DOF".  Then inside EACH of the 3 folders copy the "00_PAL-MiniMapV2.5-v4121" folder as I described before.  Then, just activate the mod!  Good luck...
Title: Re: Community Universal Patch C.U.P.
Post by: LDRTOM on March 15, 2015, 10:16:02 AM
Hawaii Map by White Cat is not working log file says

  section [Map2D] not found in 'maps/tc_hawaain-islands/whc_load.ini

 is any fix for this?
Title: Re: Community Universal Patch C.U.P.
Post by: ozy1 on March 15, 2015, 10:36:53 AM
I would like to ask anybody that speeks croatian or any players that speek my language to help me out with this one maybe it is going to be easy in that way for me to understand the problems that i mentioned earlier
Title: Re: Community Universal Patch C.U.P.
Post by: Sir Rod on March 15, 2015, 10:40:49 AM
In order to use this as a JSGME mod, you would need to change the folder configuration.  In the jsgme mods folder, create a folder named "#CUP_PAL-MiniMapV2.5-4121".  Then inside, create 3 folders named, "#JTW, #WAW, #DOF".  Then inside EACH of the 3 folders copy the "00_PAL-MiniMapV2.5-v4121" folder as I described before.  Then, just activate the mod! 

Yes -  that is what I had tried to do but I still got the leather bound edge?  [I just followed the nested structure of the #CUP_MissionProCombo-v4122.]
The weird thing now is, even with the mod out completely I don't have the leather bound edge in #DOF or #JTW
But I get the ghosted edge in #WAW.

(http://s4.postimg.cc/9pt6h4ri5/Map_in_WAW.jpg) (http://postimage.org/)

IN #JTW it comes up fine.
(http://s2.postimg.cc/fn3w0e4qx/Map_in_JTW.jpg) (http://postimage.org/)

It is also to be noted that in #WAW the map is different in that you can select other types of map i.e.  Navigation, Radar etc.  So there must be different code for it.

(http://s3.postimg.cc/o8ydvx8dv/Different_maps.jpg) (http://postimage.org/)

Not sure how this should have been changed by putting the Mod in and then taking it out.

However it does seem to be working OK as of now - and the ghost image surround is not really that intrusive.  But darned if I can work out how to remove it.

Guess I should have made a copy of the #WAW folder before tinkering with it  =? Lesson learned [again  :)  ]

Title: Re: Community Universal Patch C.U.P.
Post by: csvousden on March 15, 2015, 11:14:36 AM
For OZY1 and anyone else with maps not loading issues:  for me it was the carsmaster water mod.  When I disabled it, the maps worked and all of the game's wonderful features were opened up to me.  I still have the not so great water, but small price to pay that is.

Good luck.  This is great stuff once that gets sorted.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 15, 2015, 11:38:46 AM
but is there a way to remove the leather bond edge of the in flight Map.
Just to make it a little  less intrusive on the screen.


Well Rod, these are basically two in one issue:
To my memory, there is an option for different map boundaries and layouts already in the Visual mods by benitomuso sported inside CUP.
...if you open the map the options IIRC come up with right click, a mouse play issue here. Find it out. ;)

The other thing mentioned is also within the code of the Visual mod, the options as for radar etc.

So try to find out the best way for you and also try the Visual Mod 8 vs 9 in the JSGME options (only one at time).


That was for starters. I asked a similar question in the mod thread itself. Basically, if you use this mod by benitomuso, you will also have options as to wich icons will be shown on the map.

http://www.sas1946.com/main/index.php/topic,42093.0.html

Title: Re: Community Universal Patch C.U.P.
Post by: ozy1 on March 15, 2015, 11:39:40 AM
thank you sir it is working
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 15, 2015, 11:44:27 AM
Reinstalled modular map extensions without sucsess only one map working in qmb,yet something interesting in sas modact 5.3 some of the maps are showing and working but a lot of them missing.any suggestions

It COULD be a bug...but missing to me means "not there" as options, and that is due to this:
ModAct 5.3 as standalone does not feature any new maps AFAIK. ModAct is simply an activator for further mods with a few small mods as present added by its creators. :P

The maps come with the C.U.P. modules if I understand its structure correctly. Hence a lot of threads before C.U.P. dealt with enabling maps in 4.12.2.

 :-\ Not 100% sure, but that should be the answer.
...some other newbie and map tips in this page I hope...will gather some links!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 15, 2015, 11:58:53 AM
Hawaii Map by White Cat is not working log file says

  section [Map2D] not found in 'maps/tc_hawaain-islands/whc_load.ini

 is any fix for this?


That means almost always the map has a wrong entry either in the all.ini map section or inside its map load.ini structure.
In this case I checked it:
Pfff, in #JTW it seemed ok, but maybe try:

Go into the segment of CUP you intend to play-the parent mods folder like #JTW. Open MAPMODS/MAPS and the all.ini file.


I checked it!

now, that is complex:
by default, the map is mis spelled:
tc_hawaain-islands

Now I assume, the authors of this CUP map selection wanted to do extra well-and did if so-and rename the map correctly to:
tc_hawaiian-islands

BUT
If they did so, the map all.ini and load.ini structure is wrong now, hence the erorr.

I would try this:

Go into
#WAW/MAPMODS/MAPS, same for TJW, find the all.ini file. Open and change:
Hawaiian_Islands(whc)           tc_hawaain-islands/whc_load.ini

to
Hawaiian_Islands(whc) tc_hawaiian-islands/whc_load.ini



See if that works and report back. ;) I admit this is a bit of a guess and please backup the all.ini file!  :-[

Sorry, no better idea there. I use my dedicated MAPMODS folder as well for the WWII segment, which loads on top of potential map SFS bugs...so for me it should work. ;)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 15, 2015, 12:08:22 PM
Having trouble with TJA, everything seems to be there but when I try to load a quick mission I get strange colours and a pink shape that drops out of view and then nothing.  Good news is I solved the TIR problem by reinstalling the TIR, still no WW1 maps in DOF.  Including the last few lines of log list after last failed attempt to run TJA. 

Code: [Select]
2015-03-15 10:09:05:341    (wrapper) : ThreadDetach, attached Threads =  8
2015-03-15 10:09:05:792    (wrapper) : ThreadDetach, attached Threads =  7
2015-03-15 10:09:05:824   (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x000502AC
2015-03-15 10:09:05:824   (watchdog) : IL-2 main window (handle 0x000502AC) disappeared, checking process status.
2015-03-15 10:09:05:917    (wrapper) : ProcessDetach, attached Processes =  0
2015-03-15 10:09:05:917    (wrapper) : Total files opened = 132428
2015-03-15 10:09:05:917    (wrapper) : Total search time consumed = 3.385 milliseconds (0.003384532407 Seconds)
2015-03-15 10:09:05:917    (wrapper) : Search Time per File = 25.558 nanoseconds (0.000000025558 Seconds)
2015-03-15 10:09:05:917    (wrapper) : Average Search Iterations required per File = 7.7
2015-03-15 10:09:05:917 (dinput.dll) : JVM Parameters injector deactivated



This can IMHO be either:
Hardware being overloaded.

Hardware being overloaded with  High Res True Colour mod needed yet not activated.

Hardware being overloaded with High Res True Colour mod active yet not working


A 3D/mod error. :-\



Try to run this:
Go to
Main install:
IL-2 exe.
And open it.

Under Video
Set
Texture Compression at S3TC
And, under extensions
mark Texture Anisotropic Extension and Texture Compress ARB Extension


Hit OK. BUT!!!! Remember how you had it before.
This can ALSO BE DONE VIA THE CONF.INI!!

Under Render Open GL.

This allows your GFX to compress tex at low visual cost.

Also check my post in reply #773, page 65.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 15, 2015, 12:09:45 PM
My FOV keeps defaulting back when I change views.  I have to choose "Wide" every time I re-enter the cockpit.  Can't get it to stick.  Posted earlier, but alot has happened since then.   :)  Not terribly important, I know, but it's still bugging me as to why this is happening.

This is the Tiger Sound mod as part of the WAW segment.
I also have this issue. No biggie atm. I try to play with my conf.ini setting for it. If I remember..
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Tom2 on March 15, 2015, 12:29:54 PM
OK: Hello.. ;) All the new forum members, so here a few tips as for maps and log reports.
The map tips are only general tips which may explain a bit the structure of how maps work.

For other 4.12.2 installs and ModAct 5.3, there are dedicated tips, in the Map section of this forum.
http://www.sas1946.com/main/index.php/topic,35419.0.html

(And in the DBW forum section...as part of Monty's package for 4.12...he already sports map files to enable maps.)

I admit in this case I must also try myself the MA 5.3 segment of CUP to understand how maps work there as opposed to the default ModAct 5.3...but to my understanding there is no difference. MA 5.3 simply is another option within CUP..
[The files used as basis here may vary nevertheless. ..see the Visual Mods and the watermods...if I find a divergence I will post.]


Ok, other topic.

As for how to post errors and general tips on bug reports and maps:
http://www.sas1946.com/main/index.php/topic,42857.0.html



Maps, adding them, structure...tips, getting basics
http://www.sas1946.com/main/index.php/topic,37295.0.html

trouble shooting load crashes
http://www.sas1946.com/main/index.php/topic,22.0.html



About the Config.ini:

http://www.sas1946.com/main/index.php/topic,9756.msg102914.html#msg102914


At this place I also like to point to the very good Tech IL-2 threads at All Aircraft Simulations.
Find them there. Tutorials there in addition to the SAS threads are a good extra read IMHO.




Most important: Please be patient, the creators of this universal patch are not always active and we all do this modding beloved hobby next to our RL jobs, and our RL, which can be a pain-to relax and enjoy a good project here at SAS :P. I did not built this mod nor test it much during assembly.
Title: Re: Community Universal Patch C.U.P.
Post by: Zflyer48 on March 15, 2015, 12:36:50 PM
A small annoyance about DOF. Does anyone else have the 11 minutes of watching paint dry waiting for DOF to get from selector to main menu?  My average time (checked 5 times) at 60% is 8 minutes.
Title: Re: Community Universal Patch C.U.P.
Post by: tmansteve on March 15, 2015, 12:40:23 PM
WOW, just logged on after being away for a while and what's happened? I find this new fantastic patch.  Must put some time aside to download it all.  Maybe a new clean game and start from scratch just in case.  Can't wait to get it on the comp.  Fantastic work guys, hats off to everyone for the hard work and to those who will be updating it.  This just proves that IL-2 will never die while there are modders like you guys.

Many Thanks

 8)
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Gerax on March 15, 2015, 02:39:56 PM
I would like to ask anybody that speeks croatian or any players that speek my language to help me out with this one maybe it is going to be easy in that way for me to understand the problems that i mentioned earlier

start a topic/post here. In your language  ;):
http://www.sas1946.com/main/index.php/board,203.0.html

lets see who steps in ..
Title: Re: Community Universal Patch C.U.P.
Post by: m0nk on March 15, 2015, 03:02:02 PM
Is there a reason why my FW190 engine wouldnt start in WaW?
Tried almost every model without any luck :(
Title: Re: Community Universal Patch C.U.P.
Post by: Gaston on March 15, 2015, 03:38:28 PM
Mod Magneto OFF, maybe ?
Title: Re: Community Universal Patch C.U.P.
Post by: reconmercs on March 15, 2015, 04:26:38 PM
At risk of asking a "stupid" question.. Is there a listing of which campaigns are compatible with CUP?, mainly looking campaigns for WAW and Jet Age.  Thanks in advance
Title: Re: Community Universal Patch C.U.P.
Post by: longshot on March 15, 2015, 04:54:48 PM
Is Command&Control also implemented in WAW? Would be nice for radar equipped nightfighters.
Title: Re: Community Universal Patch C.U.P.
Post by: andqui on March 15, 2015, 05:11:34 PM
Its not a complete list but now that I've got CUP working I have tested a number of my TFM 412 missions and most work.

http://www.sas1946.com/main/index.php/topic,45182.0.html (http://www.sas1946.com/main/index.php/topic,45182.0.html)

Here's a little script I wrote that will automate the checking process, vs just seeing if the mission loads. Pretty much every modded campaign I've tried has at least something missing.
Title: Re: Community Universal Patch C.U.P.
Post by: reconmercs on March 15, 2015, 09:06:29 PM
....They can be found in the DBW mission section.
Great! Thanks a bunch, I'll have a look
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 15, 2015, 10:39:11 PM
At risk of asking a "stupid" question.. Is there a listing of which campaigns are compatible with CUP?, mainly looking campaigns for WAW and Jet Age.  Thanks in advance

This is brand new platform designed to enable people to get into 412 FMB and make campaigns.  Why not make some too and post the results?  I am currently doing a new bunch for C.U.P. across all eras, out soon...

******************************************

C.U.P.NationsII

The C.U.P. Modules employ an attractive National Flag scheme, for mission and campaign backdrops, to cover such a wide range of eras.  Many were implimented with the release of C.U.P.  Here are several more:  Simply UnZIP/UnRAR to your Il2 Main Install.

Don't forget to enable Forgotten Countries with JSGME.

BG-Bulgaria
CA-Canada
CH-Switzerland
CZ-Czechoslovakia
DK-Denmark
ES-Spain Republican
IR-Iran
IS-Israel
IT-Italy
KP-Korea
SP-Spain Nationalist
VI-Vichy France
YU-Yugoslavia

Download
https://www.mediafire.com/?islccoyius27u07

******************************************

C.U.P. Stationary DOF
This small patch fixes and adds more stationary aircraft for Dawn of Flight.

Simply UnZIP/UnRAR to your Il2 Main Install.  Do this AFTER DOF Part-04.

Download
https://www.mediafire.com/?no56ghd2o58hsbe

******************************************

WAW Part-07 UPDATED

The new size is 89Mb, link is the same.  Fixes the Ju-88C6 Spinners, Opel Blitz and contains the latest, correct Stationary.INI for #WAW.

Download
https://www.mediafire.com/?e1xnedfslq3axaq

******************************************
Title: Re: Community Universal Patch C.U.P.
Post by: RDDR Hangar19 on March 15, 2015, 11:21:50 PM
Hi everyone,
Simon and I got together this evening and hopefully have solved several minor niggles.
First off, the JU-88 C6 floating props issue has been fixed.
At this moment he is putting up Part seven again which when you have it you can just
put it into your Main Directory and it will over ride the existing files and that should be it.
There are several other little fixes in the pack as well. With this installed, all the 88's should be fine.
Now the issue of some A6M Zeros crashing CUP after dropping bombs when they hit and explode is an easy one. Perhaps someone else has found the fix but I haven't had the time to go through the hundreds of posts but here is what you should do. Go into your JSGME activator and deactivate #WAW_Japancats effects and all should be fine.There is a problem with it.Don't use it for now.I would suggest you just delete it after you deactivate it. Hopefully we can get to look at it down the road with the author and figure out the problem.
Other stuff is going surface along the way however I think these issues are all part of putting up a new and this time a very different pack approach to IL-2 which is going to help a lot of people out when they are adding CUP for the first time.It is only natural that these little niggles are going to pop up and we'll
all fix them as we have in past addons.
For those folks that are having major crashes,I would strongly advise that if you just cant find the answer
then go back to the instruction manual and read it carefully.If that doesn't work for "You" then I would tell you that there is something that is corrupt in one of your downloads.
Lastly,at the moment Simon is putting together a large number of mission packs,however I'll leave that for him to tell you about. I've seen some screens and they are beautiful.
Both eMel and I have been doing what we both love to do and that's templates and skins. More info coming soon.
We want to thank everyone for their support and encouragement on CUP as well as the SAS Moderators who have helped us make CUP a reality for the whole community
Simon and I are getting together tomorrow, and hopefully by then you folks will be able to get or even have the new Pack7 as It's going up as I write this.
Take care,
Christopher
Title: Re: Community Universal Patch C.U.P.
Post by: ls on March 16, 2015, 02:00:10 AM
Monty,
thank You once again for CUP and last update.
In my install everything works fine (only some problems with static.ini, now solved).
By the way question: are there any plans of incorporating Polish planes (Kumpel's update for P.11c, other PZLs and RWDs, R-XIII), or should I install them separately?
I dare to ask You about it, because these planes were in TFM 4.12...

Greetings,
ls
Title: Re: Community Universal Patch C.U.P.
Post by: rickster on March 16, 2015, 02:08:47 AM
Thanks for the update.Bad news though,is my Ju88C6 still has the same problem.I also used eperviers Ju88 upgrade,and that didn't work either.
Title: Re: Community Universal Patch C.U.P.
Post by: Saburo on March 16, 2015, 02:21:30 AM
Many thanks for your big job guys...
Title: Re: Community Universal Patch C.U.P.
Post by: messeranck on March 16, 2015, 03:25:12 AM
...
Does this help any?

Thanks Rod
Will give a go !
Title: Re: Community Universal Patch C.U.P.
Post by: vegetarian on March 16, 2015, 03:31:59 AM
OK, it appears the mediafile link to the new WAW Part 7 is not working properly. The first download gave me a corrupted file, the second attempt gave me a 0 byte file. How's it going with you other folks?
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 16, 2015, 03:43:50 AM
I got the new part all good :)

I have one question tough,

Do i just override everything in my directory with this one?
Title: Re: Community Universal Patch C.U.P.
Post by: Upkeep on March 16, 2015, 04:55:35 AM
As everyone has said this is a wonderful piece of work and everyone involved needs congratulating. I am having the same minor problem that some other posters are having. I am unable to use the Carsmasters mod Water = 4. I get exactly the same errors as post 829 in my log file and I am unable to load any maps when the Water mod is activated. I have tried SAS_Tom's alternative method of improving the water but with no success. It loads OK but the water remains the same as the stock game.  I hope someone can help. It seems I am not the only one who has this problem but there are clearly people who have got  Water = 4 working.

Thanks very much

Regards

Upkeep.
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 16, 2015, 05:34:40 AM
guys,

I have some questions about the level of realism. I don't know if it is a bug or not so i have some questions.

Is it correct that some planes dont have a canopy open command? I tryed the tb-7 but the sidehatch and canopy can't be openened. is this a bug or is this just normal?

Also, when i drop 40 smallbombs after i takeoff, the bombs won't explode. I just see black dots on the ground. Could that mean that i had a  too low altitude??
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 16, 2015, 05:39:09 AM
rickster check if you have a hier.him for the C6 loaded somewhere in your mod folder! my stock CUP did not show that problem and none of my Junkers birds does now, even after having Jero´s curvy mod installed :)

moepkid, yes that is normal, not all birds feature openable canopies and some show them only in the outside view, now from the cockpit;
there have been more birds added though and there is a dedicated thread here so check that one too;

concerning missing polish planes, I confirm there is a lot of those forgotten warbirds missing; not only Polish ones but also French ones and some Dutch as well; I just added them manually for the time being, if Simon decides to add them later, I will have the ini entries already :D
so yes, you can add them manually, not a big deal, and I confirm they all work; why I know? because I did it already... :)
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 16, 2015, 05:45:07 AM
rickster check if you have a hier.him for the C6 loaded somewhere in your mod folder! my stock CUP did not show that problem and none of my Junkers birds does now, even after having Jero´s curvy mod installed :)

Can you tell me how i lower my gunners gunpod? it retracts everytime my mission starts in the air :0 its one of the b bombers. Four engines and a gunpod on the back end on the belly?

***it's the b24J***

Also, fueldump doesnt work with this plane and fire extinguisher?

Can someone please help me with helping understand when something is available for the specific plane and what not (for example the fuel dumping). And also how the bellygun lowering works? i can't shoot with my belly gunner because it's pod is retracted.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 16, 2015, 06:36:20 AM
i can't shoot with my belly gunner because it's pod is retracted.
So there's no enemy around.
What did you intend to shoot at?
Thanks god some higher logic kept you from doing it :P

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: Whiskey_Sierra_972 on March 16, 2015, 06:48:13 AM
LOL
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 16, 2015, 06:51:09 AM
i can't shoot with my belly gunner because it's pod is retracted.
So there's no enemy around.
What did you intend to shoot at?
Thanks god some higher logic kept you from doing it :P

Best regards - Mike

Hahaha +1,

I'm just trying to get the more advanced topics in flying and i wanted to know how i operated the darn thing :) The same thing goes with the fuel dumping and such. I just want to see how everything works and how realistic the game really is.
Title: Re: Community Universal Patch C.U.P.
Post by: Odin1one on March 16, 2015, 07:42:01 AM
At risk of asking a "stupid" question.. Is there a listing of which campaigns are compatible with CUP?, mainly looking campaigns for WAW and Jet Age.  Thanks in advance

Its not a complete list but now that I've got CUP working I have tested a number of my TFM 412 missions and most work.

They can be found in the DBW mission section.
Looks to me that most dgen camp. made for 4.12.2 working. Have copied all Paintschema/skins from 4.12.2. TFM Next level to CUP most of them from A&A Artwork skinners and found working nice. Just love it.
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 16, 2015, 08:07:49 AM
i can't shoot with my belly gunner because it's pod is retracted.
So there's no enemy around.

Well, i tried to fly close to the enemy but it doesn't work. The gunpod doesnt lower so is there anything else i can be doing worng?
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Storebror on March 16, 2015, 09:06:49 AM
is there anything else i can be doing worng?
Apparently yes because when you didn't do something wrong, and just leave everything as it is, it works perfectly fine:

(http://s2.postimg.cc/d6umw16br/2015_03_16_15_01_27.jpg)

(http://s2.postimg.cc/aqsti6o93/2015_03_16_15_02_12.jpg)

(http://s2.postimg.cc/bhljnyqmf/2015_03_16_15_02_46.jpg)

The problem is: We're not in your shoes, we can't know what you spoiled there.

Best regards - Mike
Title: Re: Community Universal Patch C.U.P.
Post by: moepkid on March 16, 2015, 10:57:06 AM
is there anything else i can be doing worng?
Apparently yes because when you didn't do something wrong, and just leave everything as it is, it works perfectly fine:

The problem is: We're not in your shoes, we can't know what you spoiled there.

Best regards - Mike

I see, well i am going to look further then and keep trying. It's not that i don't have anything other to do in this mod :D
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 16, 2015, 11:24:29 AM
I've been trying the Monty's TFM campaigns and in the Malta one I don't get any text in the briefing.
Do they need to be updated or I'm doing sth wrong?
Thanks
Title: Re: Community Universal Patch C.U.P.
Post by: gn728 on March 16, 2015, 11:48:49 AM
moepkid - it might be a non mod issue - I've had turret issues in IL2 (stock) over time - no control of guns, or gun doors wont open. Before jumping to the next gun pos, from the cockpit, hit command for open canopy then go to the gun. Whatever version gave us the SM79 was the first time it happened for me....
Title: Re: Community Universal Patch C.U.P.
Post by: nyali on March 16, 2015, 12:33:27 PM
Spartan, look in the campaign folder at the mission .properties files, if they have name_ru.properties, try removing the _ru
that should fix it for you
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 16, 2015, 12:38:16 PM
heya spartan!

as Hamm just posted, check for a _ru extension in the properties file for the mission;
I checked my install and also had this problem with the non showing briefing text, deleting _ru cured that;
so bottom line - you need to files with the same name for each mission, one the mis file, one the properties file...
Title: Re: Community Universal Patch C.U.P.
Post by: greybeard307 on March 16, 2015, 01:35:32 PM
Not sure if I am doing something wrong but, when using the FMB and looking at the impressive list of maps, I don't see any Pacific areas in the four columns of maps available, or some of the older original Ubisoft maps like the Channelish map with bases both sides of an expanse of water, have we lost these in the upgrade or am I missing something ?
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 16, 2015, 01:45:46 PM
A small annoyance about DOF. Does anyone else have the 11 minutes of watching paint dry waiting for DOF to get from selector to main menu?  My average time (checked 5 times) at 60% is 8 minutes.

zflyer, you have something wrong in your installation.  It doesn't take anymore time to load DOF than any of the other modules.  A 60% crash is usually because of a problem in your AIR.INI file.  Not sure what would cause it to pause so long???
Title: Re: Community Universal Patch C.U.P.
Post by: spitfire-MKIX on March 16, 2015, 01:49:17 PM
Hello there, and firstly, a HUGE THANK YOU to everyone involved in this amazing ultimate Modpack  ;)  ;D 8)

Secondly, I have a little issue with World At War  :(. I unzipped all parts in my IL-2 folder but when I start the game, I have a 70% CTD with log saying this:

Code: [Select]
Main begin: PlMisStatic: class 'vehicles.stationary.CandCJET$OBOE_F4Unit' not found
java.lang.RuntimeException: PlMisStatic: class 'vehicles.stationary.CandCJET$OBOE_F4Unit' not found
at com.maddox.il2.builder.PlMisStatic.configure(PlMisStatic.java:666)
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:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16 mars 15 19:39:38] -------------- END log session -------------

It seems I'm missing a static vehicle, but how is it possible ? ???
Title: Re: Community Universal Patch C.U.P.
Post by: csvousden on March 16, 2015, 01:57:37 PM
Upkeep,

I am in the same boat as you in post 879.  Love it all, but would love to have the pretty water, and nothing helped.  I too would love to know how folks who got that mod to work did so.

CV
Title: Re: Community Universal Patch C.U.P.
Post by: henkypenky on March 16, 2015, 02:34:06 PM
I think I've never been more confused by Mods than now with CUP. It's absolutely gorgeous, loads like hell a great jobby all involved. My 'problem atm is the solution by Monty27 in post 871; I've tried this and - for me - it doesn't work on the Ju-88C6 spinners. The night fighter version is ok in this respect. But my Ta-152C version have the same problem as the Ju-88C6; the prop is floating in front of the plane. Ta-152B and H are ok.
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 16, 2015, 02:36:43 PM
Thanks to both Hamm66 and Griffon_301  ;)

heya spartan!

as Hamm just posted, check for a _ru extension in the properties file for the mission;
I checked my install and also had this problem with the non showing briefing text, deleting _ru cured that;
so bottom line - you need to files with the same name for each mission, one the mis file, one the properties file...

Roger!

Thanks a lot. I´ll try right away. It looks like a wonderful campaign!  :-* :-* :-*

By the way, Do I have to activate anything in the config.ini to use the Beacons. I can turn them on but nothing seems to happen....
Title: Re: Community Universal Patch C.U.P.
Post by: spartan18a on March 16, 2015, 02:40:32 PM
Uh, I forgot. I´ve just installed the new Forgotten Countries with the national flags.
I would suggest a change with the Spanish flags. The one shown for both Nationalist and Republican is the present day flag. To be accurate we would need these little changes:
(Thanks Monty for these wonderful Mod. I love more every day)

(http://katalonienbesuch.com/esp/wp-content/uploads/2013/01/guerra-civil-bandera-mixta.jpg)

Nationalist:
(http://bachiller.sabuco.com/historia/Bandera%20Franco.gif)

Republic:
(http://upload.wikimedia.org/wikipedia/commons/thumb/e/ec/Bandera_de_la_Rep%C3%BAblica_Espa%C3%B1ola.svg/750px-Bandera_de_la_Rep%C3%BAblica_Espa%C3%B1ola.svg.png)

Present-day flag:
(http://3.bp.blogspot.com/-OQU7Hd6APE8/UklLX66aSzI/AAAAAAAAQns/MCfUU-IQrMg/s1600/Bandera+de+Espa%25C3%25B1a+%2528oficial%2529.PNG)
Title: Re: Community Universal Patch C.U.P.
Post by: Moezilla on March 16, 2015, 02:59:38 PM
Hey spitfire-MKIX,

Head back to the first post and scroll down for 70% crash fix or redownload part 7 from mediafire.
Title: Re: Community Universal Patch C.U.P.
Post by: Griffon_301 on March 16, 2015, 03:11:21 PM
the Ju-88C6 problem is easy to solve;
get yourself a working copy of Jeros cowlings and engines 3d fix for the C6 Nightfighter (you can take the relevant folder from your TFM 4.12 or even newTFM 4.10 folder if you have one still, the files will be the same) and then rename the Nightfighter folder to JU-88C-6; copy this one into your #WAW folder but pay attention to the correct file structure!
you should get something like this: #WAW/!#0_1_3dfix_Ju-88C6_spinner/3do/plane/Ju-88C-6 ... never mind my folder name directly in the #WAW directory, I just load all 3d fixes way near the top to give them priority over any aircraft folders that might come...

that should be it...worked for me...

btw, the TAs all look good here, but to make sure, you might use Jeros fixes for the TAs as well...same file structure, different birds...
Title: Re: Community Universal Patch C.U.P.
Post by: Aviar on March 16, 2015, 03:59:51 PM
Can't say I've seen this issue posted yet so I may as well do it myself. I have a strange problem with the runways on ALL of my maps (at least every one that I have looked at). The runways have a transparent look to them. That's about all I can say (see the screenshots). The only ones that look normal are the concrete runways.

Burma:
(http://s1.postimg.cc/uta4k52zz/Burma.jpg) (http://postimage.org/)

Crimea:
(http://s14.postimg.cc/fick9dutt/Crimea.jpg) (http://postimage.org/)

The Sands of Time:
(http://s11.postimg.cc/f76q640j7/Sands_of_Time.jpg) (http://postimage.org/)


My install is from Torrent V2. I had to cut out about 90% of the log because it was too big for the forum (This particular session was in WAW but I have the same issue in JTW.):

Code: [Select]
[Mar 16, 2015 9:00:10 PM] ------------ BEGIN log session -------------
[9:00:10 PM] OpenGL provider: Opengl32.dll
[9:00:10 PM] OpenGL library:
[9:00:10 PM]   Vendor: NVIDIA Corporation
[9:00:10 PM]   Render: GeForce GTX 760/PCIe/SSE2
[9:00:10 PM]   Version: 4.4.0

[9:00:10 PM] *** Looking for Advanced CPU Instructions...
[9:00:10 PM] [x] PentiumPro
[9:00:10 PM] [x] Multimedia (MMX)
[9:00:10 PM] [x] 3D (SSE2)
[9:00:10 PM] [x] 3D (SSE2)
[9:00:10 PM] [-] 3D (3DNow)
[9:00:10 PM] ColourBits 32, ABits 0, ZBits 24
[9:00:10 PM]
[9:00:10 PM] *** Looking for Render API Extensions ...
[9:00:10 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[9:00:10 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[9:00:10 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[9:00:10 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[9:00:10 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[9:00:10 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[9:00:10 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[9:00:10 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[9:00:10 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[9:00:10 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[9:00:10 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[9:00:10 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[9:00:10 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[9:00:10 PM]
[9:00:10 PM] Maximum texture size : 16384
[9:00:10 PM] Maximum simultaneous textures :4
[9:00:10 PM] MaxAnisotropic (1.0 = none) : 16.000000
[9:00:10 PM] 15 Splashscreens available.
[9:00:10 PM]
[9:00:11 PM] AutoMounting SFS files from folder SFS_MAPS finished.
[9:00:12 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[9:00:12 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60

[9:00:22 PM] FM called 'FlightModels/Fw-190D-14.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:22 PM] Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
[9:00:22 PM] FM called 'FlightModels/Fw-190D-14.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:22 PM] Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
[9:00:22 PM] FM called 'FlightModels/Fw-190D-15.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:22 PM] Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
[9:00:24 PM] Ship: Value of [IJNMusashi_1942]:<Mesh> not foundCan't set property
[9:00:24 PM] java.lang.RuntimeException: Can't set property
[9:00:24 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[9:00:24 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[9:00:24 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[9:00:24 PM] at com.maddox.il2.objects.ships.ShipJFC1.<clinit>(ShipJFC1.java:22)
[9:00:25 PM] at java.lang.Class.forName0(Native Method)
[9:00:25 PM] at java.lang.Class.forName(Unknown Source)
[9:00:25 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[9:00:25 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[9:00:25 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[9:00:25 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
[9:00:25 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[9:00:25 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[9:00:25 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[9:00:25 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:00:25 PM]
[9:00:27 PM] Problem in spawn: com.maddox.il2.objects.ships.CZOldCarpenter$HMS_Moth
[9:00:27 PM] Ship: Value of [SS_Vicen]:<Mesh> not foundCan't set property
[9:00:27 PM] java.lang.RuntimeException: Can't set property
[9:00:27 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[9:00:27 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[9:00:27 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[9:00:27 PM] at com.maddox.il2.objects.ships.CZOldCarpenter.<clinit>(CZOldCarpenter.java:498)
[9:00:27 PM] at java.lang.Class.forName0(Native Method)
[9:00:27 PM] at java.lang.Class.forName(Unknown Source)
[9:00:27 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[9:00:27 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[9:00:27 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[9:00:27 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
[9:00:27 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[9:00:27 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[9:00:27 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[9:00:27 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:00:27 PM] Problem in spawn: com.maddox.il2.objects.ships.CZOldCarpenter$SS_Vicen
[9:00:27 PM] Car: Value of [AustinAmb]:<Soldiers> (3.0) is out of range (1.0;2.0)
[9:00:27 PM] Can't set property
[9:00:27 PM] java.lang.RuntimeException: Can't set property
[9:00:27 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.getF(CarGeneric.java:1493)
[9:00:27 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.LoadCarProperties(CarGeneric.java:1602)
[9:00:27 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.<init>(CarGeneric.java:1619)
[9:00:27 PM] at com.maddox.il2.objects.vehicles.cars.TomooseCar.<clinit>(TomooseCar.java:31)
[9:00:27 PM] at java.lang.Class.forName0(Native Method)
[9:00:27 PM] at java.lang.Class.forName(Unknown Source)
[9:00:27 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[9:00:27 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[9:00:27 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[9:00:27 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
[9:00:27 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[9:00:27 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[9:00:27 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[9:00:27 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:00:27 PM] Problem in car spawn: com.maddox.il2.objects.vehicles.cars.TomooseCar$AustinAmb
[9:00:27 PM] Car: Value of [Firetruck]:<Soldiers> (3.0) is out of range (1.0;2.0)
[9:00:27 PM] Can't set property
[9:00:27 PM] java.lang.RuntimeException: Can't set property
[9:00:27 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.getF(CarGeneric.java:1493)
[9:00:27 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.LoadCarProperties(CarGeneric.java:1602)
[9:00:27 PM] at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.<init>(CarGeneric.java:1619)
[9:00:27 PM] at com.maddox.il2.objects.vehicles.cars.TomooseCar.<clinit>(TomooseCar.java:32)
[9:00:27 PM] at java.lang.Class.forName0(Native Method)
[9:00:27 PM] at java.lang.Class.forName(Unknown Source)
[9:00:27 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[9:00:27 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[9:00:27 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[9:00:27 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
[9:00:27 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[9:00:27 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[9:00:27 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[9:00:27 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:00:27 PM] Problem in car spawn: com.maddox.il2.objects.vehicles.cars.TomooseCar$Firetruck
[9:00:28 PM] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$BF_109K4C3'
[9:00:28 PM] INI: HotKey 'LeanF' is unknown
[9:00:28 PM] INI: HotKey 'LeanS' is unknown
[9:00:28 PM] INI: HotKey 'Raise' is unknown
[9:00:36 PM] FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:36 PM] FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:36 PM] FM called 'FlightModels/Ju-87G-2(ofRudel).fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:36 PM] FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:36 PM] FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:36 PM] FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:36 PM] FM called 'FlightModels/Bf-109G-10.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:36 PM] FM called 'FlightModels/FokkerS3Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:36 PM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:36 PM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:36 PM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:36 PM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:00:36 PM] FM called 'FlightModels/Wagen.fmd:WAGEN' is being loaded from File: 'wagen'
[9:00:36 PM] FM called 'FlightModels/Wagen.fmd:WAGEN' is being loaded from Alternative File: 'wagen'
[9:00:36 PM] FM called 'FlightModels/Jeep.fmd:WAGEN' is being loaded from File: 'wagen'
[9:00:36 PM] FM called 'FlightModels/Jeep.fmd:WAGEN' is being loaded from Alternative File: 'wagen'
[9:00:36 PM] FM called 'FlightModels/Jeep50.fmd:WAGEN' is being loaded from File: 'wagen'
[9:00:36 PM] FM called 'FlightModels/Jeep50.fmd:WAGEN' is being loaded from Alternative File: 'wagen'
[9:00:38 PM] Tried to load preset my_presets/sounds/voice.prs but file is not found
[9:00:38 PM] Tried to load sample my_samples/music/menu/ru.wav but file is not found
[9:00:38 PM] Loading original sample from SFS samples/music/menu/ru.wav
[9:00:38 PM] Initializing DirectSound playback device...
[9:00:38 PM] Primary buffer created.
[9:00:38 PM] Playback format is set : sampling rate = 22050, num channels = 2.
[9:00:38 PM] Not enought hardware buffers (0), hardware disabled
[9:00:38 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[9:00:38 PM] Default speaker config is : 6.
[9:00:38 PM] Direct sound audio device initialized successfully :
[9:00:38 PM] DX Version : 7
[9:00:38 PM] Hardware    - disabled [buffers : 0]
[9:00:38 PM] Extensions  - enabled :
[9:00:38 PM]   EAX ver. 1 [ ]  - disabled
[9:00:38 PM]   EAX ver. 2 [ ]  - disabled
[9:00:38 PM]   EAX ver. 3 [ ]  - disabled
[9:00:38 PM]   I3D ver. 2 [ ]  - disabled
[9:00:38 PM]   ZoomFX     [ ]  - disabled
[9:00:38 PM]   MacroFX    [ ]  - disabled
[9:00:38 PM] SIMD render [X]
[9:00:38 PM] num channels 32
[9:00:38 PM] cannot read from file
[9:00:52 PM] Load bridges
[9:00:52 PM] Load static objects
[9:00:52 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[9:00:52 PM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[9:00:53 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[Mar 16, 2015 9:01:08 PM] -------------- END log session -------------

Aviar


Title: Re: Community Universal Patch C.U.P.
Post by: Moezilla on March 16, 2015, 05:19:26 PM
Hey Aviar,

Find your favourite runway textures from your mod stash and create the following folder structure changing #XXX for #DOF, #WAW & #JTW:

Code: [Select]
JSGMEMODS\#CUP_NoAlphaRunway\#XXX\DudeWheresMyRunway\3do\Airfield\bitumenearth
JSGMEMODS\#CUP_NoAlphaRunway\#XXX\DudeWheresMyRunway\3do\Airfield\Desert
JSGMEMODS\#CUP_NoAlphaRunway\#XXX\DudeWheresMyRunway\3do\Airfield\ground
JSGMEMODS\#CUP_NoAlphaRunway\#XXX\DudeWheresMyRunway\3do\Airfield\groundwinter
JSGMEMODS\#CUP_NoAlphaRunway\#XXX\DudeWheresMyRunway\3do\Airfield\muddyground

Then copy in the four appropriate texture files to each folder:
AirPrtGrnd_512.tga
AirPrtGrnd_256.tga
AirPrtGrnd_128.tga
AirPrtGrnd_32.tga

Activate with JSGME and let us know if it did the trick.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 16, 2015, 05:43:21 PM
Uh, I forgot. I´ve just installed the new Forgotten Countries with the national flags.
I would suggest a change with the Spanish flags. The one shown for both Nationalist and Republican is the present day flag. To be accurate we would need these little changes:
(Thanks Monty for these wonderful Mod. I love more every day)


Thanks Spartan, nice detail.  I will update the flags shortly.  BTW Poltava and I would like to add a SCW Module as well!
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 16, 2015, 05:52:48 PM
WAW Part-07 UPDATED

The new size is 89Mb, link is the same.  Fixes the Ju-88C6 Spinners, Opel Blitz and contains the latest, correct Stationary.INI for #WAW.

Download
https://www.mediafire.com/?e1xnedfslq3axaq

Someone (not sure who has the ability) needs to update the file size & hash info for this new file on the bottom of the first post...
Title: Re: Community Universal Patch C.U.P.
Post by: dpeters95 on March 16, 2015, 06:03:03 PM
the Ju-88C6 problem is easy to solve;
get yourself a working copy of Jeros cowlings and engines 3d fix for the C6 Nightfighter...

worked for me...

Is someone still having a problem with the Ju-88C-6 prop?  The latest WAW Part 7 that Monty uploaded fixed that problem for me!
Title: Re: Community Universal Patch C.U.P.
Post by: decipher on March 16, 2015, 06:25:16 PM
possible bug report, if anyone could test this and report if it works for them or if they can reproduce my errors would be greatly appreciated:

clean working CUP, WaW module, planes: F4U-4, F4U-4B, F4U-5N and AU-1

loading these aircraft in a clean FMB map as the Player aircraft results in il-2 1946 stopping at 100% loading, but it will still respond to ESC. the logfile shows an almost endless loop (hundreds and hundreds of entries of the following):

Code: [Select]
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:350)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:459)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:387)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:1101)
at com.maddox.il2.engine.Renders.b(Unknown Source)
at com.maddox.il2.engine.Renders.paint(Unknown Source)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

all other (default) versions of the F4U-1 and Corsairs work.

s!
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 16, 2015, 06:44:12 PM
I think I've never been more confused by Mods than now with CUP. It's absolutely gorgeous, loads like hell a great jobby all involved. My 'problem atm is the solution by Monty27 in post 871; I've tried this and - for me - it doesn't work on the Ju-88C6 spinners. The night fighter version is ok in this respect. But my Ta-152C version have the same problem as the Ju-88C6; the prop is floating in front of the plane. Ta-152B and H are ok.

Grab the latest WAW Pt-07 and please keep your mod folders CLEAN

(https://www.mediafire.com/convkey/5197/4ev2et3njxjfh0x6g.jpg)
Title: Re: Community Universal Patch C.U.P.
Post by: timmy1963 on March 16, 2015, 06:59:30 PM
possible bug report, if anyone could test this and report if it works for them or if they can reproduce my errors would be greatly appreciated:

clean working CUP, WaW module, planes: F4U-4, F4U-4B, F4U-5N and AU-1

loading these aircraft in a clean FMB map as the Player aircraft results in il-2 1946 stopping at 100% loading, but it will still respond to ESC. the logfile shows an almost endless loop (hundreds and hundreds of entries of the following):

all other (default) versions of the F4U-1 and Corsairs work.

s!

I tried all of the F4U's and they all loaded.I used Midway Late War by Bombsaway(beautiful map).I also use MissionProCombo and i only activated the C.U.P. mods in jsgme.I also tried it with no mods and all planes load.
Title: Re: Community Universal Patch C.U.P.
Post by: SAS~Monty27 on March 16, 2015, 07:29:13 PM
possible bug report, if anyone could test this and report if it works for them or if they can reproduce my errors would be greatly appreciated:

clean working CUP, WaW module, planes: F4U-4, F4U-4B, F4U-5N and AU-1

loading these aircraft in a clean FMB map as the Player aircraft results in il-2 1946 stopping at 100% loading, but it will still respond to ESC. the logfile shows an almost endless loop (hundreds and hundreds of entries of the following):


Not so here.  Here are all of the Corsairs listed sitting in the Solomons, all are Player aircraft and all load swiftly even running Skype in the background.

The Map is Solomons 1942, the nation is USMC and the Corsairs are set as player aircraft spawning in the revetments.

C.U.P. is simple - It just requires all the SFS files in place and clean mod folders as supplied.

(https://www.mediafire.com/convkey/13e0/dc9lbc2vl52sbhj6g.jpg)

Note on 412 Mission Building
Since 412 FMB is a quantum leap on all previous versions I would always recommend making fresh new missions using all the new features, rather than rehashing old stuff.  The ONLY useful part of old out-of-date missions are the briefing notes.

All my missions and campaigns are being re-built to the new standard.  I hope others will also apply themselves and do it properly...

(I'm not saying that is the case here, but it is good general advice)    ;)
Title: Re: Community Universal Patch C.U.P.
Post by: mechanic on March 16, 2015, 07:55:25 PM
A small annoyance about DOF. Does anyone else have the 11 minutes of watching paint dry waiting for DOF to get from selector to main menu?  My average time (checked 5 times) at 60% is 8 minutes.

zflyer, you have something wrong in your installation.  It doesn't take anymore time to load DOF than any of the other modules.  A 60% crash is usually because of a problem in your AIR.INI file.  Not sure what would cause it to pause so long???

zflyer, I noticed a timing lag as well. not 8 minutes but substantially longer than WAW and JTW - 1 minute +/- vs 15 seconds +/-. dPeters95 its not a crash at 60%, it just hangs at 60% then loads and runs just fine.
Title: Re: Community Universal Patch C.U.P.
Post by: CoolBreeze on March 16, 2015, 08:01:03 PM
Hi Monty,
I was looking around for advice on updating old missions and campaigns to CUP.  For example, what are typical problems (and fixes) with missions built in previous versions, known incompatibilities, etc?  However, it sounds like you recommend starting from scratch with 4