# Special Aircraft Service

## Individual Mod Downloads for IL-2 1946 => Skins, Maps, Missions & Campaigns => PTO Maps => Topic started by: Squashman on December 03, 2017, 12:49:09 PM

Title: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 03, 2017, 12:49:09 PM
Introducing a map of the Solomon Sea and Northernmost Coral Sea, including Eastern New Britain (Rabaul), Southern New Ireland,
Rennell Island and part of the Louisiades Archipelago.

UPDATE - 25.03.20 - Coral Sea - Solomon Sea December 1943; Operation Cartwheel

NEW UPDATE - 29.05.20 27.06.20 15.02.21 - Coral Sea - Solomon Sea - Aug 1942 to March 1944; a series of six maps depicting the balance of power in the Solomon Islands from August 1942 to March 1944

Presenting a significant upgrade to the previous version of the map. Including, extensive re-texturing, improved towns, sea ports, villages and airfields to represent the allied progress in the Solomons Campaign - August 1942 to February 1943 "Operation Watchtower", the Invasion of Guadalcanal and Tulagi - February 1943 to September 1943 "Operation Toenails", the taking of Rennell Island, New Georgia and Vella La Vella - November 1943 to January 1944 "Operation Cherryblossom", the Invasion of Bougainville - February 1944 to March 1944 "Operation C", the proposed consolidation of Bougainville and taking of Green Island

(https://i.postimg.cc/nrndBJS0/ed-m01.jpg) (https://postimg.cc/njwYf6JD)

Note - All screenshots taken with Slibenli's il2.ge enabled

(https://i.postimg.cc/WbNgN9hs/2020-04-24-at-11-13-32.jpg) (https://postimg.cc/MXLvtm7L)

Imperial Japanese Navy assembles a cruiser force at Rabaul to sortie in answer to US invasion of Bougainville at Empress Augusta Bay
(https://i.postimg.cc/wBp6zrjV/2020-04-24-at-11-15-59.jpg) (https://postimg.cc/G4X0JqY8)

Barakoma Airfield, Vella La Vella
(https://i.postimg.cc/d02GQgmt/2020-04-24-at-11-23-39.jpg) (https://postimg.cc/wtB10fGS)

(https://i.postimg.cc/8P56qty9/2020-04-24-at-11-24-06.jpg) (https://postimg.cc/nMyrmYfG)

Woodlark Island staging airfield
(https://i.postimg.cc/MKFd4cY0/2020-04-24-at-11-27-23.jpg) (https://postimg.cc/CzbGnxXd)

(https://i.postimg.cc/FsCMGBSR/2020-04-24-at-11-28-13.jpg) (https://postimg.cc/MvR3ptd2)

Bougainville, Empress Augusta Bay - US Forward Airfields - Cape Torokina fighter strip in the foreground, with Piva Uncle and Piva Yoke airfields in the distance
(https://i.postimg.cc/CLyYbK31/2020-04-24-at-11-41-44.jpg) (https://postimg.cc/5jmZVfNd)

(https://i.postimg.cc/hvZd3dTH/2020-04-24-at-11-40-15.jpg) (https://postimg.cc/CnD5RdvN)

(https://i.postimg.cc/ncJDLnh8/2020-04-24-at-11-42-04.jpg) (https://postimg.cc/Z0wR7tNj)

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

I'm hoping these six maps can provide a significant expansion of the excellent stock 1C Maddox Solomons Islands maps. As you will see it includes the NE part of New Britain and the Japanese Naval and Air Base of Rabaul. As all of us PTO enthusiasts know, Rabaul was of course the progenitor of aggression across the Solomons throughout the course of most of WW2, from The Battle of the Coral Sea to the Invasion of Bougainville and beyond. Although the Japanese had several smaller air bases dotted around the Solomons, Rabaul was the nexus of Japanese power and the "untouchable" staging post for the major air and naval counter-attacks against the allied advance in the southern Pacific. It was also a focus for allied air-attack, much of which came from air bases within the Solomons, particularly those on Bougainville after the US foothold was established in late 1943.
So, partly to satisfy my own obsession with having "real" airfields from which to depart and return within missions, but mainly to provide a realistic sub-theatre in which to overlay historic missions, I give you this (big) battleground.

Coral-Sea_Solomon-Sea_Aug-42          http://www.mediafire.com/file/fr98f9v2th8fj4k/sq_Coral-Sea_Solomon-Sea_Aug-42.7z/file
Coral-Sea_Solomon-Sea_Dec-42          http://www.mediafire.com/file/n7du4hjao7p64nw/sq_Coral-Sea_Solomon-Sea_Dec-42.7z/file
Coral-Sea_Solomon-Sea_July-43          http://www.mediafire.com/file/d0j3vzfj67hhqpq/sq_Coral-Sea_Solomon-Sea_Jul-43.7z/file
Coral-Sea_Solomon-Sea_Nov-43          http://www.mediafire.com/file/y9sztni2rw4sb09/sq_Coral-Sea_Solomon-Sea_Nov-43.7z/file
Coral-Sea_Solomon-Sea_Jan-44           http://www.mediafire.com/file/621iuhlopru58n8/sq_Coral-Sea_Solomon-Sea_Jan-44.7z/file
Coral-Sea_Solomon-Sea_March-44       http://www.mediafire.com/file/hydhz0u5spjoo3r/sq_Coral-Sea_Solomon-Sea_March-44.7z/file

***********************************************************************************************************************
Thanks and gratitude to;
Tokyo Rose and Mosquito for their incredible "Green Hell" map from which I have copied Rabaul town and harbour and surrounding airfields
Bee for his original designs of Rabaul and its airfields
Cyberolas for his Singapore textures
Hubberranz for his airfield layouts
IC Maddox for the Solomon Islands Maps, from which I have copied profusely

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

For BEST VISUAL EFFECT in this map, use with il2.ge + il2.ge_random_cirrus_textures (grey scale textures only) AND DON'T FORGET TO ENABLE PERFECT MODE IN GAME

******************************************************************************
Installation Instructions;

Unzip with 7zip if possible - Each Map folder contains
i) map folder "sq_Coral-Sea_Solomon-Sea_xxx-xx"
ii) textures folder "_Tex"
iii) objects folder "3do"
Both folders are already placed in the "MODS" folder hierarchy (#SAS, #WAW3, etc)

Install the folder sq_Coral-Sea_Solomon-Sea_xxx-xx as follows;

MODS(#SAS,#WAW,#WAW3)/MAPMODS/MAPS/sq_Coral-Sea_Solomon-Sea_xxx-xx

BACK UP your _Tex and 3do folders just in case!

Install the folder _Tex as follows - allow overwrite if prompted (There are extra textures for HSFX users)

MODS(#SAS,#WAW,#WAW3)/MAPMODS/MAPS/_Tex

Install the 3do folder as follows - allow overwrite if prompted (There are extra objects for HSFX users)

MODS(#SAS,#WAW,#WAW3 etc)/MAPMODS/3do

Add the static.ini entries to your static.ini file - insert them at the top

HSFX users add the additional static entries - insert them at the top

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

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

Finally, add the appropriate entries to the all.ini file (inside the MAPS folder)

****************************************************************************
******************* IMPORTANT ******************
This map has been tested in Modact 5.3, CUP (up to expansion Part 22), HSFX 7.03, BAT (up to v3.8 Pegasus #WAW3) and all versions
of 4.13 up to and including Modact 6.4. (My guess is that it will work in pre-4.12 versions, as long as the appropriate supporting files are
present)

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

If missions do not save, you probably have one or more missing objects
If map will not load, you probably have one or more missing textures

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

Best regards
Squashman

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: western0221 on December 03, 2017, 01:07:14 PM
Amazing !!!

Is this big map's scale is 1:1 as real ?
Or a bit smaller ??
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 03, 2017, 01:09:28 PM
Hi Western - Yes it's as near to 1:1 as I could get, perhaps a little smaller but not much  ;D

Actually I had more screenshots but postimage would not oblige - I'll try again later.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: western0221 on December 03, 2017, 01:14:39 PM
It sounds we have to fly very long hours and hard task to fight with US on your map as IJN pilot tried !!  :o

Big thanks !
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 03, 2017, 01:37:58 PM
Hi Western

What kind of performance are you getting fps etc? Is it satisfactory?  8)
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: jeanba on December 04, 2017, 07:22:51 AM
good !
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Mixx on December 05, 2017, 01:51:37 PM
Very interesting map! Successfully chosen territory, beautifully chosen texture.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Motörhead on December 05, 2017, 02:52:02 PM
Great news! Thank you Squashman for your efforts!
This map will be used in next update of my "Pearl Harbor - Tokyo" campaign, to show you final stage of Solomon islands campaign in December 1943 (this stage of campaign is ready at the moment), and Siege of Rabaul in first months of 1944.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 05, 2017, 03:29:10 PM
Great news! Thank you Squashman for your efforts!
This map will be used in next update of my "Pearl Harbor - Tokyo" campaign, to show you final stage of Solomon islands campaign in December 1943 (this stage of campaign is ready at the moment), and Siege of Rabaul in first months of 1944.
Very much looking forward to next stages of PH-T campaign

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Mixx on December 06, 2017, 01:55:27 PM
Thank you!
The scale of the map is amazing!
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: farang65 on December 06, 2017, 08:32:25 PM
Awesome job Squashman  ;D :D ;)

Can't wait to download this on Sunday when I get back From Laos.

Looking forward to flying on it.

Cheers,
Kirby

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: mechanic on December 06, 2017, 10:17:05 PM
Squashman,

I thought I followed all the install instructions but when I try to load this map I get the following message " section [MAP2D] not found in 'maps/sq_Coral-Sea_Solomon-Sea/load.ini " and nothing loads. Any thoughts/suggestions on where to find this item?

I'm in BAT 3.2 SP3.

Thanks.
Mechanic

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: PO_MAK_249RIP on December 07, 2017, 03:07:26 AM
Hi Squashman great map however I initially had a [MAP2D] error due to your map folder having the wrong name??

It should be sq_Coral-Sea_Solomon_sea and not sq_Coral-Sea_Solomon-Sea

Cheers

Mick
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 07, 2017, 03:28:37 AM
Hi Squashman great map however I initially had a [MAP2D] error due to your map folder having the wrong name??

It should be sq_Coral-Sea_Solomon_sea and not sq_Coral-Sea_Solomon-Sea

Cheers

Mick

Thanks Mick - grateful you spotted it

Really sorry - very careless of me - in fact it's a typo in the all.ini entry.
My standard naming convention is to hyphenate within the same phrase and underscore to connect phrases.

So the all.ini entry should be

However, the way you suggest obviously works just as well.

Apologies again  :-[

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 07, 2017, 03:32:24 AM
Squashman,

I thought I followed all the install instructions but when I try to load this map I get the following message " section [MAP2D] not found in 'maps/sq_Coral-Sea_Solomon-Sea/load.ini " and nothing loads. Any thoughts/suggestions on where to find this item?

I'm in BAT 3.2 SP3.

Thanks.
Mechanic

Hi Mechanic - see the previous post, and change the all-ini entry accordingly.

NOTE ALSO - in BAT you may have missing objects or, more likely, missing static.ini entries - see these threads to get them
https://www.sas1946.com/main/index.php/topic,56172.msg624341.html#msg624341
the discussion is about vpModpack but the same applies to BAT
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 07, 2017, 03:52:19 AM
Awesome job Squashman  ;D :D ;)

Can't wait to download this on Sunday when I get back From Laos.

Looking forward to flying on it.

Cheers,
Kirby

Thanks Kirby - see above posts and note the typo in the all.ini  ;D

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: PO_MAK_249RIP on December 07, 2017, 04:38:06 AM
No worries squashman as you say it would have been easier for me to change the all.ini entry
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Hubberranz on December 07, 2017, 09:56:05 AM
Hi ! Thank for your great work.
But I could not help myself for checking Barakoma area:

(https://www.mediafire.com/convkey/f860/el17i997zil53ev7g.jpg) (https://www.mediafire.com/view/?el17i997zil53ev)
Laipari Island appears to be missing/..rather fused in. It is separated from Vella Navella by a narrow strait.
Hope you don't mind this observation, but I have always been interested in this area.
( ag New Georgia map for 409 ).
https://www.sas1946.com/main/index.php/topic,8484.msg105096.html#msg105096
(https://www.pacificwrecks.com/provinces/solomons/vella-lavella/map-vella-lavella.jpg)best shape view:(https://www.pacificwrecks.com/airfields/solomons/barakoma/maps/map-barakoma-10-25-43.jpg)
Here the coral reefs must be filtered to view the actual shape of the Island, but becomes then very accurate.
(https://www.mediafire.com/convkey/2ce2/r5so5kcd48lsk7i7g.jpg) (https://www.mediafire.com/view/?r5so5kcd48lsk7i)
Is this feature feasible ?  ... on such large scale map ... I understand if work is done and final.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 07, 2017, 11:32:41 AM
Code: [Select]
Laipari Island appears to be missing/..rather fused in. It is separated from Vella Navella by a narrow strait.Hope you don't mind this observation, but I was always been interested in this area.
Hi Hubberaranz

Thanks for pointing out that detail. Always grateful for topographical information.
It will be fixed at next update in a few weeks.

Nice work on the Vella Lavella map by the way  ;D

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: mechanic on December 07, 2017, 01:18:48 PM
Squashman,

A thing of beauty! The revised all.ini entry did the trick - and the static.ini additions made the missions for this map (and for your Eastern Borneo-Java map) now savable for me. Thanks for this(these) terrific map efforts.

Mechanic
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: farang65 on December 10, 2017, 07:29:42 PM
Had a look at it yesterday.

Awesome work Squashman.  :D ;)

any typo can be really annoying for a mapper anywhere in the load.ini with textures,  texture tga names and all.ini etc.

You go crazy one day looking for the problem. You usually find it the day after.  ;D

Cheers,
Kirby
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: CzechTexan on December 10, 2017, 08:19:24 PM
That's some big water!  It's great to see Rabaul added with the Solomons.  Thanks for doing that.  I would have been OK seeing Rabaul with just the top half of the Solomons but this is so much more  ;D  good work.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 11, 2017, 10:04:42 AM
Thanks Everyone  :) :D ;D
Stand by for an early update featuring detail as per Hubberranz' reworking of ag's New Georgia map
Any other requests or suggestions - I'll see what I can do

regards
Mike
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Gaston on December 11, 2017, 11:02:28 AM
Map looks interesting ! Hope it will get included in BAT soon !
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 11, 2017, 01:05:19 PM
Map looks interesting ! Hope it will get included in BAT soon !
Hi Gaston
The map works fine in BAT if you want to try it - I just installed it in Pathfinders #WAW3  - If you have not installed maps before it can seem a bit daunting but if you proceed slowly and read the instructions carefully, then it is straightforward.

If you have any problems, get back to me  ;D
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Gaston on December 11, 2017, 02:17:56 PM
Interesting... will ahve a try... do I need to download the map only, or anything more ?
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 11, 2017, 02:40:38 PM
You will need a zip program called 7zip to open the files - just Google it - it's free.
There are some good tutorials on installing maps here
https://www.sas1946.com/main/index.php/board,12.0.html

When you feel confident to install the map, follow the readme in the first post and when you've unzipped everything, just have a good look at all the folders and files so you get familiar with them, then have a look at BAT #WAW3 - there is a folder called Mapmods - Again explore this folder so you get an idea of its structure. When you think you understand it - then place the folders for the map - there is a guide in the readme - Make copies of the map folders in case you mess up and have to delete anything - Similarly, I would advise that you make a backup copy of BAT.

Get back to me and let me know how you get on  ;D
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Gaston on December 12, 2017, 03:55:18 AM
No problem for 7zip : I use it since times ! LOL

So... installed the map in BAT Pathfinder WAW3, just as you did. Map loads fine, and looks interesting. But I can't save any mission. I guess it is usual problem of missing object... as I am too lazy to search which one, I will wait for its inclusion in BAT !
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: taskf53 on December 12, 2017, 09:39:52 AM
Thank you very much,great map,i like this feeling of immensity 8) 8) 8)

(https://s7.postimg.cc/lrakw3e5n/2017-12-12_at_16-27-19.jpg) (https://postimg.cc/image/rfgvmzihz/)

Best regards.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 12, 2017, 12:45:25 PM
No problem for 7zip : I use it since times ! LOL

So... installed the map in BAT Pathfinder WAW3, just as you did. Map loads fine, and looks interesting. But I can't save any mission. I guess it is usual problem of missing object... as I am too lazy to search which one, I will wait for its inclusion in BAT !

Gaston -
Thanks to Crimar - get the missing objects and static.ini entries here
http://www.derrierloisirs.fr/il2/bdd2012/cartes/Map_NGNB_HSFX7.rar
easy
;D ;D ;D
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 12, 2017, 12:48:30 PM
Thank you very much,great map,i like this feeling of immensity 8) 8) 8)

Best regards.

Glad you like it - nice screenshot by the way  8)
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: ROMULO on December 13, 2017, 03:23:03 AM
thank you very much for this magnificent work, now sauro sakai can make historical bullfighting from Rabaul to Guadalcanal  ;)  :) banzai!!
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: crimar on December 14, 2017, 10:24:43 AM
Hi:

installed under my 4.09.

Works nice !  :)

Thank you very much !  ;)

All the best.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on December 14, 2017, 05:50:35 PM
Thanks Romulo and Crimar
Stand by for an update in next few weeks - extra detail in Vella Lavella, and Treasury Islands, including Barakomba airfield, MTB bases, SP Bases, installations, villages etc.   ;D ;D
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: crimar on December 16, 2017, 01:21:58 PM
;)
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: -)-MAILMAN- on July 20, 2018, 11:22:07 AM
I want to install this in HSFX 7.0.3.  When I look through my installation I cannot find any .rc file.  It is not in the files folder of the root directory of my installation nor do I have an std folder in my mods folder, never had the std folder yet all my versions of HSFX have always worked.

The only time I find a .rc file is if I enable the Koean War Aircraft Pack v2.0 from jsgme mods and it places it in the files folder of the root directory of my HSFX 7.0.3 INSTALLATION.  If I disable the mod the .rc folder gets removed.

There is a SFS File named, files.SFS.  It is liste at the end of all of the .sfs entries.

Thanks in advance for any help.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: -)-MAILMAN- on July 21, 2018, 09:28:11 PM
I got the map to load in 4.12.2m HSFX 7.0.3 FMB.  I added two carrier with two way points each.  I added two flights of F6F-3 round trip; take off from carriers to rabaul then land carriers.  Changed date and time to 11 November 1943.  Clicked to save the mission and gave it a name.  Appeared to accept it.  When I tried to exit the mission a pop up asks if I want to save the created mission.  When I click yes the mission does not save.  I then have to hit the windows key to open up the task manager to end IL-2.  The mission never saves.   When I hit shift tab while in the builder there is no error listed.

I also added all of the necessary entries for the NG-NB maps (as was mentioned in the instillation instructions for the Coral Sea & Solomon Sea map) from 4.13.4m and the maps show up and open in the FM, but I see no runway textures at any of the dobodura complex or Salamau airfields I only see the  white indicators where the end of each runway should be.  I can see the runway textures on New Britain around Rabaul, but not Gasmata or Cape Gloucester.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on July 22, 2018, 05:09:16 AM
I got the map to load in 4.12.2m HSFX 7.0.3 FMB.  I added two carrier with two way points each.  I added two flights of F6F-3 round trip; take off from carriers to rabaul then land carriers.  Changed date and time to 11 November 1943.  Clicked to save the mission and gave it a name.  Appeared to accept it.  When I tried to exit the mission a pop up asks if I want to save the created mission.  When I click yes the mission does not save.  I then have to hit the windows key to open up the task manager to end IL-2.  The mission never saves.   When I hit shift tab while in the builder there is no error listed.

I also added all of the necessary entries for the NG-NB maps (as was mentioned in the instillation instructions for the Coral Sea & Solomon Sea map) from 4.13.4m and the maps show up and open in the FM, but I see no runway textures at any of the dobodura complex or Salamau airfields I only see the  white indicators where the end of each runway should be.  I can see the runway textures on New Britain around Rabaul, but not Gasmata or Cape Gloucester.

When missions don't save it is usually because there are missing objects - try going through the installation notes again and double check you have all the required files.
Also you may get clues to the missing files from the logfile. If you close the game quickly after trying to save the mission then check the last entries at the bottom of the logfile, you sometimes see the names of the files the game is looking for.
Meanwhile I will dust off an HSFX install and see if there are any special problems associated with it.

Note; there is a re-textured, re-airbased, re-towned version to be released in near future.

regards
Squash
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: -)-MAILMAN- on July 22, 2018, 09:58:14 AM
There are no errors listed at the bottom of the FMB page when the map loads and there is no error listed when I press  shift+tab in the  full mission builderf to bring up the console.

Here is the end of the log file, it seems there are repeated lines/entries:

Code: [Select]
(Time.java:180)[15:35:31] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)[15:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)[15:35:31] at com.maddox.il2.game.Main.exec(Main.java:439)[15:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)[15:35:31] null[15:35:31] java.lang.NullPointerException[15:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)[15:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)[15:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)[15:35:31] at com.maddox.il2.builder.PlMission.mapLoaded(PlMission.java:305)[15:35:31] at com.maddox.il2.builder.Plugin.doMapLoaded(Plugin.java:320)[15:35:31] at com.maddox.il2.builder.PlMapLoad.mapLoad(PlMapLoad.java:366)[15:35:31] at com.maddox.il2.builder.PlMapLoad$1.doAction(PlMapLoad.java:554)[15:35:31] at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)[15:35:31] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)[15:35:31] at com.maddox.rts.Message._send(Message.java:1217)[15:35:31] at com.maddox.rts.Message.sendToObject(Message.java:1191)[15:35:31] at com.maddox.rts.Message.sendTo(Message.java:1134)[15:35:31] at com.maddox.rts.Message.trySend(Message.java:1115)[15:35:31] at com.maddox.rts.Time.loopMessages(Time.java:180)[15:35:31] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)[15:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)[15:35:31] at com.maddox.il2.game.Main.exec(Main.java:439)[15:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)[15:35:31] null[15:35:31] java.lang.NullPointerException[15:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)[15:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)[15:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)[15:35:31] at com.maddox.il2.builder.PlMission.mapLoaded(PlMission.java:305)[15:35:31] at com.maddox.il2.builder.Plugin.doMapLoaded(Plugin.java:320)[15:35:31] at com.maddox.il2.builder.PlMapLoad.mapLoad(PlMapLoad.java:366)[15:35:31] at com.maddox.il2.builder.PlMapLoad$1.doAction(PlMapLoad.java:554)[15:35:31] at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)[15:35:31] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)[15:35:31] at com.maddox.rts.Message._send(Message.java:1217)[15:35:31] at com.maddox.rts.Message.sendToObject(Message.java:1191)[15:35:31] at com.maddox.rts.Message.sendTo(Message.java:1134)[15:35:31] at com.maddox.rts.Message.trySend(Message.java:1115)[15:35:31] at com.maddox.rts.Time.loopMessages(Time.java:180)[15:35:31] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)[15:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)[15:35:31] at com.maddox.il2.game.Main.exec(Main.java:439)[15:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)[15:35:31] null[15:35:31] java.lang.NullPointerException[15:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)[15:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)[15:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)[15:35:31] at com.maddox.il2.builder.PlMission.mapLoaded(PlMission.java:305)[15:35:31] at com.maddox.il2.builder.Plugin.doMapLoaded(Plugin.java:320)[15:35:31] at com.maddox.il2.builder.PlMapLoad.mapLoad(PlMapLoad.java:366)[15:35:31] at com.maddox.il2.builder.PlMapLoad$1.doAction(PlMapLoad.java:554)[15:35:31] at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)[15:35:31] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)[15:35:31] at com.maddox.rts.Message._send(Message.java:1217)[15:35:31] at com.maddox.rts.Message.sendToObject(Message.java:1191)[15:35:31] at com.maddox.rts.Message.sendTo(Message.java:1134)[15:35:31] at com.maddox.rts.Message.trySend(Message.java:1115)[15:35:31] at com.maddox.rts.Time.loopMessages(Time.java:180)[15:35:31] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)[15:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)[15:35:31] at com.maddox.il2.game.Main.exec(Main.java:439)[15:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)[22.07.2018 15:35:50] -------------- END log session ------------- Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: -)-MAILMAN- on July 22, 2018, 10:13:02 AM Below is exactly how I installed the map, textures and entries high-lited in red for yes and green for no. HSFX does not have an STD folder so the files folder appears in the root directory, which is where I found the .rc file and maps folder for the all.ini. I also took the time to install the cyberbolas Singapore repaint so I would make sure those textures would be added. I have opened it, but I haven't tried to save that map though. Installation Instructions; Install the folder sq_Coral-Sea_Solomon_Sea as follows; MODS/MAPMODS/MAPS/sq_Coral-Sea_Solomon-SeaYES Install the folder "sq" as follows MODS/MAPMODS/MAPS/_Tex/sqYES If you don't have Bombsaways' Palau Map, install the folder "BA_Palau" as follows MODS/MAPMODS/MAPS/_Tex/BA_PalauYES *************************************************************************************************** Note - This map requires the "Singapore" textures by Cyberolas, from his reworking of the Singapore Maps (this map topic is in pole position at the top of PTO maps at time of writing). ************************************************************************************************ Finally, add this entry to the all.ini file (inside the MAPS folder) sq_Coral-Sea_Solomon-Sea sq_Coral-Sea_Solomon-Sea/load.iniYES **************************************************************************** ******************* IMPORTANT ****************** This map has been tested in Modact 5.3, CUP (up to latest expansion Part 22), HSFX 7.03, BAT (up to v3.2 Angels High) and all versions of 4.13 up to and including Modact 6.4. (My guess is that it will work in pre-4.12 versions, as long as the appropriate supporting sfs files are there - see below) If you are installing into a 4.12 version, you will need some files from 4.13 in order for the map to work properly. The map requires some objects from the DT New Britain - New Guinea maps in 4.13, which are contained within 4.13 root directory sfs files - If you look in the root folder of 4.13 you will see that there are some extra sfs files compared to 4.12 - namely fb_3do27.sfs and fb_maps21.sfs - You will therefore need the sfs files from 4.13 in order for the map to work properly. This is very easy to do! Just copy the following files from the main root directory of 4.13 fb_3do27.sfsYES fb_maps21.sfsYES Then paste them into your 4.12 root directory.YES You must then ADD the following entries into your 4.12 .rc file to enable the sfs files to work - The .rc file is inside root directory in the Files folder - Files/rc file @sfs MOUNT fb_3do27.sfsYES @sfs MOUNT fb_maps21.sfsYES Open the .rc file by double-clicking then scroll down to the maps and 3do sections - put the above entries at the bottom of each section - they follow on numerically so it's obvious where they goYES After this the map should work perfectly! - and you will have the added bonus of also having the new DT maps; New Britain New Guinea and some Eastern European Maps (just copy the all.ini entries from the 4.13 maps folder for these extra maps to appear in your FMB lists) Actually to make it easier - here are the all.ini entries for NGNB maps (sorry, I don't know what the other maps are - I think they may be Yugoslavia?? Try looking on the 4.13 update thread)) New-Britain_New-Guinea_Mar-43_DT NGNB_DT/NGNB_3-43.iniYES New-Britain_New-Guinea_Sept-43_DT NGNB_DT/NGNB_9-43.iniYES New-Britain_New-Guinea_Jan-44_DT NGNB_DT/NGNB_1-44.iniYES New-Britain_New-Guinea_June-44_DT NGNB_DT/NGNB_6-44.iniYES If missions do not save, you probably have missing objects - get them at post #86 and #87 in the Eastern-Java Borneo thread on the SAS website https://www.sas1946.com/main/index.php/topic,56172.0.html NO https://www.sas1946.com/main/index.php/topic,56172.msg624341.html#msg624341 NO Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on July 22, 2018, 11:05:15 AM If missions do not save, you probably have missing objects - get them at post #86 and #87 in the Eastern-Java Borneo thread on the SAS website https://www.sas1946.com/main/index.php/topic,56172.0.htmlaNO https://www.sas1946.com/main/index.php/topic,56172.msg624341.html#msg624341aNO Can you load the NGNB maps and save missions? If not then follow the advice on the two links above - e.g. as per Crimar's solution You can find these objects: buildings.House$FurnitureNGNBPalmAg1
buildings.House$FurnitureNGNBPalmAs1 buildings.House$FurnitureNGNBPalmAs2
buildings.House$FurnitureNGNBPalmAg2 buildings.Plate$NGNBGroundTurn
buildings.House$NGNBBlastPen5sides buildings.Plate$NGNBGroundTaxiEnd
buildings.Plate$NGNBGroundTaxi buildings.Plate$NGNBGroundRunway
buildings.Plate$NGNBGroundRunwayEnd buildings.Plate$NGNBGroundParkingSide
buildings.Plate$NGNBGroundParkingCorner buildings.Plate$NGNBPac_GrHardstandLarge

here:

http://www.derrierloisirs.fr/il2/bdd2012/cartes/Map_NGNB_HSFX7.rar

and don't forget the static.ini entries here:

http://www.mediafire.com/file/po1whc4ymjzdoyj/NGNB_Static_Ini_entries.7z

regards
Squash
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: -)-MAILMAN- on July 22, 2018, 11:21:17 AM
I will check to see if I can save on the NG-NB maps.  I have already downloaded the boomer objects and will download the NG-NB textures for HSFX 7 if I can't save on those maps.  There are missing airfield runways textures on New Guinea of those maps, just the white indicators while the runways appear in Rabau and west of Lael.  I post the results shortly.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on July 22, 2018, 11:27:20 AM
I will check to see if I can save on the NG-NB maps.  I have already downloaded the boomer objects and will download the NG-NB textures for HSFX 7 if I can't save on those maps.  There are missing airfield runways textures on New Guinea of those maps, just the white indicators while the runways appear in Rabau and west of Lael.  I post the results shortly.

The missing runway plates are the ones already listed above

buildings.House$FurnitureNGNBPalmAg1 buildings.House$FurnitureNGNBPalmAs1
buildings.House$FurnitureNGNBPalmAs2 buildings.House$FurnitureNGNBPalmAg2
buildings.Plate$NGNBGroundTurn buildings.House$NGNBBlastPen5sides
buildings.Plate$NGNBGroundTaxiEnd buildings.Plate$NGNBGroundTaxi
buildings.Plate$NGNBGroundRunway buildings.Plate$NGNBGroundRunwayEnd
buildings.Plate$NGNBGroundParkingSide buildings.Plate$NGNBGroundParkingCorner
buildings.Plate$NGNBPac_GrHardstandLarge from here http://www.derrierloisirs.fr/il2/bdd2012/cartes/Map_NGNB_HSFX7.rar Note - use the static.ini entries from here http://www.mediafire.com/file/po1whc4ymjzdoyj/NGNB_Static_Ini_entries.7z Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: -)-MAILMAN- on July 22, 2018, 04:51:58 PM Okay, I can' t save any missions with any of the NG-NB maps. So before tinkering around with any more settings in my HSFX 7.0.3 Installation I decided to install the Coral Sea and Solomon Sea Map in 4.13.4m with FreeIL2 Modding Mod Activator. I followed all of the installation instructions. The map shows up in the FMB, but I can' t save any missions. The NG-NB Maps are already in 4.13.4m and I was able to create, save and play a test mission. I did the same with Cyberbolas Singapore repaint and I was able to create, save and play a test mission there as well. What should I try next? Add Boomer's objects? With these object .sfs files being labeled up_xxxx.sfs will they be an issue since I am not running an Ultra Pack installation? I will await your reply before trying anything else. And thanks for taking the time to help an old guy. ;) Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on July 23, 2018, 01:03:40 PM Okay, I can' t save any missions with any of the NG-NB maps. So before tinkering around with any more settings in my HSFX 7.0.3 Installation I decided to install the Coral Sea and Solomon Sea Map in 4.13.4m with FreeIL2 Modding Mod Activator. I followed all of the installation instructions. The map shows up in the FMB, but I can' t save any missions. The NG-NB Maps are already in 4.13.4m and I was able to create, save and play a test mission. I did the same with Cyberbolas Singapore repaint and I was able to create, save and play a test mission there as well. What should I try next? Add Boomer's objects? With these object .sfs files being labeled up_xxxx.sfs will they be an issue since I am not running an Ultra Pack installation? I will await your reply before trying anything else. And thanks for taking the time to help an old guy. ;) Hi Mailman The fact that missions do not save in both NBNG and the Coral Sea map suggests that it is simply a case of missing objects. Install the objects listed above and add the static ini entries (MAKE BACKUPS OF THE FILES just in case) and everything should be fine in HSFX. Can you clarify what modded version of 4.13.4 you are using. Is it Modact 6.4, Y-Pack, or some other? Just wondered as you say you are using the FreeIL2 Mod activator? I only ask so that I can attempt to reproduce what you are experiencing. Also could you tell me what your file paths are for the Coral Sea Solomon Sea map, in 4.13.4 ? By the way, the up sfs files will be fine; just put them in the main directory but be sure to list them in the rc file, as follows: @sfs MOUNT up_objects01.sfs @sfs MOUNT up_objects02.sfs @sfs MOUNT up_objects03.sfs @sfs MOUNT up_objects04.sfs As one old guy to another you're welcome to the help 8) PS. I just checked my own install of HSFX again (7.03 Expert)- it has the up objects installed - and the map loads and saves without problems Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: -)-MAILMAN- on July 23, 2018, 06:20:46 PM The IL2FreeModding Mod Activator I use with IL-2 4.13.4m only makes the game have the ability to add MODS This mod includes: A Mod Activator for 4.13.4m and does not include nor does it require an AutoDiff FM as was the case for 4.13.3m and earlier versions. With this Mod Activator you can install mods and aircraft in 4.13.4m without problems. Please use compatible mods for 4.13.4m. Mod Activator for 4.13.4m. by xxxxxxx » Fri Jun 10, 2016 6:43 am It includes: jsgmemods folder MODS folder il2fb.exe JSGME.exe JSGME.ini Readme.txt wrapper.dll I would put the link to the exact web page, but I don't think it is allowed here. C:\Ubisoft\IL-2 Sturmovik 1946 - 4.13.4m Free Modding Mod Activator\MODS\MAPMODS\Maps\sq_Coral-Sea_Solomon-Sea C:\Ubisoft\IL-2 Sturmovik 1946 - 4.13.4m Free Modding Mod Activator\MODS\MAPMODS\Maps\_Tex\BA_Palau C:\Ubisoft\IL-2 Sturmovik 1946 - 4.13.4m Free Modding Mod Activator\MODS\MAPMODS\Maps\_Tex\sq C:\Ubisoft\IL-2 Sturmovik 1946 - 4.13.4m Free Modding Mod Activator\MODS\MAPMODS\Maps\all.ini and here is the entry in the all.ini sq_Coral-Sea_Solomon-Sea sq_Coral-Sea_Solomon-Sea/load.ini I previously have added these mod maps in 4.13.4 and they work like clockwork. dlv_philippines LS_Coral Sea LS_Marcus LS_Rennell LS_Rennell43 LS_SantaCruz LS_SantaCruz42 redko_palau Singapore Truk I added Boomers four object.sfs files to the root directory of 4.13.4m and placed the entries exactly as you typed them to the .rc file right after the last entry The map still won't save. FWIW I don't use Expert Mode in HSFX because it eliminates the Military Power Settings of 2700 RPM and 52.5 MAP or Takeoff Power of 2700 RPM 54" MAP for all Corsairs. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on July 24, 2018, 11:09:33 AM I added Boomers four object.sfs files to the root directory of 4.13.4m and placed the entries exactly as you typed them to the .rc file right after the last entry The map still won't save. FWIW I don't use Expert Mode in HSFX because it eliminates the Military Power Settings of 2700 RPM and 52.5 MAP or Takeoff Power of 2700 RPM 54" MAP for all Corsairs. This has got me scratching my head!! I will do an experiment with a vanilla 4.13.4, using the IL2FM JSGME and see if I can duplicate your result. I do already have an install of PA Y-Ren's Y-Pack with 4.13.4 (from the IL2FM website), which I believe uses the IL2FM JSGME activator; I have put many extra aircraft and ship mods from 4.12.2 into this, alongside Y-Ren's AI Flyables, so that the #SAS folders are almost creaking with the weight; nevertheless the Coral Sea map, and all of my other maps for that matter, work fine. Did you try The extra NBNG objects plus Boomers objects in HSFX? Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on July 24, 2018, 02:36:03 PM I do already have an install of PA Y-Ren's Y-Pack with 4.13.4 (from the IL2FM website), which I believe uses the IL2FM JSGME activator; I have put many extra aircraft and ship mods from 4.12.2 into this, alongside Y-Ren's AI Flyables, so that the #SAS folders are almost creaking with the weight; nevertheless the Coral Sea map, and all of my other maps for that matter, work fine. Did you try The extra NBNG objects plus Boomers objects in HSFX? Forgive me, but it's a while since I had all this at my fingertips, but it seems 4.13.4 Y-Pack uses a variant of SAS Mod 6.4 activator - I do remember I had to expand the _Tex folder of 4.13.4 in order to get some maps to work, but if a map is displaying in FMB then textures aren't the problem. If it is a _Tex problem the map will usually not load and the Logfile will tell you what textures can't be found. The Coral Sea/Solomon Sea map works fine in this 4.13.4 version so there's nothing intrinsically incompatible with 4.13.4 and the map. I tried to duplicate your install - 4.13.4 vanilla, with the FreeIL2Modding JSGME activator and, lo and behold, the map displayed in FMB but I couldn't save missions. So the problem is definitely missing objects. I loaded the Boomer objects with no improvement. So I now have to do some detective work using the missing-objects tools ::( Please persevere with HSFX; the map will definitely work - if the map loads then it is only objects that are missing ;) Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: -)-MAILMAN- on July 24, 2018, 04:04:25 PM Thanks for your patience and continuing help. I just finished supper and the grand children will be back shortly. I will add Boomer's objects and the missing NG-NB objects to my HSFX installation, but if I can't get to it tonight it might be a day or so before I do that. I will report my results after I do that. What is the missing object tool of which you speak? Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on July 25, 2018, 03:10:29 AM What is the missing object tool of which you speak? This is a useful programme that will check your static.ini list compared with objects in your modmap folder https://www.sas1946.com/main/index.php/topic,762.0.html Some of the links no longer work but this first one on the page still seems ok http://www.mediafire.com/?oyygitdgtin Also - more tales of frustration here https://www.sas1946.com/main/index.php?topic=21736.0 Google search "IL2 1946 static ini checker" or "IL2 1946 missing objects" for lots more info Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: -)-MAILMAN- on July 25, 2018, 03:00:25 PM I will check them out. Installed Boomers' Objects, the four .sfs files and the two lines in the .rc file and now my HSFX install crashes at 60%. I removed those files and entries and it still crashes at 60%. I disabled all mods and jsgme mods except for the HSFX History mod which is required to launch the game and it crashes at 60%. Removed your map and associated _tex files and entries for your mod and it still crashes at 60%. If I disable the HSFX History mod and all mods and launch this installation of the game it loads and the game runs. :( Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: -)-MAILMAN- on July 25, 2018, 04:59:41 PM Okay. Downloaded and Ran the missing objects tool for the IL-2 Sturmovik 1946 - 4.13.4m Free Modding Mod Activator installation where the sq_Coral-Sea_Solomon-Sea map apeaars in the FMB, but cannot save th emission. Results: Missing objects in your static.ini: buildings.House$46Abri_1
buildings.House$Baraq-Usanit buildings.House$small_halfmoon
buildings.House$AirdromeControlTCamo buildings.House$garage
buildings.House$IndustrialFactoryHouse2 buildings.House$46Abri_2

These files are in the root directory

up_objects01
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs

.rc file has these entries

@sfs MOUNT up_objects01.sfs
@sfs MOUNT up_objects02.sfs
@sfs MOUNT up_objects03.sfs
@sfs MOUNT up_objects04.sfs

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: -)-MAILMAN- on July 25, 2018, 05:15:40 PM
FWIW the instructions for running the tool were kind of sparse.  Here are the step by step directions that I followed to get the results.

1:   Run the program

Window Opens

Pop UP prompts to select path to stati.ini

2.     Click Okay

3:   Select Path to stat.ini first which saves it to the static_ini_checker in this programs folder:  (c:/Ubisoft/game folder/MODS/STD/com/maddox/il2/objects)

4:   click on static

Path is saved to static.ini checker and you don't have to perform these four steps for future object searches in this installation of the game.

5:   Click Search (drop down list appears: make choice such as missing objects, etc.)

Window opens and displays map folders in (c:/Ubisoft/game folder/MODS/mapmods/maps)

6:   Click on the map folder you want to search

7:   Click on actors.static

Pop Up prompts to select static,ini manually

8:   Click Okay

9:   (c:/Ubisoft/game folder/MODS/STD/com/maddox/il2/objects/static) click on static.ini

10:    Click okay

11:   Results appear in a notepad window
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on July 26, 2018, 03:47:46 AM
Installed Boomers' Objects, the four .sfs files and the two lines in the .rc file and now my HSFX install crashes at 60%.  I removed those files and entries and it still crashes at 60%.  I disabled all mods and jsgme mods except for the HSFX History mod which is required to launch the game and it crashes at 60%. Removed your map and associated _tex files and entries for your mod and it still crashes at 60%.  If I disable the HSFX History mod and all mods and launch this installation of the game it loads and the game runs.

You say two lines in the rc file. there should be six new entries in the rc file for all six of the sfs files. Here is the end part of my HSFX rc file
Quote

@sfs MOUNT fb_3do25.sfs
@sfs MOUNT fb_3do26.sfs
@sfs MOUNT fb_3do27.sfs

@sfs MOUNT fb_hfx3do01.sfs
@sfs MOUNT fb_hfx3do02.sfs
@sfs MOUNT fb_hfx3do03.sfs
@sfs MOUNT fb_hfx3do04.sfs
@sfs MOUNT fb_hfx3do05.sfs
@sfs MOUNT fb_hfx3do06.sfs
@sfs MOUNT fb_hfx3do07.sfs
@sfs MOUNT fb_hfx3do08.sfs
@sfs MOUNT fb_hfx3do09.sfs
@sfs MOUNT fb_hfx3do10.sfs
@sfs MOUNT fb_hfx3do11.sfs
@sfs MOUNT fb_hfx3do12.sfs
@sfs MOUNT fb_hfx3do13.sfs
@sfs MOUNT fb_hfx3do14.sfs
@sfs MOUNT fb_hfx3do15.sfs
@sfs MOUNT fb_hfx3do16.sfs
@sfs MOUNT fb_hfx3do17.sfs
@sfs MOUNT fb_hfx3do18.sfs
@sfs MOUNT fb_hfx3do19.sfs
@sfs MOUNT fb_hfx3do20.sfs
@sfs MOUNT fb_hfx3do21.sfs
@sfs MOUNT fb_hfx3do22.sfs
@sfs MOUNT fb_hfx3do23.sfs
@sfs MOUNT fb_hfx3do24.sfs
@sfs MOUNT fb_hfx3do25.sfs
@sfs MOUNT fb_hfx3do26.sfs
@sfs MOUNT fb_hfx3do27.sfs

@sfs MOUNT fb_maps.sfs
@sfs MOUNT fb_maps01.sfs
@sfs MOUNT fb_maps02.sfs
@sfs MOUNT fb_maps03.sfs
@sfs MOUNT fb_maps04.sfs
@sfs MOUNT fb_maps05.sfs
@sfs MOUNT fb_maps06.sfs
@sfs MOUNT fb_maps07p.sfs
@sfs MOUNT fb_maps08p.sfs
@sfs MOUNT fb_maps09p.sfs
@sfs MOUNT fb_maps10.sfs
@sfs MOUNT fb_maps10p.sfs
@sfs MOUNT fb_maps11.sfs
@sfs MOUNT fb_maps12.sfs
@sfs MOUNT fb_maps12p.sfs
@sfs MOUNT fb_maps13.sfs
@sfs MOUNT fb_maps14.sfs
@sfs MOUNT fb_maps15.sfs
@sfs MOUNT fb_maps16.sfs
@sfs MOUNT fb_maps17.sfs
@sfs MOUNT fb_maps18.sfs
@sfs MOUNT fb_maps19.sfs
@sfs MOUNT fb_maps20.sfs
@sfs MOUNT fb_maps21.sfs

@sfs MOUNT fb_hfxmaps01.sfs
@sfs MOUNT fb_hfxmaps02.sfs
@sfs MOUNT fb_hfxmaps03.sfs
@sfs MOUNT fb_hfxmaps04.sfs
@sfs MOUNT fb_hfxmaps05.sfs
@sfs MOUNT fb_hfxmaps06.sfs
@sfs MOUNT fb_hfxmaps.sfs

@sfs MOUNT fb_sound.sfs
@sfs MOUNT fb_sound01.sfs
@sfs MOUNT fb_sound02.sfs
@sfs MOUNT fb_sound03.sfs
@sfs MOUNT fb_sound04.sfs
@sfs MOUNT fb_sound05.sfs
@sfs MOUNT fb_sound06.sfs

@sfs MOUNT fb_hfxsounds.sfs
@sfs MOUNT fb_hfxsounds01.sfs

@sfs MOUNT fb_hfxcontrol.sfs
@sfs MOUNT fb_hfxPaintSchemes.sfs
@sfs MOUNT fb_hfxbeta.sfs

@sfs MOUNT up_objects01.sfs
@sfs MOUNT up_objects02.sfs
@sfs MOUNT up_objects03.sfs
@sfs MOUNT up_objects04.sfs

Check that you rc file ends similarly with the new 3do27, maps21, and the four up SFS files correctly located in the appropriate groups.
The six SFS files just go straight in the main directoy.

Okay.

Downloaded and Ran the missing objects tool for the IL-2 Sturmovik 1946 - 4.13.4m Free Modding Mod Activator installation where the sq_Coral-Sea_Solomon-Sea map apeaars in the FMB, but cannot save th emission.

Results:

buildings.House$46Abri_1 buildings.House$Baraq-Usanit
buildings.House$small_halfmoon buildings.House$AirdromeControlTCamo
buildings.House$garage buildings.House$IndustrialFactoryHouse2
buildings.House$46Abri_2 I had added Boomer's Objects and .rc entries see below. These files are in the root directory up_objects01 up_objects02.sfs up_objects03.sfs up_objects04.sfs .rc file has these entries @sfs MOUNT up_objects01.sfs @sfs MOUNT up_objects02.sfs @sfs MOUNT up_objects03.sfs @sfs MOUNT up_objects04.sfs I got the same results for 4.13.4 - So I will assume the objects are in there somewhere (eg probably in Boomers up objects). We now just have to find the correct entries in the full_static.ini provided with the checker (very tedious task ::( ). Also, I assume the entry in red above is just a typo? EDIT I found the entries - just insert them in the 4.13.4 static.ini file, at the top just below these title bars; //=========================================================================== [***] Title House //=========================================================================== Insert them as follows Quote //=========================================================================== [***] Title House //=========================================================================== [buildings.House$small_halfmoon]
Title           small_halfmoon
MeshLive        3do/Buildings/Airdrome/small_halfmoon/live.sim
AlignToLand     0
Body            WoodMiddle
Panzer          0.1

[buildings.House$garage] Title garage MeshLive 3do/Buildings/Slovakia/garage/live.sim MeshDead 3do/Buildings/Slovakia/garage/dead.sim AlignToLand 0 Body RockMiddle Panzer 0.45 [buildings.House$Baraq-Usanit]
Title           Baraq-Usanit
MeshLive        3do/Buildings/Pacific/Baraq-Usanit/live.sim
AlignToLand     0
Body            FuelSmall
Panzer          0.50

[buildings.House$46Abri_1] Title Abri_1 MeshLive 3do/Buildings/46/Abri_1/live.sim MeshDead 3do/Buildings/46/Abri_1/dead.sim AlignToLand 0 AddHeightLive -0.7 AddHeightDead -0.7 Body WoodMiddle Panzer 0.01 [buildings.House$46Abri_2]
Title           Abri_2
MeshLive        3do/Buildings/46/Abri_2/live.sim
AlignToLand     0
Body            WoodMiddle
Panzer          0.01

[buildings.House$IndustrialFactoryHouse2] Title Indust_FactoryHouse2 MeshLive 3do/Buildings/Industrial/FactoryHouse2/live.sim MeshDead 3do/Buildings/Industrial/FactoryHouse2/dead.sim Body RockBig Panzer 0.24 [buildings.House$AirdromeControlTCamo]
Title           Airdrome_ControlTCamo
MeshLive        3do/Buildings/Airdrome/ControlTCamo/live.sim
Body            WoodSmall
Panzer          0.025

//---------------------------------------------------------------------------

I tested in 4.13.4 - the Coral Sea map works fine  ;D
Let me know your progress with HSFX

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: -)-MAILMAN- on July 26, 2018, 05:21:43 PM
Yes indeed the red entry typographical error here not in the 4.13.4m installation, my mistake.  I had all of the files in place correctly.

And you say those entries that you found go into the static.ini?  Any particular place in the static.ini that they get placed or just put them at the end?

Where did you find the entries?

EDIT
I found the entries - just insert them in the 4.13.4 static.ini file, at the top just below these title bars;

//===========================================================================
[***]
Title House
//===========================================================================

I got HSFX working (had to reinstall 7.0 then 7.0.1 then 7.0.2 then 7.0.3. I think the hsfx history mod got corrupted or some type of files entry was messing up, but all is good now. Both standard and expert mode are working.   All of the jsgme mods I have work.  All of the effects mods work in the MODS folder.  I just have not added any mod ships, mod maps or mod planes yet.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on July 27, 2018, 03:38:46 AM
Yes indeed the red entry typographical error here not in the 4.13.4m installation, my mistake.  I had all of the files in place correctly.

And you say those entries that you found go into the static.ini?  Any particular place in the static.ini that they get placed or just put them at the end?

Where did you find the entries?

EDIT
I found the entries - just insert them in the 4.13.4 static.ini file, at the top just below these title bars;

//===========================================================================
[***]
Title House
//===========================================================================

I got HSFX working (had to reinstall 7.0 then 7.0.1 then 7.0.2 then 7.0.3. I think the hsfx history mod got corrupted or some type of files entry was messing up, but all is good now. Both standard and expert mode are working.   All of the jsgme mods I have work.  All of the effects mods work in the MODS folder.  I just have not added any mod ships, mod maps or mod planes yet.

The entries were in the in the full_static file that comes with the checker - I had to scroll down painstakingly to find them.
Those are the entries in the big quote-box in my reply #53 above - the quote-box is just below where I wrote EDIT in red - there are seven entries - for example this is the first one

[buildings.Housesmall_halfmoon] Title small_halfmoon MeshLive 3do/Buildings/Airdrome/small_halfmoon/live.sim MeshDead 3do/Buildings/Airdrome/small_halfmoon/dead.sim AlignToLand 0 Body WoodMiddle Panzer 0.1 Copy them all from the quote-box and insert them in your static.ini file as follows - Open your static.ini file by double clicking on it - it usually opens in notepad IL2 4.3.4/Mods/STD/com/Maddox/il2/objects/static.ini Near the very top of the text you should see a title bar, thus //=========================================================================== [***] Title House //=========================================================================== Just underneath this, go ahead and paste the entries as per my example in the quote-box at the bottom of my reply #53 above - save the file and you are done. Note - always make a backup copy of any files you are modifying, just in case of mistakes. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: -)-MAILMAN- on July 27, 2018, 06:59:24 AM I installed and placed everything exactly where your directions and subsequent posts have directed me. I still can't save a mission with this map. I can create and save a mission using cyberbolas rework of Singapoer. I opened Lonestars's Truk map and I can create and save a mission with that map. I don't understand why I am still having an issue with your map. I ran the object finder tool after placing the static.ini entries where they were supposed to be and the tool and it came back with a message stating no objects were missing. At this point I think I will delete everything related to this map and reinstall it and see if that works. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Marat on March 23, 2020, 04:56:47 PM Hi! I am confused with a very interesting situation! I use 4.13.4 version with SAS Modact 6.4. The map is loaded. All textures specified in its load.ini are available, otherwise I would not be able to load the map. All objects are available. Missions are saved. But the map shows only one texture everywhere! One texture only everywhere! How it is possible? What I did wrong? Please any advice :) (https://i.postimg.cc/xTFyttTS/il2fb-2020-03-24-03-50-47.jpg) (https://postimg.cc/fJm9b79H) Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Marat on March 23, 2020, 05:01:05 PM Oilpalm_greenfields_02 texture covers all ground, I mean this is the only texture on all the ground, hills and mountains. Except the airfield. Never encountered such problem Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on March 25, 2020, 08:43:02 AM Updated version of Coral Sea - Solomon Sea Map available in 1st post Coral Sea - Solomon Sea; 1943 - Operation Cartwheel New download link available in 1st Post https://www.sas1946.com/main/index.php/topic,57423.msg634400.html#msg634400 Regards Squashman Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Marat on March 26, 2020, 01:38:16 AM Dear Squashman! Thank you very much for your updated version! Now everything works fine! Very beautiful map! The only thing I do not have the Oilpalm_greenfields_07 texture. I replaced it by Oilpalm_greenfields_02. Now everything is OK :) Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on March 30, 2020, 07:05:13 AM Hi Marat Glad you like the map. I am planning two earlier versions - August 42 and June 43 to reflect the developing allied progress in Operation Cartwheel I think Oilpalm_greenfields_07 is included in Cyberolas Singapore map regards Squash Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Marat on March 31, 2020, 01:39:34 PM Yes, the map is very beautiful and needful! Hope your earlier years versions will be as beautiful as this one. BTW, I have no such Oilpalm_greenfields_07 texture in my Singapore map, only Oilpalm_greenfields_02. But it works fine anyway :) Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on March 31, 2020, 02:18:55 PM Thanks again Maybe I will include the Oilpalm_Greenfield_07 texture in the next update ;D Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Plowshare on March 31, 2020, 07:02:21 PM Could you tell me where the more noticeable new towns and textures are? I'm using BAT 3.8.2 and I just flew a mission out of Vella Lavella I quickly threw together. This map looked suspiciously like the previous version I have in BAT 3.7.2 so I fired up 3.7.2 and the map, at that point, is the same. As mentioned above by Marat the ground is covered with the texture he shows in his screenshot. I installed Cyberola's Singapore map textures (even though the map is already in BAT 3.8.2) just in case of the problem mentioned above about Oilpalm_greenfields_07. Have I done something wrong in the install? I've loved this map due to the scale and the added flexibility to fly to Rabaul and/or have the enemy fly from there. Unfortunately, the ground texture was too monotonous but hey, the advantage of the extra distance and targets kinda outweighed the visual effect. Like Marat I'm looking forward to your next endeavour! Bob Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on April 01, 2020, 06:12:05 AM Hi Bob Strange! I too am using BAT 3.8 Are you positive you replaced the old map with the new download? Or maybe forgot the all.ini entry? As Marat confirms - there is a noticeable difference! Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Plowshare on April 01, 2020, 01:26:28 PM And this is why I'll never be able to fly a plane!! Okay, I found that I was using the wrong download and missed the "_43" that is the difference between the two maps. I corrected the all.ini entry after putting the "sq_Coral-Sea_Solomon-Sea_43" folder in the "MAPS" folder. However, there is now a problem with getting the map to show. End of log.lst: Code: [Select] INTERNAL ERROR: Can't open file 'MAPS/_Tex/land/pacific/jungle.tga'INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/land/pacific/jungle.tga')WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARN'WARNING: TLandscape::LoadMap('sq_Coral-Sea_Solomon-Sea_43/load.ini') - errors in loadingWorld.land().LoadMap() error: java.lang.RuntimeException: Landscape 'sq_Coral-Sea_Solomon-Sea_43/load.ini' loading error BAT 3.8.2 vanilla except for this map and the previously mentioned textures from Cyberola's Singapore map. Bob Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on April 01, 2020, 01:59:53 PM And this is why I'll never be able to fly a plane!! Okay, I found that I was using the wrong download and missed the "_43" that is the difference between the two maps. I corrected the all.ini entry after putting the "sq_Coral-Sea_Solomon-Sea_43" folder in the "MAPS" folder. However, there is now a problem with getting the map to show. End of log.lst: Code: [Select] INTERNAL ERROR: Can't open file 'MAPS/_Tex/land/pacific/jungle.tga'INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/land/pacific/jungle.tga')WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARN'WARNING: TLandscape::LoadMap('sq_Coral-Sea_Solomon-Sea_43/load.ini') - errors in loadingWorld.land().LoadMap() error: java.lang.RuntimeException: Landscape 'sq_Coral-Sea_Solomon-Sea_43/load.ini' loading error BAT 3.8.2 vanilla except for this map and the previously mentioned textures from Cyberola's Singapore map. Bob This is one difficulty in any version of IL2, including BAT. The list of textures in the vanilla download may not support a map made on a different version (we've all been there!) I had to add a textures folder to BAT Maps folder, and for good measure a 3do folder to the MAPMODS folder, to get some added maps to work eg. Green Hell It looks like in the vanilla BAT the jungle.tga texture is missing or is in a different folder structure. The required folder structure is as the log entry indicates - MAPS/_Tex/land/pacific/jungle.tga Let me check it out and maybe I can re-upload the map with any missing textures. Stand by EDIT - Missing textures MAPS/_Tex/land/pacific/jungle.tga' MAPS/_Tex/Pacific/Singapore/Oilpalm_greenfields_07.tga Now included in download in 1st post https://www.sas1946.com/main/index.php/topic,57423.msg634400.html#msg634400 Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Plowshare on April 01, 2020, 05:35:42 PM Ahhh man, yessss!!! Absolutely one of the greatest retexture jobs around. Of course I'm partial to this area since I've made three campaigns following the fictitious VMF-227 "Fighting Pumas" through three tours up the chain from Guadalcanal to Bougainville (on another series of maps of course). This required side trips to another map for Rabaul raids. One happy outcome of this map is that, darn, I'm going to have to go through all those missions (156!) and adapt them to this map. I love the layout of Vella Lavella and since the Pumas flew out of there for an entire tour - ninety days and 60 missions - I've got a lot of work there. You mention is an earlier post that, "I am planning two earlier versions - August 42 and June 43 to reflect the developing allied progress in Operation Cartwheel...." One question: I realize there will be fewer airfields and bases on those maps but could I put together missions using the bases you've included on this map and bring them over to the new maps? If not I'll, darn again, have to wait until the new maps come out to have a ton of fun making new missions. Great job! Keep up the great work. Stay safe in these difficult times. Bob Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on April 02, 2020, 05:48:46 AM You mention is an earlier post that, "I am planning two earlier versions - August 42 and June 43 to reflect the developing allied progress in Operation Cartwheel...." One question: I realize there will be fewer airfields and bases on those maps but could I put together missions using the bases you've included on this map and bring them over to the new maps? If not I'll, darn again, have to wait until the new maps come out to have a ton of fun making new missions. Great job! Keep up the great work. Stay safe in these difficult times. Bob Thanks Bob, it makes all the long hours worthwhile when someone gets where I'm coming from. I think it's safe to say that the airfields appeared sequentially along the Solomons chain as the various Allied mini-campaigns progressed, starting from Henderson Field and culminating roughly where the map is right now, shortly after the allied invasion of Bougainville at Empress Augusta Bay - and of course new airfields expanded and became more developed as time went by. I have to do some more homework on exact dates etc. Feel free to make suggestions alongside your mission list. Also, I'm sure I read somewhere that there was some Australian air activity in the Louisiade Archipelago - if anyone can shed light on the presence of any bases or airstrips I would love to hear about it regards Mike Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: CzechTexan on April 02, 2020, 08:51:35 AM https://en.wikipedia.org/wiki/Raids_on_Deboyne_(1942) Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on April 02, 2020, 12:54:05 PM Many thanks Czech Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Marat on April 02, 2020, 04:00:05 PM Hi! I noticed one thing. I replaced Oilpalm_greenfields_02.tga by Oilpalm_greenfields_07.tga added in the new download link. Then I got the entire water covered with trees. So put back Oilpalm_greenfields_02.tga and everything is OK again. I think I have to inform you about this issue :) Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: mandrill on April 02, 2020, 04:25:36 PM Hi! I noticed one thing. I replaced Oilpalm_greenfields_02.tga by Oilpalm_greenfields_07.tga added in the new download link. Then I got the entire water covered with trees. So put back Oilpalm_greenfields_02.tga and everything is OK again. I think I have to inform you about this issue :) "Fields" is code for a tex that has a treefile associated. 02 has a black treefile w no trees at all. 07 has numerous trees, I am guessing. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on April 02, 2020, 04:58:54 PM Hi! I noticed one thing. I replaced Oilpalm_greenfields_02.tga by Oilpalm_greenfields_07.tga added in the new download link. Then I got the entire water covered with trees. So put back Oilpalm_greenfields_02.tga and everything is OK again. I think I have to inform you about this issue :) "Fields" is code for a tex that has a treefile associated. 02 has a black treefile w no trees at all. 07 has numerous trees, I am guessing. Thanks for that guys. Must be different systems or something - I get perfectly normal representation - but 2 to 1 - I need to investigate??? EDIT Unbelievable! - Oilpalm_greenfields_02.tga and Oilpalm_greenfields_07.tga seem to be reversed in my Singapore textures folder - I changed to _02 in the load.ini and got all the trees in the water - go figure!!! Do you mind if I ask what versions of il2 are you guys using? I think I may change Water3 to a completely different texture as it looks like different versions of IL2 may have different versions of the Oilpalm textures Feedback welcome Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Marat on April 03, 2020, 01:22:32 AM As for me, I use 4.13.4 version with SAS Modact 6.4. Water=4, Forest=3 in my config.ini, if required to be informed of. Oilpalm_greenfields_02.tga has no trees. Oilpalm_greenfields_07.tga has plenty of them :) Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: mandrill on April 03, 2020, 09:36:18 AM Hi! I noticed one thing. I replaced Oilpalm_greenfields_02.tga by Oilpalm_greenfields_07.tga added in the new download link. Then I got the entire water covered with trees. So put back Oilpalm_greenfields_02.tga and everything is OK again. I think I have to inform you about this issue :) "Fields" is code for a tex that has a treefile associated. 02 has a black treefile w no trees at all. 07 has numerous trees, I am guessing. Thanks for that guys. Must be different systems or something - I get perfectly normal representation - but 2 to 1 - I need to investigate??? EDIT Unbelievable! - Oilpalm_greenfields_02.tga and Oilpalm_greenfields_07.tga seem to be reversed in my Singapore textures folder - I changed to _02 in the load.ini and got all the trees in the water - go figure!!! Do you mind if I ask what versions of il2 are you guys using? I think I may change Water3 to a completely different texture as it looks like different versions of IL2 may have different versions of the Oilpalm textures Feedback welcome When you enter forest=3 in the conf.ini you enable auto generated trees where a treefile has been provided for a fields texture. The mapmaker seems to use oilpalm_greenfields_02 as his sea bottom. It's not "correct", but it works okay since he has blocked trees sprouting in the sea by creating a blank treefile for that fields tex. As soon as you change to another fields tex and enable auto generated trees, you get trees all over your sea because oilpalm_greenfields_07 has a heavily populated treefile. Hope that helps. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Marat on April 03, 2020, 10:04:21 AM Yesterday I tried to make a trick with oilpalm_greenfields_07, since I liked its colors in comparison with those of oilpalm_greenfields_02. Namely, I made a copy of oilpalm_greenfields_02.tree and renamed it to oilpalm_greenfields_07.tree. But it did not help. Trees are there in the sea. Then I understand nothing. Once this oilpalm_greenfields_02.tree has no trees, then why they appear with new oilpalm_greenfields_07.tree? Maybe I am wrong and do not understand right the system. Or oilpalm_greenfields_07 itself plays a role insted of oilpalm_greenfields_07.tree with populating trees? Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: mandrill on April 03, 2020, 05:12:06 PM Yesterday I tried to make a trick with oilpalm_greenfields_07, since I liked its colors in comparison with those of oilpalm_greenfields_02. Namely, I made a copy of oilpalm_greenfields_02.tree and renamed it to oilpalm_greenfields_07.tree. But it did not help. Trees are there in the sea. Then I understand nothing. Once this oilpalm_greenfields_02.tree has no trees, then why they appear with new oilpalm_greenfields_07.tree? Maybe I am wrong and do not understand right the system. Or oilpalm_greenfields_07 itself plays a role insted of oilpalm_greenfields_07.tree with populating trees? The treefile will associate with any tex named oilpalm_greenfields_07. So rename anything you will, it will sprout trees if you call it oilpalm_greenfields_07. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: CzechTexan on April 03, 2020, 06:19:56 PM Like Mandrill suggests, the easy way (if you want to keep this texture since you like how it looks) is to simply change the name of this texture. With the current names, there are "tree" files associating with it. Change the name and the tree files will not associate. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: mandrill on April 03, 2020, 08:25:00 PM Like Mandrill suggests, the easy way (if you want to keep this texture since you like how it looks) is to simply change the name of this texture. With the current names, there are "tree" files associating with it. Change the name and the tree files will not associate. Either that, or get the treefile associated with _07 and paint it all black and save it. But then you won't have any trees on that _07 tex on land either and it will look like a shaved Persian cat. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on April 04, 2020, 09:28:01 AM Hi Marat, Mandill, Czech and anyone else who's having this problem For now just change the entries in the load.ini for "LowLand0" keep it as "Pacific/Singapore/Oilpalm_greenfields_07.tga" - this will keep plenty of trees on the land textures for "Water3" change to "land/summer/grnd/fields_proc013.tga" - this is a common water texture used on other maps (or any other Water3 texture you prefer). I'll experiment a little and make some final changes for an update in a few days time. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: DESPEREAUX on April 08, 2020, 03:25:28 AM Quote I'll experiment a little and make some final changes for an update in a few days time. Many thanks to Squashman and everyone involved, for such a wonderful map! :) Will it be added in the next BAT patch? I did not take sfs with 4.13, and everything works in BAT 3.8.2 anyway. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on April 08, 2020, 04:56:03 AM Quote I'll experiment a little and make some final changes for an update in a few days time. Many thanks to Squashman and everyone involved, for such a wonderful map! :) Will it be added in the next BAT patch? I did not take sfs with 4.13, and everything works in BAT 3.8.2 anyway. Thanks Despereaux Previous versions of BAT didn't have the New Britain/New Guinea collection of maps (NBNG) installed, but BAT 3.8 does. It is from these maps that I used several textures and objects for the Coral sea/Solomon Sea map - hence the sfs files from 4.13 had to be provided and indeed still do if, and only if, your game does not have the NBNG maps Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Marat on April 08, 2020, 05:17:50 AM 1000 THX to you, Squashman, for your instructions! Now the map works very well! :) Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Ace-Medic on April 26, 2020, 07:55:36 PM Making strides with getting this to work with 4.13 + Ypack. Still can't save missions, but could definitely use some help with the log file. Is it alright if I post it up here so I can finally understand which part is holding me back? Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on April 27, 2020, 04:57:22 AM Making strides with getting this to work with 4.13 + Ypack. Still can't save missions, but could definitely use some help with the log file. Is it alright if I post it up here so I can finally understand which part is holding me back? Sure, quit the game immediately after trying to save the mission. Make sure you insert the code (#) around the logfile text, so it doesn't take up the whole page. Also, for now, just include the last quarter of the log file. By the way there's a big update coming soon - check the screenshots in the first post. So you may want to wait until then Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Ace-Medic on April 27, 2020, 07:20:11 AM I knew those pictures were updated. Looks absolutely stunning. I'll wait until the update then try the logfile. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: -)-MAILMAN- on April 27, 2020, 12:34:32 PM "By the way there's a big update coming soon - check the screenshots in the first post. So you may want to wait until then." Are there additional objects that will have to be added and associated static.ini entries that will need to be added. I recently got the current version to start saving missions with the help of emmett_grogan in HSFX 7.0.3. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on April 27, 2020, 01:53:31 PM Are there additional objects that will have to be added and associated static.ini entries that will need to be added. I kinda hope I have removed the need for any objects or textures from the NGNB maps, but there will be some objects from the "Green Hell" map and the "Welcome to Hell - Rabaul" map https://www.sas1946.com/main/index.php/topic,60937.msg670850.html#msg670850 https://www.sas1946.com/main/index.php/topic,39938.msg446344.html#msg446344 There's a reason for sharing some objects with these maps, this is to do with trying to achieve some consistency in missions in this theatre of the war - details soon. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: kukulo on April 27, 2020, 04:01:12 PM So great news coming! Thanks Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: -)-MAILMAN- on April 27, 2020, 05:40:07 PM Do you plan on providing the objects from Green Hell that will be required for your map update? I don't have and hadn't planned on installing Green Hell. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: WxTech on April 28, 2020, 03:53:02 PM I would love to have this map, but as a 4.12 guy who picks and chooses his maps with some discretion, I'm daunted by the prospect of having to chase down required stuff all over the place. Such as having to get 4.13 just for a couple of its SFS archives. And wade through other threads to get objects from other maps. It's not that I'm lazy. I just hate the rabbit holes and too-frequent frustration. As mooted in a recent thread I started in the Lounge, it would be SOOO nice to have a central repository of ALL objects. One stop shopping. ;) For instance, I'm still missing some Green Hell objects, and have had to make fake, invisible entries for them. It's frustrating. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Ace-Medic on April 28, 2020, 04:59:12 PM it would be SOOO nice to have a central repository of ALL objects. One stop shopping. ;) I couldn't agree more (don't mean to derail the thread) Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on April 29, 2020, 12:57:36 PM UPDATE - NEW MAP READY FOR DOWNLOAD SOON Sorry it's taken a bit longer than anticipated, but I hope you will agree that the changes are worthwhile. (https://i.postimg.cc/g2ShGc3f/2020-04-26-at-13-16-13.jpg) (https://postimg.cc/qNKqLTbL) The central idea in this update was to provide consistency and continuity between this map and two others - the "Green Hell" map by Tokio Rose and Mosquito, and the "Welcome to Hell - Rabaul" map by Bee. Green Hell - https://www.sas1946.com/main/index.php/topic,60937.msg670850.html#msg670850 Welcome to Hell - https://www.sas1946.com/main/index.php/topic,39938.msg446344.html#msg446344 Accordingly I have dispensed with my own version of the port of Rabaul and the surrounding airfields and replaced them with the Green Hell versions, which in turn were inspired by Bee's renditions in his map. This means the overall look and layout of this area is similar and recogniseable between all three maps - this, I feel, will be great for immersion when flying missions on the different maps. Thus, for example - missions flying eastward, targeting Rabaul from Allied bases in New Guinea in the "Green Hell" map will find virtually the same Rabaul as missions flying westward from Solomons air bases in my map. Bee's version of Rabaul is by far the best. It stands up well against contemporary wartime photographs of the town and port, so it makes sense to use it (and many thanks to Bee) Another benefit of this is that there should be no objects or textures needed from the NBNG maps, which is what I originally based the Rabaul airfields on. (https://i.postimg.cc/4xJ0rP1W/2020-04-25-at-14-03-34.jpg) (https://postimg.cc/svNKWpqW) Yet another benefit is that Bee's Rabaul is much more FPS friendly than my version, so there will be better performace overall. Missing objects???? Now that there are no objects being used from the NBNG maps - there should only be "stock" objects needed plus a few objects from Green Hell which, I will strive to include in the download. Missing Textures???? The map should require only a few textures from Cyberolas' Singapore RRR. I will strive to include these in the download https://www.sas1946.com/main/index.php/topic,52416.msg570327.html#msg570327 Also, this will now be a series of maps spanning the time period from August 1942, when the Marines first went ashore on Guadalcanal, to January 1944, when large Allied air bases were established on Bougainville and the air campaign against Rabaul was stepped up. I am hoping to release the August 1942 version along with the Jan 1944 map Note - all screenshots taken with il2.ge enabled - Click images to enlarge Simson Harbour Rabaul (https://i.postimg.cc/s2FL6mqH/2020-04-26-at-13-24-58.jpg) (https://postimg.cc/Yv38j6pQ) (https://i.postimg.cc/J0cTFWwp/2020-04-26-at-13-20-05.jpg) (https://postimg.cc/kRGFVzgS) (https://i.postimg.cc/GmSXVQNn/2020-04-26-at-13-19-04.jpg) (https://postimg.cc/pmzQnDRs) (https://i.postimg.cc/prQgN65L/2020-04-26-at-13-24-47.jpg) (https://postimg.cc/30RLm9Zs) Approaching Guadalcanal airfield complex (https://i.postimg.cc/L5Qq2N1j/2020-04-26-at-19-18-28.jpg) (https://postimg.cc/H85Wt03L) (https://i.postimg.cc/j55ttKQk/2020-04-26-at-19-06-42.jpg) (https://postimg.cc/SXwwfBPW) (https://i.postimg.cc/XvHjmpSz/2020-04-26-at-19-13-37.jpg) (https://postimg.cc/McBJjZG7) Stand by Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: kukulo on April 29, 2020, 03:19:23 PM Thank you Squasman. All objescts and textures provided with map download will be great for HSFX users. Looking forward to your maps :) Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: WxTech on April 29, 2020, 04:08:13 PM Good news! Now I will get this map without a doubt. Thanks immensely! Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Ace-Medic on April 29, 2020, 05:52:21 PM I will finally be able to create an authentic 307th Bomb Group campaign with B-24's using this map. Thank you so much. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Vasya on May 09, 2020, 08:47:02 PM Tell me! How can I download this wonderful map? I see poorly and can not find the download link. :-[ Thank you in advance for your help! Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: CzechTexan on May 09, 2020, 09:46:16 PM Tell me! How can I download this wonderful map? I see poorly and can not find the download link. :-[ Thank you in advance for your help! Vasya, We are still waiting for a new version to download. We must be patient a little longer ;) Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Vasya on May 10, 2020, 12:01:07 AM Tell me! How can I download this wonderful map? I see poorly and can not find the download link. :-[ Thank you in advance for your help! Vasya, We are still waiting for a new version to download. We must be patient a little longer ;) AT! Thank you very much! I already thought that I became completely blind (-3.5). I will wait, I really want to put this card in the game. I really liked her looks! Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on May 21, 2020, 01:36:45 PM NEW MAPS COMING VERY SOON Just doing some final testing - I'm trying to make sure I've included all required textures and objects that are not stock. The way I have done this is to use base versions of BAT 3.8.3, HSFX 7.03 and Modact 5.3, and see if the maps load and missions save. I have tried to prune down the object and texture list so that only a few extra objects and textures are needed. But, you must have Bee's "Rabaul - Welcome to Hell" map, as it is his version of the town, harbour and surrounding airfields that form the basis of Rabaul in my maps. I feel that most people will have this map. I have also used objects and textures from Tokyo Rose's "Green Hell" and Cyberolas "Singapore" - however, I have included the objects and textures required from these maps. Needless to say, if you have these maps then you probably won't need them. The maps will depict the changing balance of power in the Coral Sea/Solomon Sea, from Operation Watchtower - the invasion of Guadalcanal by US Marines on August 7th 1942 - and then as "Operation Cartwheel" unfolded, through the subsidiary "Operation Toenails" and "Operation Cherryblossom" and finally to the abandoned "Operation C" there will be the following historical sequence; Coral Sea - Solomon Sea - August 1942 - Operation Watchtower Coral Sea - Solomon Sea - December 1942 - Operation Watchtower Coral Sea - Solomon Sea - July 1943 - Operation Toenails Coral Sea - Solomon Sea - November 1943 - Operation Cherryblossom Coral Sea - Solomon Sea - January 1944 - Operation Cherryblossom Coral Sea - Solomon Sea - March 1944 - Operation C ---------------------------------------------------------------------------------------- Note all screenshots taken will il2ge enabled 7th August 1942 - Japanese counter-attacks against the invasion convoy off Guadalcanal (https://i.postimg.cc/wTtS3K67/2020-05-20-at-21-12-48.jpg) (https://postimg.cc/F74PnBk4) (https://i.postimg.cc/d115Xd3L/2020-05-20-at-21-13-01.jpg) (https://postimg.cc/8F2df7hS) December 1943 - Japanese snooper overflies the new US airfield on Stirling Island (https://i.postimg.cc/yxCvNGnS/2020-05-17-at-23-12-59.jpg) (https://postimg.cc/phkDGqw2) (https://i.postimg.cc/MZ0YDddd/2020-05-17-at-23-12-39.jpg) (https://postimg.cc/XXJFNcMC) November 1943 - Routine Marine patrol prepares for takeoff from Vella La Vella - Barakoma airfield (https://i.postimg.cc/FznzZMqY/2020-05-17-at-22-25-04.jpg) (https://postimg.cc/fSmMWrMs) (https://i.postimg.cc/ht4gjy3w/2020-05-16-at-20-12-41.jpg) (https://postimg.cc/GHf6gQRJ) (https://i.postimg.cc/FKgBLNdV/2020-05-16-at-19-54-18.jpg) (https://postimg.cc/1gXBxxK8) Over Japanese controlled Ballalle Island - resistance encountered (https://i.postimg.cc/jjm421v4/2020-05-17-at-22-34-32.jpg) (https://postimg.cc/R31HbXkW) (https://i.postimg.cc/mDVZVvqQ/2020-05-17-at-22-33-20.jpg) (https://postimg.cc/bDDjwBqJ) More screenshots here - https://www.sas1946.com/main/index.php/topic,57423.msg704026.html#msg704026 Check back very soon Regards Squash Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Plowshare on May 21, 2020, 06:16:02 PM Do I understand correctly - there's going to be 6 maps? Holy moly!! I've been waiting for this for a long while now. My mythical VMF-227 "Fighting Pumas" have their work cut out for themselves now. And so do I. I've made two campaigns based on the old Solomon map series totaling 137 missions. I had started building their third tour when you mentioned the upgrade to your great map. Thank god I'm retired and can spend some time with this. Bob Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Ace-Medic on May 22, 2020, 07:44:56 AM It's like Christmas is around the corner. I can't wait. Well done. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on May 24, 2020, 06:53:14 AM First 2 maps in the Operation Cartwheel series now available for download in 1st post Operation Watchtower Aug 1942 and December 1942 Note - The same objects and textures required are included with all the maps, so you only have to install them once to play all the maps https://www.sas1946.com/main/index.php/topic,57423.msg634400.html#msg634400 The remaining 4 maps will be available soon regards Squash Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Griffon_301 on May 24, 2020, 07:07:04 AM what a coincidence ... I am about to receive vol 2 of "Pacific Adversaries" and vol1 of "Eagles of the Southern Sky" so these maps are a welcome addition to my PTO module of BAT... great work! Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Mixx on May 25, 2020, 06:07:08 PM Grand project! Amazing screenshots. Many thanks to Squashman for the 2 available maps. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: SirNoppes on May 26, 2020, 08:07:34 AM Hello Squashman, I've actually been a quiet reader for years, but your 2 Pacific Maps are so fantastic that I would like to thank you for this. Thank you very much for your work and for the upcoming maps. The first 2 maps are running very well, loads and missions save in HSFX and in 4.14.1. (4.14.1. with 3doXX.sfs files from HSFX) A dream come true! Thank You!!!! Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: BeliVolk on May 26, 2020, 01:34:18 PM Faboulous and very useful map, thank you for your hard work! I would only point out that when making B-24 bomber missions I found Koli 3 and Carney field airfields unusable for almost fully loaded bombers (80% fuel and bombs), is there any way this could be changed? On Solomons map some 2d forest does not cause planes to explode at first but lets planes to fly through it for a 100meters or so. Thought it would be possible to change 2d forest or even removing it from take off flight path. Just my 2 cents, still a great map! Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on May 26, 2020, 01:40:12 PM Faboulous and very useful map, thank you for your hard work! I would only point out that when making B-24 bomber missions I found Koli 3 and Carney field airfields unusable for almost fully loaded bombers (80% fuel and bombs), is there any way this could be changed? On Solomons map some 2d forest does not cause planes to explode at first but lets planes to fly through it for a 100meters or so. Thought it would be possible to change 2d forest or even removing it from take off flight path. Just my 2 cents, still a great map! This is possible, but bomber airfields Carney and Koli are not shown on the first two maps - Lunga airfield on Aug 42 and Henderson, Fighter 1 and Fighter 2 on Dec 42 Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on May 27, 2020, 04:26:43 AM Faboulous and very useful map, thank you for your hard work! I would only point out that when making B-24 bomber missions I found Koli 3 and Carney field airfields unusable for almost fully loaded bombers (80% fuel and bombs), is there any way this could be changed? On Solomons map some 2d forest does not cause planes to explode at first but lets planes to fly through it for a 100meters or so. Thought it would be possible to change 2d forest or even removing it from take off flight path. Just my 2 cents, still a great map! This is possible, but bomber airfields Carney and Koli are not shown on the first two maps - Lunga airfield on Aug 42 and Henderson, Fighter 1 and Fighter 2 on Dec 42 On the new maps, not yet released, I tested with B24-J (16 x 1000lb bombs + 100% fuel) on Koli and Carney in both directions - using AI (veteran) and player as pilot. There were no problems. The aircraft were airborne well before end of runway and cleared terrain on all flights. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: BeliVolk on May 27, 2020, 02:16:04 PM This is possible, but bomber airfields Carney and Koli are not shown on the first two maps - Lunga airfield on Aug 42 and Henderson, Fighter 1 and Fighter 2 on Dec 42 On the new maps, not yet released, I tested with B24-J (16 x 1000lb bombs + 100% fuel) on Koli and Carney in both directions - using AI (veteran) and player as pilot. There were no problems. The aircraft were airborne well before end of runway and cleared terrain on all flights. I downloaded older map some time ago with Carney and Koli included, thank you for your insight, I'll try to do some more testing when I got more time. All the best with the future work! Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Willyp on May 28, 2020, 11:44:46 AM Great map, thank you for the hard work on this and all other items you've provided. I have added many maps to my BAT3.8.3 install but I cannot get these to save missions, been reading, searching and trying for a few days so time to ask the experts! The maps load fine but will not save, I added the "missing objects from Green Hell", all the other statics are present in my install, when I try a test mission the log always shows the same errors, all from the Green Hell objects list, some are not causing a problem (ie: Jap_Houses) so the game is reading the files but not accepting the mono.sim files? Just a note as I'm not sure if this would matter as these maps use stuff from Green Hell map is that is another map I could never get to work, I've added the list of errors taken from the log here, Thanks in advance if anyone can give any help Code: [Select]  [2020-05-28 17:12:38.672] dT: 0 WARNING: object '3do/airfield/Plates/Runway_Rapopo/mono.sim' of class 'SIM' not loaded[2020-05-28 17:12:38.672] dT: 0 INTERNAL ERROR: MeshObj: Can't load SIM 3do/airfield/Plates/Runway_Rapopo/mono.sim[2020-05-28 17:12:38.672] dT: 0 Mesh 3do/airfield/Plates/Runway_Rapopo/mono.sim not created[2020-05-28 17:12:38.672] dT: 0 com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Plates/Runway_Rapopo/mono.sim not created[2020-05-28 17:12:38.672] dT: 0 at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419[2020-05-28 17:12:38.880] dT: 0 INTERNAL ERROR: Can't open file '3do/Buildings/GH/WoodenWall1/live.sim'[2020-05-28 17:12:38.880] dT: 0 WARNING: object '3do/Buildings/GH/WoodenWall1/live.sim' of class 'SIM' not loaded[2020-05-28 17:12:38.880] dT: 0 INTERNAL ERROR: MeshObj: Can't load SIM 3do/Buildings/GH/WoodenWall1/live.sim[2020-05-28 17:12:38.880] dT: 0 Mesh 3do/Buildings/GH/WoodenWall1/live.sim not created[2020-05-28 17:12:38.880] dT: 0 com.maddox.il2.engine.GObjException: Mesh 3do/Buildings/GH/WoodenWall1/live.sim not created[2020-05-28 17:12:38.880] dT: 0 at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419[2020-05-28 17:12:38.882] dT: 0 INTERNAL ERROR: Can't open file '3do/airfield/Plates/Runway_Lakunai/mono.sim'[2020-05-28 17:12:38.882] dT: 0 WARNING: object '3do/airfield/Plates/Runway_Lakunai/mono.sim' of class 'SIM' not loaded[2020-05-28 17:12:38.882] dT: 0 INTERNAL ERROR: MeshObj: Can't load SIM 3do/airfield/Plates/Runway_Lakunai/mono.sim[2020-05-28 17:12:38.882] dT: 0 Mesh 3do/airfield/Plates/Runway_Lakunai/mono.sim not created[2020-05-28 17:12:38.882] dT: 0 com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Plates/Runway_Lakunai/mono.sim not created[2020-05-28 17:12:38.882] dT: 0 at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419[2020-05-28 17:12:39.038] dT: 0 INTERNAL ERROR: Can't open file '3do/airfield/Plates/Runway_Vunakanau/mono.sim'[2020-05-28 17:12:39.038] dT: 0 WARNING: object '3do/airfield/Plates/Runway_Vunakanau/mono.sim' of class 'SIM' not loaded[2020-05-28 17:12:39.038] dT: 0 INTERNAL ERROR: MeshObj: Can't load SIM 3do/airfield/Plates/Runway_Vunakanau/mono.sim[2020-05-28 17:12:39.038] dT: 0 Mesh 3do/airfield/Plates/Runway_Vunakanau/mono.sim not created[2020-05-28 17:12:39.038] dT: 0 com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Plates/Runway_Vunakanau/mono.sim not created[2020-05-28 17:12:39.038] dT: 0 at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)[2020-05-28 17:12:39.446] dT: 0 INTERNAL ERROR: Can't open file '3do/airfield/Plates/Runway_Gasmata/mono.sim'[2020-05-28 17:12:39.446] dT: 0 WARNING: object '3do/airfield/Plates/Runway_Gasmata/mono.sim' of class 'SIM' not loaded[2020-05-28 17:12:39.446] dT: 0 INTERNAL ERROR: MeshObj: Can't load SIM 3do/airfield/Plates/Runway_Gasmata/mono.sim[2020-05-28 17:12:39.446] dT: 0 Mesh 3do/airfield/Plates/Runway_Gasmata/mono.sim not created[2020-05-28 17:12:39.446] dT: 0 com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Plates/Runway_Gasmata/mono.sim not created[2020-05-28 17:12:39.508] dT: 0 INTERNAL ERROR: Can't open file '3do/airfield/Plates/Runway_Generic_Grass/mono.sim'[2020-05-28 17:12:39.508] dT: 0 WARNING: object '3do/airfield/Plates/Runway_Generic_Grass/mono.sim' of class 'SIM' not loaded[2020-05-28 17:12:39.508] dT: 0 INTERNAL ERROR: MeshObj: Can't load SIM 3do/airfield/Plates/Runway_Generic_Grass/mono.sim[2020-05-28 17:12:39.508] dT: 0 Mesh 3do/airfield/Plates/Runway_Generic_Grass/mono.sim not created[2020-05-28 17:12:39.508] dT: 0 com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Plates/Runway_Generic_Grass/mono.sim not created[2020-05-28 17:12:39.907] dT: 0 INTERNAL ERROR: Can't open file '3do/airfield/Plates/Runway_Vunakanau/mono.sim'[2020-05-28 17:12:39.907] dT: 0 WARNING: object '3do/airfield/Plates/Runway_Vunakanau/mono.sim' of class 'SIM' not loaded[2020-05-28 17:12:39.907] dT: 0 INTERNAL ERROR: MeshObj: Can't load SIM 3do/airfield/Plates/Runway_Vunakanau/mono.sim[2020-05-28 17:12:39.907] dT: 0 Mesh 3do/airfield/Plates/Runway_Vunakanau/mono.sim not created[2020-05-28 17:12:39.907] dT: 0 com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Plates/Runway_Vunakanau/mono.sim not created[2020-05-28 17:12:40.013] dT: 0 INTERNAL ERROR: Can't open file '3do/airfield/Plates/Runway_Lakunai/mono.sim'[2020-05-28 17:12:40.014] dT: 0 WARNING: object '3do/airfield/Plates/Runway_Lakunai/mono.sim' of class 'SIM' not loaded[2020-05-28 17:12:40.014] dT: 0 INTERNAL ERROR: MeshObj: Can't load SIM 3do/airfield/Plates/Runway_Lakunai/mono.sim[2020-05-28 17:12:40.014] dT: 0 Mesh 3do/airfield/Plates/Runway_Lakunai/mono.sim not created[2020-05-28 17:12:40.014] dT: 0 com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Plates/Runway_Lakunai/mono.sim not created[2020-05-28 17:12:40.017] dT: 0 INTERNAL ERROR: Can't open file '3do/Buildings/GH/WoodenWall1/live.sim'[2020-05-28 17:12:40.017] dT: 0 WARNING: object '3do/Buildings/GH/WoodenWall1/live.sim' of class 'SIM' not loaded[2020-05-28 17:12:40.017] dT: 0 INTERNAL ERROR: MeshObj: Can't load SIM 3do/Buildings/GH/WoodenWall1/live.sim[2020-05-28 17:12:40.017] dT: 0 Mesh 3do/Buildings/GH/WoodenWall1/live.sim not created[2020-05-28 17:12:40.017] dT: 0 com.maddox.il2.engine.GObjException: Mesh 3do/Buildings/GH/WoodenWall1/live.sim not created[2020-05-28 17:12:40.018] dT: 0 INTERNAL ERROR: Can't open file '3do/Buildings/GH/WoodenWall1/live.sim'[2020-05-28 17:12:40.018] dT: 0 WARNING: object '3do/Buildings/GH/WoodenWall1/live.sim' of class 'SIM' not loaded[2020-05-28 17:12:40.018] dT: 0 INTERNAL ERROR: MeshObj: Can't load SIM 3do/Buildings/GH/WoodenWall1/live.sim[2020-05-28 17:12:40.018] dT: 0 Mesh 3do/Buildings/GH/WoodenWall1/live.sim not created[2020-05-28 17:12:40.018] dT: 0 com.maddox.il2.engine.GObjException: Mesh 3do/Buildings/GH/WoodenWall1/live.sim not created[2020-05-28 17:12:40.043] dT: 0 INTERNAL ERROR: Can't open file '3do/Buildings/GH/WoodenWall1/live.sim'[2020-05-28 17:12:40.044] dT: 0 WARNING: object '3do/Buildings/GH/WoodenWall1/live.sim' of class 'SIM' not loaded[2020-05-28 17:12:40.044] dT: 0 INTERNAL ERROR: MeshObj: Can't load SIM 3do/Buildings/GH/WoodenWall1/live.sim[2020-05-28 17:12:40.089] dT: 0 INTERNAL ERROR: Can't open file '3do/airfield/Plates/Runway_Rapopo/mono.sim'[2020-05-28 17:12:40.089] dT: 0 WARNING: object '3do/airfield/Plates/Runway_Rapopo/mono.sim' of class 'SIM' not loaded[2020-05-28 17:12:40.089] dT: 0 INTERNAL ERROR: MeshObj: Can't load SIM 3do/airfield/Plates/Runway_Rapopo/mono.sim[2020-05-28 17:12:40.089] dT: 0 Mesh 3do/airfield/Plates/Runway_Rapopo/mono.sim not created[2020-05-28 17:12:40.089] dT: 0 com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Plates/Runway_Rapopo/mono.sim not created[2020-05-28 17:12:47.817] dT: 0 INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2[2020-05-28 17:12:47.849] dT: 0 INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006[2020-05-28 17:13:20.860] dT: 0 java.lang.Exception: Not a BMP file Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on May 28, 2020, 12:27:45 PM Great map, thank you for the hard work on this and all other items you've provided. I have added many maps to my BAT3.8.3 install but I cannot get these to save missions, been reading, searching and trying for a few days so time to ask the experts! The maps load fine but will not save, I added the "missing objects from Green Hell", all the other statics are present in my install, when I try a test mission the log always shows the same errors, all from the Green Hell objects list, some are not causing a problem (ie: Jap_Houses) so the game is reading the files but not accepting the mono.sim files? Just a note as I'm not sure if this would matter as these maps use stuff from Green Hell map is that is another map I could never get to work, I've added the list of errors taken from the log here, Thanks in advance if anyone can give any help Are you sure you have copied the static.ini text entries correctly into your own static.ini file? Any typos will result in not loading Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Willyp on May 28, 2020, 12:59:07 PM Thank you Squashman and my apologies, I've added the log portion to code as you described, my bad! Regarding the Static text entries I copied/pasted the entire "Missing Green Hell " section from the file in the download so it should be exactly as listed in the download (& is as far as I can tell), I have looked through it a number of times and all appears to be correct, the only thing I see is in the log, for the airfield "plate" entries it shows 3do/airfields/Plates & the the folder is named plateS, I did try renaming the folder to Plates but that changed nothing. I also redownloaded a new copy of the 8/42, and 12/42 maps and redid the entire install using a fresh download and it's still the same, the static entries I copied/pasted from the download complete w/the heading of Missing Objects Green Hell and placed the full entry last in the static.ini just above where it states add new static entries above here, I had also tried it first which also didn't work. Should the static entries be put in another section without the Green Hell heading ? Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on May 28, 2020, 01:18:23 PM and it's still the same, the static entries I copied/pasted from the download complete w/the heading of Missing Objects Green Hell and placed the full entry last in the static.ini just above where it states add new static entries above here, I had also tried it first which also didn't work. Should the static entries be put in another section without the Green Hell heading ? The heading appears in the objects list in FMB and Map editor - it only tells you the what the group is and does not affect the objects themselves. Upper or lower case letters should not matter Is there anything else in your logfile that looks suspicious before the entries you showed? Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Willyp on May 28, 2020, 02:47:55 PM I've attached the log down to where the previous errors started, I don't think there's anything there that would be related to the map not saving but I'm not knowledgeable in reading the log, it appears the game can read the mono.sim files from some of the entries in the "Green Hell" static list? Code: [Select] [May 28, 2020 4:21:03 PM] ------------ BEGIN log session -------------[May 28, 2020 4:21:03 PM] ----------- Switched to pipe mode ----------[2020-05-28 16:21:03.063] dT: 0 OpenGL provider: Opengl32.dll[2020-05-28 16:21:03.474] dT: 0 OpenGL library:[2020-05-28 16:21:03.475] dT: 0 Vendor: NVIDIA Corporation[2020-05-28 16:21:03.475] dT: 0 Render: GeForce RTX 2080 Ti/PCIe/SSE2[2020-05-28 16:21:03.475] dT: 0 Version: 4.6.0 NVIDIA 445.87[2020-05-28 16:21:03.475] dT: 0 Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation 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_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering 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_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control [2020-05-28 16:21:03.476] dT: 0 Size: 3440x1440[2020-05-28 16:21:03.476] dT: 0 ColorBits: 32[2020-05-28 16:21:03.476] dT: 0 DepthBits: 24[2020-05-28 16:21:03.476] dT: 0 StencilBits: 8[2020-05-28 16:21:03.476] dT: 0 isDoubleBuffered: true[2020-05-28 16:21:03.641] dT: 0 [2020-05-28 16:21:03.641] dT: 0 *** Looking for Advanced CPU Instructions... [2020-05-28 16:21:03.641] dT: 0 [x] PentiumPro[2020-05-28 16:21:03.641] dT: 0 [x] Multimedia (MMX)[2020-05-28 16:21:03.641] dT: 0 [x] 3D (SSE)[2020-05-28 16:21:03.641] dT: 0 [x] 3D (SSE2)[2020-05-28 16:21:03.641] dT: 0 [-] 3D (3DNow)[2020-05-28 16:21:03.641] dT: 0 ColourBits 32, ABits 0, ZBits 24[2020-05-28 16:21:03.643] dT: 0 [2020-05-28 16:21:03.644] dT: 0 *** Looking for Render API Extensions ... [2020-05-28 16:21:03.644] dT: 0 [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).[2020-05-28 16:21:03.644] dT: 0 [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.[2020-05-28 16:21:03.644] dT: 0 [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.[2020-05-28 16:21:03.644] dT: 0 [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.[2020-05-28 16:21:03.644] dT: 0 [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.[2020-05-28 16:21:03.644] dT: 0 [x] 'GL_ARB_multitexture' extension - Multitexturing.[2020-05-28 16:21:03.644] dT: 0 [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.[2020-05-28 16:21:03.644] dT: 0 [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.[2020-05-28 16:21:03.644] dT: 0 [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.[2020-05-28 16:21:03.644] dT: 0 [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering[2020-05-28 16:21:03.644] dT: 0 [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders[2020-05-28 16:21:03.644] dT: 0 [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400[2020-05-28 16:21:03.644] dT: 0 [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.[2020-05-28 16:21:03.644] dT: 0 [2020-05-28 16:21:03.644] dT: 0 Maximum texture size : 32768[2020-05-28 16:21:03.644] dT: 0 Maximum simultaneous textures :4[2020-05-28 16:21:03.644] dT: 0 MaxAnisotropic (1.0 = none) : 16.000000[2020-05-28 16:21:03.776] dT: 0 15 Splashscreens available.[2020-05-28 16:21:04.805] dT: 0 INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384[2020-05-28 16:21:04.842] dT: 0 INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'[2020-05-28 16:21:04.842] dT: 0 WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded[2020-05-28 16:21:04.842] dT: 0 INTERNAL ERROR: Texture required[2020-05-28 16:21:04.842] dT: 0 WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded[2020-05-28 16:21:04.892] dT: 0 ERROR loading sound control sample.airframe_crack_04.wav.dist[2020-05-28 16:21:04.917] dT: 0 ERROR loading sound control sample.airframe_damage_04.wav.dist[2020-05-28 16:21:14.081] dT: 37 Initializing DirectSound playback device...[2020-05-28 16:21:14.081] dT: 0 Primary buffer created.[2020-05-28 16:21:14.081] dT: 0 Playback format is set : sampling rate = 44100, num channels = 2.[2020-05-28 16:21:14.081] dT: 0 Not enought hardware buffers (0), hardware disabled[2020-05-28 16:21:14.081] dT: 0 Buffer caps : Transfer rate = 0, CPU overhead = 0.[2020-05-28 16:21:14.081] dT: 0 Default speaker config is : 1310724.[2020-05-28 16:21:14.081] dT: 0 Direct sound audio device initialized successfully :[2020-05-28 16:21:14.081] dT: 0 DX Version : 7[2020-05-28 16:21:14.081] dT: 0 Hardware - disabled [buffers : 0][2020-05-28 16:21:14.081] dT: 0 Extensions - enabled :[2020-05-28 16:21:14.081] dT: 0 EAX ver. 1 [ ] - disabled[2020-05-28 16:21:14.081] dT: 0 EAX ver. 2 [ ] - disabled[2020-05-28 16:21:14.081] dT: 0 EAX ver. 3 [ ] - disabled[2020-05-28 16:21:14.081] dT: 0 I3D ver. 2 [ ] - disabled[2020-05-28 16:21:14.082] dT: 0 ZoomFX [ ] - disabled[2020-05-28 16:21:14.082] dT: 0 MacroFX [ ] - disabled[2020-05-28 16:21:14.082] dT: 0 SIMD render [X][2020-05-28 16:21:14.082] dT: 0 num channels 16[2020-05-28 16:21:14.082] dT: 0 cannot open file for reading[2020-05-28 16:21:14.082] dT: 0 Cannot open audio file samples/dev_b.wav[2020-05-28 16:21:14.082] dT: 0 Cannot open audio file samples/infinite 1[2020-05-28 16:21:14.082] dT: 0 cannot open file for reading[2020-05-28 16:21:14.082] dT: 0 Cannot open audio file samples/dev_r.wav[2020-05-28 16:21:14.082] dT: 0 cannot open file for reading[2020-05-28 16:21:14.082] dT: 0 Cannot open audio file samples/dev_r.wav[2020-05-28 16:21:14.082] dT: 0 [2020-05-28 16:21:26.527] dT: -37 Y=0 / M=0 / H= 12 , Temperature - 0m = 37.0 .[2020-05-28 16:21:26.527] dT: 0 Loading map.ini defined airfields:[2020-05-28 16:21:26.528] dT: 0 Detected Vertex Shaders 3.0.[2020-05-28 16:21:26.528] dT: 0 *** Detected Shaders 4.0. NVidia 8XXX+ series!!![2020-05-28 16:21:26.528] dT: 0 Vertex texture units: 32[2020-05-28 16:21:26.528] dT: 0 [2020-05-28 16:21:27.340] dT: 0 PBuffer: suitable formats: 12[2020-05-28 16:21:27.340] dT: 0 [2020-05-28 16:21:27.343] dT: 0 Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)[2020-05-28 16:21:27.343] dT: 0 Depth = 24, stencil = 8[2020-05-28 16:21:27.385] dT: 0 PBuffer: suitable formats: 12[2020-05-28 16:21:27.385] dT: 0 [2020-05-28 16:21:27.387] dT: 0 Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)[2020-05-28 16:21:27.387] dT: 0 Depth = 24, stencil = 8[2020-05-28 16:21:30.172] dT: 0 Loading vertex/fragment programs: *1282485368*[2020-05-28 16:21:30.172] dT: 0 *** Loading: [vpFogFar2Tex2D] [2020-05-28 16:21:30.173] dT: 0 *** Loading: [vpFog2Tex2DBlend] [2020-05-28 16:21:30.173] dT: 0 *** Loading: [vpFogFar4Tex2D] [2020-05-28 16:21:30.173] dT: 0 *** Loading: [vpFogFar8Tex2D] [2020-05-28 16:21:30.173] dT: 0 *** Loading: [vpFogNoTex] [2020-05-28 16:21:30.173] dT: 0 *** Loading: [vpFog4Tex2D] [2020-05-28 16:21:30.173] dT: 0 *** Loading: [vpFog4Tex2D_UV2] [2020-05-28 16:21:30.173] dT: 0 *** Loading: [vp4Tex2D] [2020-05-28 16:21:30.173] dT: 0 *** Loading: [vp6Tex2D] [2020-05-28 16:21:30.173] dT: 0 *** Loading: [vpTexUVTex2D] [2020-05-28 16:21:30.173] dT: 0 *** Loading: [vpWaterGrid_NV] [2020-05-28 16:21:30.174] dT: 0 *** Loading: [vpWaterSunLight_NV] [2020-05-28 16:21:30.174] dT: 0 *** Loading: [vpWaterSunLight_ATI] [2020-05-28 16:21:30.174] dT: 0 *** Loading: [vpWaterSunLight_FP] [2020-05-28 16:21:30.175] dT: 0 *** Loading: [vpTreeSprite] [2020-05-28 16:21:30.175] dT: 0 *** Loading: [vpTreeTrunk] [2020-05-28 16:21:30.175] dT: 0 *** Loading: [vpVAObjectsN] [2020-05-28 16:21:30.176] dT: 0 *** Loading: [vpVAObjectsL0] [2020-05-28 16:21:30.176] dT: 0 *** Loading: [vpSprites] [2020-05-28 16:21:30.176] dT: 0 *** Loading: [vpSimpleGL] [2020-05-28 16:21:30.176] dT: 0 *** Loading: [fpWaterSunLightFast] -> NV3X Optimized![2020-05-28 16:21:30.177] dT: 0 *** Loading: [fpWaterSunLight] -> NV3X Optimized![2020-05-28 16:21:30.177] dT: 0 *** Loading: [fpWaterSunLightBest] -> NV3X Optimized![2020-05-28 16:21:30.177] dT: 0 *** Loading: [fpCoastBump] -> NV3X Optimized![2020-05-28 16:21:30.178] dT: 0 *** Loading: [fpCoastFoam] -> NV3X Optimized![2020-05-28 16:21:30.178] dT: 0 *** Loading: [fpCoastFoamFast] -> NV3X Optimized![2020-05-28 16:21:30.178] dT: 0 *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized![2020-05-28 16:21:30.179] dT: 0 *** Loading: [fpCausticSimple] -> NV3X Optimized![2020-05-28 16:21:30.179] dT: 0 *** Loading: [fpCaustic] -> NV3X Optimized![2020-05-28 16:21:30.179] dT: 0 *** Loading: [fpSprites] -> NV3X Optimized![2020-05-28 16:21:30.180] dT: 0 *** Loading: [fpObjectsL0] -> NV3X Optimized![2020-05-28 16:21:30.180] dT: 0 *** Loading: [fpObjectsL0_2L] -> NV3X Optimized![2020-05-28 16:21:30.180] dT: 0 *** Loading: [fpSimpleGL] [2020-05-28 16:21:30.181] dT: 0 *** Loading: [fpNearLandFog] -> NV3X Optimized![2020-05-28 16:21:30.181] dT: 0 *** Loading: [fpFarLandFog] -> NV3X Optimized![2020-05-28 16:21:30.181] dT: 0 *** Loading: [fpRiverCoastAA] [2020-05-28 16:21:30.181] dT: 0 *** Loading: [vpWaterDM_GPU] -> NV4X Optimized![2020-05-28 16:21:30.182] dT: 0 *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized![2020-05-28 16:21:30.182] dT: 0 *** Loading: [fpCoastFoam8800] -> NV5X Optimized![2020-05-28 16:21:30.183] dT: 0 *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized![2020-05-28 16:21:30.183] dT: 0 *** Loading: [fpCoastBump8800] -> NV5X Optimized![2020-05-28 16:21:30.184] dT: 0 *** Loading: [vpWaterDM_CPU] [2020-05-28 16:21:30.184] dT: 0 *** Loading: [fpWaterNearDM] -> NV4X Optimized![2020-05-28 16:21:30.185] dT: 0 *** Loading: [fpWaterMiddleDM] -> NV4X Optimized![2020-05-28 16:21:30.185] dT: 0 *** Loading: [fpWaterFarDM] -> NV4X Optimized![2020-05-28 16:21:30.186] dT: 0 *** Loading: [fpWaterDM_CPU] -> NV3X Optimized![2020-05-28 16:21:30.186] dT: 0 *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized![2020-05-28 16:21:30.186] dT: 0 *** Loading: [fpWaterNearDM8800] -> NV5X Optimized![2020-05-28 16:21:30.187] dT: 0 *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized![2020-05-28 16:21:30.187] dT: 0 *** Loading: [fpWaterFarDM8800] -> NV5X Optimized![2020-05-28 16:21:30.188] dT: 0 *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized![2020-05-28 16:21:30.188] dT: 0 *** Loading: [fpWaterLFogDM] [2020-05-28 16:21:30.188] dT: 0 *** Loading: [fpIceWater] -> NV3X Optimized![2020-05-28 16:21:30.188] dT: 0 *** Loading: [fpNearNoBlend] -> NV3X Optimized![2020-05-28 16:21:30.189] dT: 0 *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized![2020-05-28 16:21:30.189] dT: 0 *** Loading: [fpNearBlend] -> NV3X Optimized![2020-05-28 16:21:30.189] dT: 0 *** Loading: [fpNearBlendNoise] -> NV3X Optimized![2020-05-28 16:21:30.189] dT: 0 *** Loading: [fpFarBlend] -> NV3X Optimized![2020-05-28 16:21:30.189] dT: 0 *** Loading: [fpForestPlane] -> NV3X Optimized![2020-05-28 16:21:30.189] dT: 0 *** Loading: [fpForestPlaneNoise] -> NV3X Optimized![2020-05-28 16:21:30.190] dT: 0 *** Loading: [fpForestPlaneEdges] -> NV3X Optimized![2020-05-28 16:21:30.190] dT: 0 *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized![2020-05-28 16:21:41.412] dT: 0 Load bridges[2020-05-28 16:21:41.412] dT: 0 Load static objects[2020-05-28 16:21:41.425] dT: 0 ##### House without collision (3do/flora/palms/LiveAg1.sim)[2020-05-28 16:21:41.429] dT: 0 ##### House without collision (3do/flora/palms/LiveAs1.sim)[2020-05-28 16:21:41.430] dT: 0 ##### House without collision (3do/flora/palms/LiveAg2.sim)[2020-05-28 16:21:41.456] dT: 0 ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)[2020-05-28 16:21:41.473] dT: 0 ##### House without collision (3do/flora/palms/LiveAs2.sim)[2020-05-28 16:21:41.537] dT: 0 ##### House without collision (3do/Buildings/Port/Floor/live.sim)[2020-05-28 16:21:41.613] dT: 0 ##### House without collision (3do/Tree/Tree2.sim)[2020-05-28 16:21:41.632] dT: 0 ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)[2020-05-28 16:21:41.663] dT: 0 ##### House without collision (3do/Buildings/Industrial/Chiatta/sampan_pesca/live.sim)[2020-05-28 16:21:41.672] dT: 0 ##### House without collision (3do/flora/palms/LiveBg1.sim)[2020-05-28 16:21:41.923] dT: 0 ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)[2020-05-28 16:21:41.923] dT: 0 ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)[2020-05-28 16:21:42.069] dT: 0 INTERNAL ERROR: Can't open file '3do/airfield/Plates/Runway_Rapopo/mono.sim'[2020-05-28 16:21:42.069] dT: 0 WARNING: object '3do/airfield/Plates/Runway_Rapopo/mono.sim' of class 'SIM' not loaded Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on May 28, 2020, 03:30:19 PM I've attached the log down to where the previous errors started, I don't think there's anything there that would be related to the map not saving but I'm not knowledgeable in reading the log, it appears the game can read the mono.sim files from some of the entries in the "Green Hell" static list? Are you absolutely sure you have the correct folder pathway for the new objects? Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Willyp on May 28, 2020, 05:42:59 PM Path is BAT/WAW/MAPMODS/MAPS/3do, it has to be the correct hierarchy as half the added statics are ok, the ones that won't show are the everything in the plateS folder and the GH/WoodenWall1, the others are not showing an error Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on May 29, 2020, 05:10:31 AM Path is BAT/WAW/MAPMODS/MAPS/3do, it has to be the correct hierarchy as half the added statics are ok, the ones that won't show are the everything in the plateS folder and the GH/WoodenWall1, the others are not showing an error OK, I'm gonna have to think about this one - see if I can re-create the problem in my BAT 3.8.3 version Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on May 29, 2020, 06:05:34 AM Update 29.05.20 - 3rd Map released July 1943 - Operation Toenails (https://i.postimg.cc/P5Ypjyc1/2020-04-26-at-19-15-44.jpg) (https://postimg.cc/6865VrBQ) (https://i.postimg.cc/D0mVrCsD/2020-05-16-at-19-52-17.jpg) (https://postimg.cc/BPWwsBmc) (https://i.postimg.cc/HLhWf72f/2020-05-16-at-19-53-44.jpg) (https://postimg.cc/f3Yhdy1K) (https://i.postimg.cc/g2MGZ6fn/2020-05-16-at-19-54-18.jpg) (https://postimg.cc/tsx007Rj) (https://i.postimg.cc/LsYFgQtb/2020-05-16-at-20-12-41.jpg) (https://postimg.cc/7CkWpVQ3) (https://i.postimg.cc/VNYbYMXv/2020-05-17-at-22-28-32.jpg) (https://postimg.cc/4YS3PYLR) Download link in 1st post https://www.sas1946.com/main/index.php/topic,57423.msg634400.html#msg634400 Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Willyp on May 29, 2020, 11:32:03 AM Squashman thanks much for trying to help, greatly appreciated!, I see you're releasing the rest of the maps so don't go crazy on this as I guess it's something I'm doing wrong as there seem to be no other reports of it from people using BAT3.8.3. Just for info, I have been trying to install them on a highly modded BAT3.8.3 & no-go, last night I tried to install them on another install, a totally stock BAT3.8.3 and got the same results, map displays fine but won't save. I tried again w/the new map u posted and got the same, no go. The items that would not load are: Runway_Vunakanau Runway_Lakunai Runway_Rapopo Runway_Gasmata Runway_Generic_Grass HouseWoodenWall1  (there are 2 entries of this in the download?)
the rest of the objects in the group are not showing any errors and the problem entries all show "unable to open mono.sim.
If you have no other reports of this in BAT don't use your time trying to figure it out,I can be patient as I'm sure these maps will be included in BAT at some point, if others have reported it maybe the info will help. Thanks Again for the great work!
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on May 29, 2020, 12:52:30 PM
If you have no other reports of this in BAT don't use your time trying to figure it out,I can be patient as I'm sure these maps will be included in BAT at some point, if others have reported it maybe the info will help. Thanks Again for the great work!

Sent you a PM
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on June 27, 2020, 01:22:18 PM
Update 27.06.20 - 4th Map released

November 1943 - Operation Cherryblossom

Bougainville - Buin Airfield; a reconnaissance flight departs to investigate increased air activity over Empress Augusta Bay
(https://i.postimg.cc/rm1wV1HC/2020-06-27-at-13-52-22.jpg) (https://postimg.cc/R60BGH4N)

(https://i.postimg.cc/KzDmSZK0/2020-06-27-at-13-51-49.jpg) (https://postimg.cc/tZJKFGN6)

(https://i.postimg.cc/Fz6qwqxP/2020-06-27-at-13-53-01.jpg) (https://postimg.cc/m1Q8HmJM)

Overhead Empress Augusta Bay - Pathfinder B-25 Squadron seeks enemy coastal patrol boats
(https://i.postimg.cc/g0fKFp9L/2020-06-27-at-13-38-12.jpg) (https://postimg.cc/Jy5XZ9zR)

(https://i.postimg.cc/3R52fZpg/2020-06-27-at-13-38-48.jpg) (https://postimg.cc/mcjctCmD)

(https://i.postimg.cc/RVkCHbzQ/2020-06-27-at-13-44-14.jpg) (https://postimg.cc/8jbV84cj)

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: SAS~Bombsaway on June 27, 2020, 01:39:09 PM
Thank you. I've been looking forward to your next update.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on June 27, 2020, 01:54:27 PM
Thank you. I've been looking forward to your next update.

Very welcome Mark - your feedback, as always, will be very much appreciated  ]salut[
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: SAS~Bombsaway on June 27, 2020, 03:14:34 PM
I'm happy you added extra textures in the download for the shallows. If I may, I really like the BA_Shallows_Darwin_C.tga with this map.

(https://i.postimg.cc/VsGYfnMh/2020-06-27-20-46-15.jpg) (https://postimg.cc/qgKfQt1c)

(https://i.postimg.cc/cHTd88zr/2020-06-27-20-47-53.jpg) (https://postimg.cc/mzcvvhBs)

(https://i.postimg.cc/mkDB3gxV/2020-06-27-20-51-54.jpg) (https://postimg.cc/xJWwnY1b)

(https://i.postimg.cc/QxFjHCJd/2020-06-27-20-58-27.jpg) (https://postimg.cc/9rH6kWk6)

I think your work on map_c gives the perfect amount of shallow area for it.

If anyone wants to try that texture, after you add the _tex folders from Squashman's zip file, open the load.ini for the map and at the bottom find the entry     Water2 = water/CoralCoastLine.tga   and then copy and paste this over it      Water2 = water/BA_Shallows_Darwin_C.tga
And it should work. You can also try other textures the Squash as added to his download to get what you like.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on June 28, 2020, 04:15:03 AM
I'm happy you added extra textures in the download for the shallows. If I may, I really like the BA_Shallows_Darwin_C.tga with this map.

I think your work on map_c gives the perfect amount of shallow area for it.

If anyone wants to try that texture, after you add the _tex folders from Squashman's zip file, open the load.ini for the map and at the bottom find the entry     Water2 = water/CoralCoastLine.tga   and then copy and paste this over it      Water2 = water/BA_Shallows_Darwin_C.tga
And it should work. You can also try other textures the Squash as added to his download to get what you like.

Absolutely, please feel free to experiment with the shallows textures and, like Bombsaways, if you come up with anything that looks really cool, then please share  8)

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: jjmeow8 on July 08, 2020, 07:28:32 PM
Hi, I'm playing on 4.12.2 with VP modpack and I can't save any missions on your map. I tried installing the 2 SFS files from 4.13, to no avail. I get this (for example) in my logfile:[11:19:11 PM]
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship0 [11:19:11 PM] Ship: Value of [Ship1]:<Mesh> not foundCan't set property [11:19:11 PM] java.lang.RuntimeException: Can't set property. Any help will be greatly appreciated. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on July 09, 2020, 07:28:02 AM Hi, I'm playing on 4.12.2 with VP modpack and I can't save any missions on your map. I tried installing the 2 SFS files from 4.13, to no avail. I get this (for example) in my logfile:[11:19:11 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship0
[11:19:11 PM]   java.lang.RuntimeException: Can't set property.

Any help will be greatly appreciated.

Please post the last part of your logfile using the code brackets - insert using # button - like this
Code: [Select]
Logfile here.

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: jjmeow8 on July 09, 2020, 02:21:04 PM
Thanks for the reply, I get this repeating a few times in my logfile, I'm presuming for each missing object. Here's the link to my entire logfile https://pastebin.com/2fHF3xhL

Code: [Select]
[8:17:13 PM] java.lang.NullPointerException[8:17:13 PM] at com.maddox.il2.objects.Statics$Block.isDestructed(Statics.java:806)[8:17:13 PM] at com.maddox.il2.objects.Statics.saveStateHouses(Statics.java:374)[8:17:13 PM] at com.maddox.il2.builder.PlMisDestruction.save(PlMisDestruction.java:198)[8:17:13 PM] at com.maddox.il2.builder.Plugin.doSave(Plugin.java:312)[8:17:13 PM] at com.maddox.il2.builder.PlMission.save(PlMission.java:2190)[8:17:13 PM] at com.maddox.il2.builder.PlMission$57.result(PlMission.java:2493)[8:17:13 PM] at com.maddox.gwindow.GWindowFileBox.endExec(GWindowFileBox.java:409)[8:17:13 PM] at com.maddox.il2.builder.PlMission$DlgFileConfirmSave.exec(PlMission.java:1982)[8:17:13 PM] at com.maddox.gwindow.GWindowFileBox.doResult(GWindowFileBox.java:428)[8:17:13 PM] at com.maddox.gwindow.GWindowFileBox$Client.notify(GWindowFileBox.java:55)[8:17:13 PM] at com.maddox.gwindow.GWindow.notify(GWindow.java:144)[8:17:13 PM] at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)[8:17:13 PM] at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)[8:17:13 PM] at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:556)[8:17:13 PM] at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)[8:17:13 PM] at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)[8:17:13 PM] at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)[8:17:13 PM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)[8:17:13 PM] at com.maddox.rts.Message._send(Message.java:1217)[8:17:13 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)[8:17:13 PM] at com.maddox.rts.Message.sendToArray(Message.java:1147)[8:17:13 PM] at com.maddox.rts.Message.sendTo(Message.java:1128)[8:17:13 PM] at com.maddox.rts.Message.trySend(Message.java:1115)[8:17:13 PM] at com.maddox.rts.Time.loopMessages(Time.java:180)[8:17:13 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)[8:17:13 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)[8:17:13 PM] at com.maddox.il2.game.Main.exec(Main.java:449)[8:17:13 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)[8:17:17 PM] java.lang.NullPointerException[8:17:17 PM] at com.maddox.il2.objects.Statics$Block.isDestructed(Statics.java:806)[8:17:17 PM] at com.maddox.il2.objects.Statics.saveStateHouses(Statics.java:374)[8:17:17 PM] at com.maddox.il2.builder.PlMisDestruction.save(PlMisDestruction.java:198)[8:17:17 PM] at com.maddox.il2.builder.Plugin.doSave(Plugin.java:312)[8:17:17 PM] at com.maddox.il2.builder.PlMission.save(PlMission.java:2190)[8:17:17 PM] at com.maddox.il2.builder.PlMission$70.result(PlMission.java:2802)[8:17:17 PM] at com.maddox.gwindow.GWindowMessageBox.doResult(GWindowMessageBox.java:58)[8:17:17 PM] at com.maddox.gwindow.GWindowMessageBox$Button.notify(GWindowMessageBox.java:110)[8:17:17 PM] at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)[8:17:17 PM] at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)[8:17:17 PM] at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:556)[8:17:17 PM] at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)[8:17:17 PM] at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)[8:17:17 PM] at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)[8:17:17 PM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)[8:17:17 PM] at com.maddox.rts.Message._send(Message.java:1217)[8:17:17 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)[8:17:17 PM] at com.maddox.rts.Message.sendToArray(Message.java:1147)[8:17:17 PM] at com.maddox.rts.Message.sendTo(Message.java:1128)[8:17:17 PM] at com.maddox.rts.Message.trySend(Message.java:1115)[8:17:17 PM] at com.maddox.rts.Time.loopMessages(Time.java:180)[8:17:17 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)[8:17:17 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)[8:17:17 PM] at com.maddox.il2.game.Main.exec(Main.java:449)[8:17:17 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)[Jul 9, 2020 8:17:22 PM] -------------- END log session ------------- Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on July 09, 2020, 03:51:39 PM Have you downloaded the latest maps and installed all the folders correctly? Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: jjmeow8 on July 09, 2020, 04:29:56 PM I downloaded the maps that there were links to in the first post, and I installed them according to the instructions. I had to make a 3do folder under MAPMODS so I don't know if VP Modpack reads the objects from that folder or another folder. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on July 10, 2020, 12:35:16 AM I downloaded the maps that there were links to in the first post, and I installed them according to the instructions. I had to make a 3do folder under MAPMODS so I don't know if VP Modpack reads the objects from that folder or another folder. If the map loads ok then you have all the required textures. Failure to save missions is usually missing objects. Check that you have copied the static.ini entries correctly into your static.ini file. If everything is ok then please use the missing object tools to identify any missing objects https://www.sas1946.com/main/index.php/topic,57423.msg652415.html#msg652415 Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: jjmeow8 on July 10, 2020, 03:04:20 PM I used the tool, and It said I'm missing these objects: Code: [Select] buildings.House$FurnitureNGNBPalmAg2buildings.House$FurnitureNGNBPalmAg1buildings.House$FurnitureNGNBPalmAs2buildings.House$FurnitureNGNBPalmAs1buildings.Plate$NGNBPac_GrTaxiEnd
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on July 11, 2020, 06:41:11 AM
I used the tool, and It said I'm missing these objects:
Code: [Select]
buildings.House$FurnitureNGNBPalmAg2buildings.House$FurnitureNGNBPalmAg1buildings.House$FurnitureNGNBPalmAs2buildings.House$FurnitureNGNBPalmAs1buildings.Plate$NGNBPac_GrTaxiEnd Those objects are all from the New Guinea-New Britain Maps?? Open your static.ini file with Notepad and click on "Edit" at the top - select "Find" and enter NGNBPalmAg1 (all the palm and taxi objects will be together) , if the entry is there it will be found - if not it will display a "cannot find" box. So if you don't have the entries, insert them from the code box below. Back up your static.ini file and copy all the text, then paste it at the top of the text in your static file. Code: [Select] //=================================================================================//[***]//Title NGNB_Furniture//===================================================================================// NGNB PALMS START[buildings.House$FurnitureNGNBPalmAg1]Title           NGNB_PalmAgroup1MeshLive        3do/flora/NGNB_palms/LiveAg1.simMeshDeadBody            WoodSmallPanzer          0.30[buildings.House$FurnitureNGNBPalmAg2]Title NGNB_PalmAgroup2MeshLive 3do/flora/NGNB_palms/LiveAg2.simMeshDeadBody WoodSmallPanzer 0.30[buildings.House$FurnitureNGNBPalmAs1]Title           NGNB_PalmAsingle1MeshLive        3do/flora/NGNB_palms/LiveAs1.simMeshDeadBody            WoodSmallPanzer          0.20[buildings.House$FurnitureNGNBPalmAs2]Title NGNB_PalmAsingle2MeshLive 3do/flora/NGNB_palms/LiveAs2.simMeshDeadBody WoodSmallPanzer 0.20[buildings.House$FurnitureNGNBPalmBs2]Title           NGNB_PalmBsingle2MeshLive        3do/flora/NGNB_palms/LiveBs2.simMeshDeadBody            WoodSmallPanzer          0.20//===========================================================================[***]Title NGNB_Pac_GrPlate//===========================================================================[buildings.Plate$NGNBPac_GrTaxiEnd]Title TaxiEndMesh 3do/airfield/NGNB_Pac_Gr/TaxiEnd/mono.sim See if missions will save - if not then you definitely do not have the objects. You can get them from here http://www.mediafire.com/file/ly2mt874max18mw/NBNG_Objects.7z/file Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: jjmeow8 on July 11, 2020, 08:04:08 AM Thanks for your help, I downloaded the file and installed them into my 3do folder under #SAS/MAPMODS/, but I still can't save on the map, so I used the missing objects tool and apparently I'm missing this: Code: [Select] buildings.House$FlagAUSIt's in my static.ini, so it must be missing somewhere I'm guessing.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on July 11, 2020, 01:34:29 PM
Thanks for your help, I downloaded the file and installed them into my 3do folder under #SAS/MAPMODS/, but I still can't save on the map, so I used the missing objects tool and apparently I'm missing this:
Code: [Select]
buildings.House$FlagAUSIt's in my static.ini, so it must be missing somewhere I'm guessing. VP Modpack does not seem to have FlagAUS as standard, and I'm not sure where you could get a copy of the flag object, but you can make a fake FlagAUS as follows; If you look in your static.ini you will find [buildings.House$FlagAusRoo] so this can be used to make a fake [buildings.House$FlagAUS] as follows [buildings.House$FlagAUS]
Title           FlagAUS
MeshLive        3do/Buildings/PTOFlags/Flag_AusRoo/live.sim
AlignToLand     0
Body            WoodSmall
Panzer          0.05

Insert this entry below the FlagAusRoo entry.

The game will select the the FlagAusRoo files in place of the FlagAUS files

This is a method developed by WxTech and you can read more about it here

https://www.sas1946.com/main/index.php/topic,60937.msg682741.html#msg682741

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: jjmeow8 on July 13, 2020, 08:22:17 AM
That got it to work, thank you SO much!
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Ace-Medic on July 16, 2020, 12:23:18 PM
I have a weird one that popped up on my missing objects:

Code: [Select]
buildings.House$MaintShed Any clue where this originated? I'm ypack 4.13.4 with 6.4 Modact as an FYI. I cross-checked with my BAT static and VP Modpack static as well and it wasn't in there. Title: Re: Coral Sea & Solomon Sea including Rabaul Post by: Squashman on July 16, 2020, 02:01:21 PM I have a weird one that popped up on my missing objects: Code: [Select] buildings.House$MaintShed
Any clue where this originated?

I'm ypack 4.13.4 with 6.4 Modact as an FYI. I cross-checked with my BAT static and VP Modpack static as well and it wasn't in there.

The object is in BAT and VP Modpack - the static.ini entry is

[buildings.House\$MaintShed]
Title           MaintShed
MeshLive        3do/Buildings/MaintShed/live.sim
AlignToLand     0
Body            FuelSmall
Panzer          0.05

The quickest get you going fix, however, is to create "fake"  objects - see Reply 137 above and check out the link to WxTech's post

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: jjmeow8 on July 18, 2020, 04:52:51 PM
When my brother tries to save a mission, it won't save, and the program that finds missing objects says no objects are missing. I installed it the exact same way as on my computer and it loads fine, just won't save. Here's the link to his logfile: https://pastebin.com/ALkNkfZL

Any help will be appreciated.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on July 18, 2020, 05:05:45 PM
When my brother tries to save a mission, it won't save, and the program that finds missing objects says no objects are missing. I installed it the exact same way as on my computer and it loads fine, just won't save. Here's the link to his logfile: https://pastebin.com/ALkNkfZL

Any help will be appreciated.

The  log shows this error

[10:34:46 PM]   com.maddox.il2.engine.GObjException: Mesh 3do/Buildings/Airdrome/ww1/MaintShed/live.sim not created

Also suggest your brother installs the same objects that you did, to get the map working.

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Ship_Rek on October 12, 2020, 06:47:49 AM
I'm running IL-2 1946 4.12 with BAT 4.1

I'm trying to get this installed and am "stuck at the beginning". The install instructions at the start of the thread have me confused:

1. The thread says that there are six versions of the map, but only give links to download the first four. Are the last two maps not released yet?

2. My brand new BAT 4.1 install has both #SAS and #WAW3 folders. Which one do I install these maps in? What is the difference between these two folders?

3. The instructions say to edit your static.ini file but don't tell you where it's located. I don't see a static.ini file either included with the downloads, or already existing within the /#SAS/MAPMODS/

Sorry, I'm new to modding 1946 and nothing in my DCS modding skill set seems to be translating to this sim.

Thanks in advance for any assistance.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: cbradbury on October 12, 2020, 07:21:06 AM
Hi Ship_Rek. This is a great map, and runs fine in BAT, but you need to know the structure to get it to run.

1. Currently only four maps available.

2. Ignore the #SAS folder.

3. BAT is modular, there are four historical eras, each with their own folder: DOF3, TGA3, WAW3, JTW3. To install Aug_42 map in WAW3, see below. If you want the map(s) in all the eras, you need to repeat the process below for each era folder in turn, and for each of the four maps. I ALWAYS use the jgsme BATMODS folder to add items such as this so that I can roll back if needed, but that is up to you.

4. When you unzip the map download you should have a parent folder called 'sq_Coral-Sea_Solomon-Sea_Aug-42' containing a folder named 'MODS' and three text files. You do not need the HSFX static entries.

5. Rename the MODS folder to #WAW3. You can go into the folder and delete the 'extra 3do for HSFX' folder - not required.

6. Copy the main folder you have unzipped i.e. 'sq_Coral-Sea_Solomon-Sea_Aug-42' into the BATMODS folder in your game.

7. Find the WAW static.ini. Path is: #WAW3/STD/com/maddox/il2/objects/.

8. Make the required changes to static.ini as detailed in the downloaded text files (back up static.ini first).

9. Add the appropriate entries to the all.ini file (inside the #WAW3/MAPMODS/MAPS folder). In this case: sq_Coral-Sea_Solomon-Sea_Aug-42         sq_Coral-Sea_Solomon-Sea_Aug-42/load.ini

9. Enable  'sq_Coral-Sea_Solomon-Sea_Aug-42' in the BATMODS folder. Hopefully the map should now work.

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Ship_Rek on October 12, 2020, 07:50:12 AM
Perfect clear explanation. Big thanks!!
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: cbradbury on October 12, 2020, 08:10:53 AM
You are welcome. Let me know if you have any problems.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: DESPEREAUX on October 15, 2020, 05:07:09 AM
I'm running IL-2 1946 4.12 with BAT 4.1

I'm trying to get this installed and am "stuck at the beginning". The install instructions at the start of the thread have me confused:

1. The thread says that there are six versions of the map, but only give links to download the first four. Are the last two maps not released yet?

2. My brand new BAT 4.1 install has both #SAS and #WAW3 folders. Which one do I install these maps in? What is the difference between these two folders?

3. The instructions say to edit your static.ini file but don't tell you where it's located. I don't see a static.ini file either included with the downloads, or already existing within the /#SAS/MAPMODS/

Sorry, I'm new to modding 1946 and nothing in my DCS modding skill set seems to be translating to this sim.

Thanks in advance for any assistance.

Hello!
I have a backup for BAT 4.0 - 4.1, I installed it in my own way, maybe it will be useful.
If you do not have other cards installed, then simply unpack the BAT to the root with replacement.

Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Ship_Rek on October 17, 2020, 11:12:36 PM
Desp. Thank you! I managed to get it installed and working, but appreciate the help.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: genXgamer on February 03, 2021, 02:34:25 PM
G'day Guys

A question for Squashman or anyone with the knowledge.

The taxiways at Piva and other airfields at Bougainville, do they have sand or crushed coral taxiways?
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on February 04, 2021, 07:32:06 AM
Good Question
I believe Torokina and Piva were Marsden Matting over sand
The Japanese used a variety of materials e.g. at Buin (Kahili) coral and bitumen was used
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: genXgamer on February 07, 2021, 01:50:02 PM
Thanks Mate

Great map of an important area, I have a few ANZAC missions planned for this map.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Tokyo_Express_420 on February 10, 2021, 04:56:54 AM
Greetings, I have been unable to load the map
Do you have any shortcuts to the missing objects?
I am in VP modpack
Thanks
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Epervier on February 10, 2021, 05:48:15 AM
Hi and welcome !

End of first post.
*********************************************************************************

If missions do not save, you probably have one or more missing objects
If map will not load, you probably have one or more missing textures

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

I have been unable to load the map
Do you have any shortcuts to the missing objects?
- To load the map in FMB ?

Read how to get the log here (https://www.sas1946.com/main/index.php/topic,13457.0.html), and the instant log here (https://www.sas1946.com/main/index.php/topic,19308.0.html).

When you want to post only the relevant parts from the log
read here (https://www.sas1946.com/main/index.php?topic=39780.0) how to do this. (code option!)

If you want to post all lines of the logfile we suggest to use https://pastebin.com/
to paste your log and then paste the link here which you got from them.
Read and see here (https://www.sas1946.com/main/index.php/topic,39780.msg627220.html#msg627220) how to do this.

- To save the mission in FMB ?

... Universal static.ini checker
https://www.mediafire.com/?oyygitdgtin
Tuto : http://www.sas1946.com/main/index.php/topic,28459.msg303544.html#msg303544
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Ace-Medic on February 14, 2021, 04:59:28 PM
I finally added IL2ge and have to say that this map is one of the best to use it with. Absolutely breathtaking and highly enjoyable. Thank you for these.
Title: Re: Coral Sea & Solomon Sea including Rabaul
Post by: Squashman on February 15, 2021, 02:51:58 PM
Update 15.02.21 - 5th & 6th Maps released

January 1944 - Operation Cherryblossom

March 1944 - Operation C

(https://i.postimg.cc/6TJdgCTH/2020-04-24-at-11-14-22.jpg) (https://postimg.cc/H8zc7cw5)

(https://i.postimg.cc/TY60kXmT/2020-04-24-at-11-16-51.jpg) (https://postimg.cc/9zLyMKJk)

(https://i.postimg.cc/d0Lj7QMj/2020-04-24-at-11-39-59.jpg) (https://postimg.cc/JyCkvLzs)

(https://i.postimg.cc/dVQBYm4X/2020-04-25-at-14-04-26.jpg) (https://postimg.cc/PPcZbZGz)

(https://i.postimg.cc/Nfk4SP7m/2020-04-25-at-14-08-09.jpg) (https://postimg.cc/6yTnGcPp)

(https://i.postimg.cc/dVW9tkf0/2020-04-26-at-13-16-13.jpg) (https://postimg.cc/mPH9mDBx)