Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => Effects => Topic started by: WxTech on March 05, 2023, 12:01:03 PM

Title: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 05, 2023, 12:01:03 PM
UPDATE #4, Mar 15, 2023:  I inadvertently supplied two versions of Bullet.class, in which I had altered the behaviour of ricochets against land and water. This is hashed class
  8D6CE2FE0EE939B2

The correct one is located in the main effect folder,
  !0_WxTech_Effects_v1.6_ALL-game-versions

The one located in
  !0_WxTech_GUN_classes_ALL-game-versions
should be deleted. (If my main effect folder sits above the GUN classes folder, the correct one would be used already.)

What I changed in the ricochet behaviour is to make the speed not decrease so much as it could before, because a very slow ricochet retaining the same long tracer line looks utterly bizarre. (If only we could make tracer line length scale dynamically as the speed!) Also, the range of angle of dispersion from water hits has been reduced as compared to land hits. And the water ring effect has been made smaller than for a non-ricochet hit (mainly so that the small calibre bullets don't make the same large splat as for larger calibre hits.)

The archive has been updated accordingly.

================= END OF UPDATE #5=================


UPDATE #5, Mar 16, 2023:  I have just noted a user-reported error in which my new "Vehicle" type of House object is not included in the list of allowed "House" type objects. This tells me the 3 hashed classfiles for House.class, compiled very recently, might have inadvertently been of the older v1.5 version of House.java. Or it could be due to some other end user cause. Just to be safe, this little update comprises those correct 3 classfiles, which are taken from my own working install. Drop into the main effects folder, overwriting those already there.

If you are not seeing in log.lst the following error, there should be no requirement to update these classfiles. Especially if you've edited any static.ini entries to the new body type, "Vehicle."

  Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh

Readme file included.

I've also updated the main effect pack archive with these correct files, for those who've not yet downloaded the full mod.

https://www.mediafire.com/file/884sw33jq68kzwa/Corrected_House_class_for_Effects_v1.6.7z/file

================= END OF UPDATE #4=================


UPDATE #3, Mar 7, 2023:  For those who prefer flak bursts (particularly the smaller stuff) to be more visually prominent, I've made up an alternate set of effects. Readme file included.

https://www.mediafire.com/file/uiqpv98s5vcslw6/Alternate_WxTech_v1.6_Flak_effects.7z/file

================= END OF UPDATE #3=================


UPDATE #2, Mar 5, 2023:  I had overlooked to update the Guncam tracers properly in this pack. They are now correctly integrated into the main "Effects_v1.6" folder. Also updated are the gun classfiles in both of the "GUN_classes" folders. Note that now you will require to select one or the other of the GUN classes folders; you don't need both. This means all game versions will utilize 8 of the 12 folders. If you have my recently released Guncam Tracers Mod, you should delete it. The readme file has been updated, and reproduced below:

You may still require to have the Gear.class, as supplied immediately below in UPDATE #1.

================= END OF UPDATE #2=================


UPDATE #1, Mar 5, 2023:  An early report of gear retraction upon mission start on the ground when using the gear damage mod suggests to include Gear.class, in which I've also made a few little changes. Here is the link to just this Gear.class, for the 3 main game versions. A readme file is included:

https://www.mediafire.com/file/udpqfm5xw6qcrr4/%25210_WxTech_Gear_class_for_Effects_Pack_v1.6.7z/file

================= END OF UPDATE #1=================


Get the full v1.6 Effects pack here:

https://www.mediafire.com/file/fa4eq1bj436eoy7/WxTech_Effects_v1.6_for_BAT_and_4.12.7z/file


From the included and updated readme file:

WxTech Effects pack, v1.6
=========================

This mod pack completely supersedes any earlier version (up to v1.5). As for v1.5, this one pack serves for ALL 4.12 and B.A.T. game versions; you pick the folders appropriate to your game version. More below.


To see what has been changed, review the file, "!_Changes all versions.txt".


###########################################################################################


FIRST.

If you already have version v1.5 of my effects pack, I recommend a COMPLETE replacement due to the fact of most content having had alterations made in the interim.

My recent Guncam tracers and increased bullet live time mods are included here.

I recommend to run classcheck.exe after installing, to see where any potential classfile conflicts might crop up.


###########################################################################################


In this compilation I have the folders named so that it should be clear which ones apply for your installation. To make this selection simpler, I list below the folders to select and copy over into your mods folder (e.g., #WAW3, #SAS, etc.) based on your game version. In all instances, you will be selecting 8 of the 12 available folders.

The CRUCIAL folders are:

- "Effects_v1.5"
- "AircraftState_classes"

The others are less important, and can be omitted if you have some other desirable mod including their resources, or if you are suffering errors/conflicts which require their removal.



#1) For B.A.T. 4.1.2 and later:
------------------------------
  !!!0_WxTech_GUN_classes_BAT-BSMU
  !0_WxTech_AircraftState_classes_BAT
  !0_WxTech_Full_Throttle_Smoke_Mod_BAT-4.1.2+
  !0_WxTech_BigShipGeneric_classes_BAT-4.1.2+
  !0_WxTech_Effects_v1.6_ALL-game-versions
  !0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
  !0_WxTech_ROCKET_classes_BAT
  !0_WxTech_TRAIN_classes_ALL-game-versions



#2) For B.A.T up to 4.1.1:
-------------------------
  !!!0_WxTech_GUN_classes_BAT-BSMU
  !0_WxTech_AircraftState_classes_BAT
  !0_WxTech_Full_Throttle_Smoke_Mod_to-BAT-4.1.1
  !0_WxTech_BigShipGeneric_classes_BAT-to-4.1.1
  !0_WxTech_Effects_v1.6_ALL-game-versions
  !0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
  !0_WxTech_ROCKET_classes_BAT
  !0_WxTech_TRAIN_classes_ALL-game-versions (may? require to install the New Train Mod*)



#3) For 4.12 modact WITH the Engine Mod installed:
-------------------------------------------------
  !0_WxTech_AircraftState_classes_BAT
  !0_WxTech_Full_Throttle_Smoke_Mod_to-BAT-4.1.1
  !0_WxTech_BigShipGeneric_classes_BAT-to-4.1.1
  !0_WxTech_Effects_v1.6_ALL-game-versions
  !0_WxTech_GUN_classes_ALL-game-versions
  !0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
  !0_WxTech_ROCKET_classes_BAT
  !0_WxTech_TRAIN_classes_ALL-game-versions (may require to install the New Train Mod*)



#4) For 4.12 modact WITHOUT the Engine Mod:
------------------------------------------
  !0_WxTech_AircraftState_classes_4.12-modact
  !0_WxTech_Full_Throttle_Smoke_Mod_to-BAT-4.1.1 (May or may not work)
  !0_WxTech_BigShipGeneric_classes_4.12-modact
  !0_WxTech_Effects_v1.6_ALL-game-versions
  !0_WxTech_GUN_classes_ALL-game-versions
  !0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
  !0_WxTech_ROCKET_classes_4.12-modact
  !0_WxTech_TRAIN_classes_ALL-game-versions (may require to install the New Train Mod*)



Each of the folders enumerated above has its own readme file.


* The New Train Mod is included in B.A.T., but for 4.12 you can find it in this thread:
  https://www.sas1946.com/main/index.php?topic=40779.0



I recommend to install my Ships Fix mod, available in this thread:
  https://www.sas1946.com/main/index.php/topic,67914.0.html



###########################################################################################


Further notes:
=============

If you are using vpmodpack, consider it a 4.12 game, and choose based on whether you have the Engine Mod installed or not. It's been reported to work for some, but not for others. In the end, the specific array of mods in use will play a role in compatibility...

-------------------------------------------------------------------------------------------

Depending on how the various folders are named in your mod folder, there's a chance you may have to alter the prefix characters in my folder names. Currently, this prefix is "!0_" for all except the one starting with "!!!0_" (so assure it sits highter so as to take precedence). A simple way to move folders higher in an alphanumerically hierarchical listing is to add additional "!" characters. For instance, my "!0_" could be changed to "!!0_", or "!!!0_" to move the folders higher in the listing. The reason for this is to assure that the modded classfiles contained herein are read before any stock or other modded classes having the same name.

I can't recommend too highly a handy utility called classcheck.exe. You place it in your game's root folder. When you run it, it will generate a listing of all possible classfile conflicts in a file called "doubleon.txt". Where doubled (or tripled!) classfile entries are identified, it's up to you to choose how to proceed, mainly by selecting the version of the class to give priority to and moving the folder containing it higher in the listing. That's the simplified overview; things can get more fraught when you have a great many mod folders containing in total a great many classes.

-------------------------------------------------------------------------------------------

There's no guarantee that your game will be happy with all these classfiles. If you are experiencing problems, you could try a process of elimination. Obviously, the most important folder is

  !0_WxTech_Effects_v1.6_ALL-game-versions

You could start with just this by itself to begin with. If this one can't be made to work, all the other folders are superfluous. If success obtains with this, proceed by adding folders one at a time. In pretty much decreasing order of importance:

  Full_Throttle_Smoke_Mod_classes
  AircraftState_classes
  BigShipGeneric_classes
  Train_classes
  GUN_classes
  PAL_Tracer_Smoke
  ROCKET_classes

-------------------------------------------------------------------------------------------

This pack is a collection of at least 8 (more than a dozen, actually) individual mods. There's no reason you have to keep these all separate. If you're comfortable with file handling in Windows, and you're familiar with the mod folder structure, you could combine all these folders into one, thereby reducing the total number of mod folders you have to deal with. If you do so, the natural folder to combine everything into is the fundamental, crucial folder

  !0_WxTech_Effects_v1.6_ALL-game-versions

But that's completely optional, of course.

-------------------------------------------------------------------------------------------

This pack includes the following additional mods in the main Effects folder (along with a readme providing more info, "!_Readme Effects v1.6.txt"). None are crucial to operation, although the House.class mod makes a notable difference in variety of effects for destroyed stationary objects:
- Zip.class, or lightning in thunder weather.
- House.class, which controls effects for destroyed stationary objects.
- TankGeneric.class and CarGeneric.class, introducing new ground dust for tanks and cars.
- Wreckage.class, controlling the behaviour of parts of a destroyed plane.
- Bullet.class, controlling behaviour of ricochets on water and ground.


-------------------------------------------------------------------------------------------

In many of the sub-folders there will be found various readme files and such, which will provide insight into what does what, as well as, in certain instances, instructions for further customizing. Particularly for the tracers. Explore! With very nearly every possible effect-related file now at your disposal, you have the power to start modding, if you've not yet dipped your toe into these addictive waters.


###########################################################################################


As always, this work is offered for use by any and all, for any purpose, without restriction.


WxTech
Mar 5, 2023
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: pied on March 05, 2023, 01:57:56 PM
Aloha Glenn!

Downloaded and installed on BAT, most current version.   Have a problem with starting a mission, The Zulu Stabbers campaign, with v1.6 installed aircraft start with retracted landing gear and ends mission, works fine with v1.5.

Pied
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 05, 2023, 02:17:38 PM
Is this specific to a certain plane, or a more general problem?

It suggests an issue related to the gear damage mod...
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: pied on March 05, 2023, 02:28:43 PM
I've only tried the new effects package with the one aircraft, a mk1b typhoon, and only the one mission.  I'll try re-enabling the newest effects and try another aircraft/mission.   I'll get back to you shortly....
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: pied on March 05, 2023, 02:34:28 PM
With the v1.6 effects enabled, and the Gear Damage Mod removed, missions start normally.

Pied
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 05, 2023, 02:50:20 PM
Here's a little experiment to see if the gear issue is resolved with the gear damage mod enabled.

It's just for the latest BAT (4.1.2 and later), for the moment; if this works I'll supply Gear.class for other versions.

Because v1.5 worked with the gear damage mod, but now v1.6 does not seem to like the gear damage, I'm not holding out high hopes.

It would be useful to see if log.lst points to any related java error.

Let me know if this does the trick or not...


https://www.mediafire.com/file/6jg4xi43t4f82dq/%25210_WxTech_Gear_class_BAT-4.1.2%252B.7z/file
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: pied on March 05, 2023, 02:58:54 PM
I'll give it a try and let you know shortly!

Thanks, Pied
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: pied on March 05, 2023, 03:05:26 PM
Glenn, looks like that does the trick, at least for the two aircraft I tried! Both the Typhoon and the Hurri-Bomber started with gear extended....

Thanks for all you do!

Pied

I've got to say that for a self described 'poo slinging' java chimp you are impressively talented!
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 05, 2023, 03:08:57 PM
You're too kind, but I appreciate the praise--however misplaced.  ;)

Compared to the bright sparks hereabouts, I am truly a knuckle-dragger.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: pied on March 05, 2023, 03:11:52 PM
I've discovered another wrinkle in the process, if I disable the "guncam tracers mod", the gear up problem returns.....

Pied
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 05, 2023, 04:01:42 PM
Ahhh.. It looks like the Guncam Tracers Mod must be retained. I didn't get around to adding this material; I just knew I'd end up overlooking something!

The Guncam Tracer Mod is available in this thread, if anyone doesn't have it installed:
  https://www.sas1946.com/main/index.php/topic,70315.0.html


I'll do a proper update of the main effects pack to include this, and will advise once done...
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 05, 2023, 04:30:21 PM
I've d/l and installed all the BAT 4.1.2 folders as per instructions.
On testing, I've got the dreaded pink plane crashed or nose up in the middle of nowhere.
Log list section:

ERROR [com.maddox.sound.SamplePool@32b8e0] Cannot load sample pool: motor.CartridgeStart
INTERNAL ERROR: Can't open file '3do/effects/tracers/TEXTURES_GunCam/red_curve_7mm.mat'
WARNING: object '3do/effects/tracers/TEXTURES_GunCam/red_curve_7mm.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load '../TEXTURES_GunCam/red_curve_7mm.mat'
Mission error, ID_04: com.maddox.il2.engine.GObjException: Mesh 3do/effects/tracers/7mmRed/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/effects/tracers/7mmRed/mono.sim not created
   at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
   at com.maddox.il2.engine.MeshShared.<init>(MeshShared.java:37)
   at com.maddox.il2.engine.MeshShared.get(MeshShared.java:27)
   at com.maddox.il2.engine.GunGeneric.loadProperties(GunGeneric.java:375)
   at com.maddox.il2.engine.GunGeneric.set(GunGeneric.java:466)
   at com.maddox.il2.engine.GunGeneric.set(GunGeneric.java:435)
   at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3090)
   at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3053)
   at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2662)
   at com.maddox.il2.game.Mission.loadAir(Mission.java:1324)
   at com.maddox.il2.ai.Wing.load(Wing.java:143)
   at com.maddox.il2.game.Mission.loadWings(Mission.java:1095)
   at com.maddox.il2.game.Mission._load(Mission.java:667)
   at com.maddox.il2.game.Mission.access$600(Mission.java:124)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:412)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:422)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ObjState.finalize: Object of com.maddox.il2.objects.weapons.MGunMAC1934 NOT destroyed

Tried various aircraft and all suffer same fate.

Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: V201calaf on March 05, 2023, 04:45:29 PM
great job best effects pack so far.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 05, 2023, 04:56:38 PM
I'm working on it; it's due to my silly oversight related to the guncam tracers. I'll have the corrected archive available pretty soon...
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 05, 2023, 04:59:42 PM
Many thanks, but please take it easy.
You've done incredible work here already.
We look forward to the corrections when they arrive.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 05, 2023, 05:19:44 PM
Archive updated in the first post to include the correctly integrated Guncam tracers. (I had forgot that in my own game I had the Guncam tracers in their own separate folder above the effects folder. If you could see my mods folder--it's chock-a-block full of all manner of mods.)

So sorry for the troubles caused by my silly omissions!

Indeed, my feeble brain feels like it might start cracking up soon!   :D
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: pied on March 05, 2023, 06:19:54 PM
Works a charm Glenn!  Thanks again, get some rest man!

Pied
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 05, 2023, 08:50:59 PM
I found a typo. Here's the fix in the meantime, while I ready an archive update. In the main effects folder, navigate to:

Effects\Smokes\SmokeShipTankerFire.eff. The line

  MatName ..\..\..\..\Materials\FireNewFar.mat

should be

  MatName ..\Materials\FireNewFar.mat

I have no idea how such a wild error could have occurred!
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 05, 2023, 09:15:54 PM
Error highlighted in previous post fixed in mediafire archive updated Mar 6, 2023, 0409 GMT (UTC).

This typo concerns fires on damaged/destroyed tankers and other larger ships, causing the fire effect to not be generated (not a fatal Java error).
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Geschirr on March 05, 2023, 09:31:15 PM
Looks and works great WxTech! Thank a bunch!!!
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: RABIZO on March 05, 2023, 11:20:33 PM
I will try
I also enjoy making videos.

For the time being, it's from free flight.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: RABIZO on March 06, 2023, 01:05:18 AM
I tried.
I haven't checked everything, but the plane crashed and the game ended just before it hit the water surface or the ground.

BAT4.1.3
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: gunny0134 on March 06, 2023, 02:59:42 AM
I tested it once. it's only going to do one single mission (Tore's).
But it works fine.
My version is BAT 4.0.
Thank you, master Glenn...!!

(https://i.postimg.cc/VkPXBZnX/2023-03-06-02-39-36.jpg) (https://postimg.cc/bsLGqT6v)
(https://i.postimg.cc/HkmBskZG/2023-03-06-02-48-46.jpg) (https://postimg.cc/Mvsy9qJt)
(https://i.postimg.cc/YCtzBy0M/2023-03-06-08-41-03.jpg) (https://postimg.cc/3dbvg12c)
(https://i.postimg.cc/GpHYc0Cw/2023-03-06-09-14-30.jpg) (https://postimg.cc/3yQWBcNn)
(https://i.postimg.cc/3xw0BMW4/2023-03-06-09-16-28.jpg) (https://postimg.cc/GHZpL5Fd)
(https://i.postimg.cc/SRrj6Vhf/2023-03-06-09-17-59.jpg) (https://postimg.cc/fSVwZckV)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 06, 2023, 04:09:51 AM
I tried.
I haven't checked everything, but the plane crashed and the game ended just before it hit the water surface or the ground.

BAT4.1.3

Hopefully a log.lst entry will point the way to the problem...
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 06, 2023, 04:52:24 AM
Good morning Community Peoples.
After the newer update was installed the game is now loading ok.
However I've got missing gun sounds, after trying out a random test of various aircraft, this seems to be only affecting the wing machine guns, the cannons sound ok.
I have GUN Classes BAT-BSMU only activated (have "-" the other GUN classes ALL games folder).
I also have the BSMU_GUNS Mod active via JSME.
If I deactivate GUN Classes BAT-BSMU, and swap over to just GUN classes ALL games instead, the machine gun sounds are back.
Cannot find any obvious conflict in classcheck.exe.
Using BAT 4.1.2 of course.

Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 06, 2023, 05:36:57 AM
As a potential workaround I could make up a folder replicating my setup in my BAT 4 game. "Stand back and stand by"  ;)  while I cook something up...
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 06, 2023, 05:51:48 AM
thanks..will loiter until further orders. MK
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: cbradbury on March 06, 2023, 06:29:40 AM
Hi Glenn,

I have to report that I cannot get the pack working in the latest BAT (4.2.2). Missions will not load, giving a 'null' return when trying to load the aircraft. First log showed building errors, so I disabled the house classfiles. However the game still would not run, with the log giving me basically the same errors as OLDAD reported in post #11.

I haven't tried removing the folders and adding them one by one, as to be honest I'm very happy with v1.5 of your effects, so I'll most likely stick with that. Just reporting the problem(s).

Yours,

Clive
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 06, 2023, 07:10:10 AM
Here's an alternative approach to the gun classes:

https://www.mediafire.com/file/qklu5791d32zg51/Alternative_GUN_classes_v1.6-Effects.7z/file


From the included readme:

Hopefully this will resolve the issue of some weapon sounds not being heard by B.A.T. players. It is my own setup for my B.A.T. 4.0 game, where BOTH folders are used.

Note that I have no sound mod installed; I'm using only the sounds that are part of the base game. Furthermore, I'm assuming that all B.A.T. versions subsequent to mine contain the same sounds.


STEP 1
------
Remove whichever of the "GUN" class folders you currently have copied from my v1.6 mod pack, be it one or both.


STEP 2
------
The 'base' folder for "All-game-versions" is to be installed for ALL game installs, 4.12 and later.

For B.A.T. users who would like to hear the alternate sounds that come with B.A.T., install the "BAT-BSMU" (BAT Sound Matrix Unlocker) folder, which contains those classes for which an alternate sound is set, and which will override the same classes in 'base' folder.



In other words, 4.12 players will have ONLY the 'base' folder present. B.A.T. players will also have the 'base' folder present, and optionally the "BSMU" folder. These folders are named so that the "BSMU" folder sits higher in the mods listing, so that its classes are read before those common to the 'base' folder.



If this works successfully with the "BSMU" classes, one could write the "BSMU" classes to the 'base' folder, overwriting all duplicates, thereby reducing the mod folder count by one.

Or, if there is still some odd behaviour, it would cost nothing to do the just-mentioned 'merge' of the two folders anyway. The reason to try this as a last resort is that there seems to be some chance for classes to not be read in the expected order where two or more versions exist.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 06, 2023, 07:14:39 AM
Hi Glenn,

I have to report that I cannot get the pack working in the latest BAT (4.2.2). Missions will not load, giving a 'null' return when trying to load the aircraft. First log showed building errors, so I disabled the house classfiles. However the game still would not run, with the log giving me basically the same errors as OLDAD reported in post #11.

I haven't tried removing the folders and adding them one by one, as to be honest I'm very happy with v1.5 of your effects, so I'll most likely stick with that. Just reporting the problem(s).

Yours,

Clive

The tracer error issue is addressed by the updated archive, where I properly integrated the guncam tracers.

The building errors might have been inconsequential advisories about the lack of collision boxes. Some number of objects are lacking these, but that's no problem.

Try not to throw in the towel too soon!  ;)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 06, 2023, 07:39:42 AM
OK.
One other (probably) silly question: Do I still need to use the BSMU Mod which is activated via JSME (The Gun sounds folder only in my case), or are these new sounds incorporated in the BAT_BSMU gun classes?
Just to make sure.
Your help was really appreciated,
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 06, 2023, 08:06:58 AM
I've not incorporated the BSMU mod; I have merely copied the names of the sounds, as I was given to understand that the weapon sounds used therein are already in B.A.T. Which must be the case for my B.A.T. 4.0 game.

If you have the BSMU mod activated, you must at least have my gun classes folder listed above the BSMU mod if it's handling any of the same weapon classes.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: cbradbury on March 06, 2023, 08:07:56 AM
It works fine with the updated archive, Glenn! Thanks so much for all your efforts.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 06, 2023, 09:13:10 AM
Ah...I was under the impression that you had incorporated the sounds from the BSMU Soundmatrix Unlocker v1.2.4 mod into your BAT-BSMU Gun Classes.
I have VSM 7.3 with buttons installed, and also that BSMU v1.2.4 mod active via JSME.
All gun sounds are now working as far as I can tell..although the machine guns sounds seem much quieter when in the air.
But once again many thanks for your work.
   
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 06, 2023, 09:23:56 AM
The complexities that can result from the stupendous matrix of combinations and permutations of mods a player might use makes the implementation of a sizeable pack as this, which touches a fair number of important base classes, a hair-whitening experience. And trying to accommodate two or three game versions where these classes necessitate a separate treatment can lead to a state of gibbering incoherence.  😀
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: cbradbury on March 06, 2023, 09:27:50 AM
Hi Glenn, sorry, but I have found a bug with 1.6 and triggers. I don't know how familiar you are with them - but the 'startup' trigger does not work for ships - let me explain the situation.

If I'm flying a floatplane, I usually have the parent ship alongside my aircraft in the mission on a startup trigger so that it starts moving once I have taken off - looks good. However the trigger does not function with 1.6 installed - in the sense that the ship starts moving immediately instead of waiting for my aircraft to take off (works fine with 1.5). I tried a startup trigger with a land-based object (forklift) and that worked fine. The 'apparition' trigger works for ships, too (I assume that the 'message' trigger will also work).

Log shows lots of ship errors, too many to post here - please find it below:

https://www.mediafire.com/file/stkgtvn4z0hj5oc/log.7z/file (https://www.mediafire.com/file/stkgtvn4z0hj5oc/log.7z/file)

Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Fly! on March 06, 2023, 09:48:30 AM
Thanks for this latest glenn!
I am getting the same thing as RABIZO where the game crashes right before my plane crashes.
In other words, the plane is diving, just about to hit the ground, and B.A.T. crashes with the java exception msg:
happens with different maps and different planes.


Code: [Select]
Mission: QuickQMBPro/Cat_Midway/Cat_MidwayRedNoneN00.mis is Playing
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.Aircraft.doExplosion(Aircraft.java:696)
at com.maddox.il2.objects.air.Aircraft.msgEndAction(Aircraft.java:628)
at com.maddox.rts.MsgEndAction.invokeListener(MsgEndAction.java:59)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 06, 2023, 10:22:28 AM
Clive,
I looked over your log.lst. I see numerous ship related errors before any mission is flown. Once in the mission (hipper1.mis) there are a number of "Donbass" building errors, which I'm not sure are relevant here because the issue appears to be the inability to load a texture.

Back to the ships. They involve bigShipGeneric.class, which I had present also in v1.5. It's the same, except for some small alterations, and is based on the file Mike had gone over and pronounced as reliable. The line numbers the Java error notifications point to do not involve any of my own changes. And so I'm a bit puzzled.

As you know, I'm no Java guru, and because I'm still stuck with B.A.T. 4.0 the whole matter of triggers is beyond my ken in terms of code. And I can't fly tests myself. This is part of the stressful aspect of this project. Perhaps I've gotten too ambitious.

If this were still the good ol' days, when there were more keen modders hanging about, I could probably team up with a more capable coder. While I do get some helpful assistance when I bleat loudly enough, for the most it's a bit of a lonely place I inhabit in the effects side of things.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: cbradbury on March 06, 2023, 10:33:51 AM
The donbass building errors seem to be linked to the house classfiles - they disappear if you disable the three classfiles in your pack. I don't understand the trigger errors, either. I might swap out the bigship folder from 1.5 as an experiment - I'll let you know. Failing that, I'll just drop back to 1.5 when I use a ship trigger in a mission.

Update: use 1.5 bigship generic folder with 1.6 and triggers are fine, and not one ship error in the log. Would I lose much in the way of new effects running 1.6 all the time in this way?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Frankiek on March 06, 2023, 10:40:06 AM
the plane crash followed by a ctd is clearly indicated in the log and concerns the do explosion method in the aircraft class. The line indicated is the one related to explosions over water it so maybe there is some conflict with another mod that has changed the standard BAT aircraft class.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 06, 2023, 10:57:32 AM
The errors:

java.lang.NoSuchMethodError
   at com.maddox.il2.objects.air.Aircraft.doExplosion(Aircraft.java:696)
   at com.maddox.il2.objects.air.Aircraft.msgEndAction(Aircraft.java:628)

indeed do involve Aircraft.doExplosion(). In this method I've added a check for the number of aircraft engines, which Explosions.class uses to determine the fireball/smoke effects to use upon crashing. I've also added in this method a new explosion effect randomly generated if the plane is TypeBomber. This all works fine in B.A.T. 4.0.

The introduction of this new variable for the number of engines requires that Explosions.class (in the main effects folder) and this Aircraft.class (in the full throttle smoke folder) must be both used together.

If this proves to be an irreconcilable issue, I suppose I could create versions of these two classes omitting this engine check business...


But it would be worth knowing which game versions are impacted.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Whiskey_Sierra_972 on March 06, 2023, 12:01:00 PM
Hi!

Just tested in BAT 4.2.2 hf 4....seem all fine and very nice to see!

No bugs ctd or stutter....

Tested FPS using The Black Death track:

Frames: 4747 - Time: 154281ms - Avg: 30.769 - Min: 14 - Max: 56

Here my log...I add it due some messages about smokes:

Code: [Select]

[Mar 6, 2023 7:15:16 PM UTC +1] ------------ BEGIN log session -------------

[Mar 6, 2023 7:15:16 PM UTC +1] ----------- Switched to pipe mode ----------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 460/PCIe/SSE2
  Version: 4.6.0 NVIDIA 391.35
  Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance 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_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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_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_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_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_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness 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_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_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_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_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_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1200
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

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

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

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Effects/TEXTURES/PluffMkI.tga'
ScreenMode Library Version 0.01 loaded successfully.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 8
Cannot open audio file samples/infinite 1

Loading mission Records/TheBlackDeath.trk...
Y=1940 / M=7 / H= 16 , Temperature - 0m = 15.0 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 12

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 12

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *811084896*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
Time overflow (1818): speed 0.3816794
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 1)

[Mar 6, 2023 7:25:10 PM UTC +1] -------------- END log session -------------

I can only say THANKS for this great collection!
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Fly! on March 06, 2023, 12:24:02 PM
OK got it going by trying different folders. Must've been my mistake.
Anyway, thanks again4 your work Glenn.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Whiskey_Sierra_972 on March 06, 2023, 12:37:41 PM
Sorry to point elsewhere...but I don't understand if I have to add those lines to conf.ini or not:

...

- Added two new [Mods] section entries for conf.ini, to control if light flak (default: off = 0) and heavy flak (default: on = 1) illumination is to be invoked.

LightFlakIllumination=0
HeavyFlakIllumination=1

...

Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 06, 2023, 01:22:09 PM
Walter,
Yes, add those two flak illumination lines to the [Mods] section in conf.ini. They are made use of by the main effects class, Explosions.class.

You can set one or both to 0 or 1, as you desire. If these lines are not present, flak illumination defaults to 0 (off).

Note that if an entry is made in conf.ini but one's game does not support it, no matter at all. It will simply be ignored. (And if an entry is misspelled, it will also be ignored.)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Whiskey_Sierra_972 on March 06, 2023, 01:24:35 PM
Got it!

Thanks!
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: shardana on March 06, 2023, 02:32:25 PM
Hi Glen, Thank you, everything is working just fine on BAT 4.2.2, really astonishing! pure immersion.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 06, 2023, 03:15:14 PM
Anyone reading this should try a napalm drop. The FM-2 with 2X napalm cannisters will do nicely to highlight the new 'stock' effect--augmented, of course--conpared to its prior incarnation. It consumes much less in resources due to a smaller particle count, and so is less likely to cause momentary disappearances due to 'overload.'

If your game has CY6's new napalm effect installed, certain cannisters will generate a very different effect, with advancing fire 'tendrils' and terminal bursts of explosions via a 2lb (or 2kg) bomblet class. I have not included those effects here, although some time ago I did any my own treatment. I was never fully satisfied due to those explosions going off at the ends of the advancing fire tendrils. They just looked wrong, to be occurring all the time, even on bare ground.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: cbradbury on March 06, 2023, 03:20:44 PM
Hi Glenn, I have resolved the trigger issue. I'm sure you will be absolutely astonished to learn that it was user error - I inadvertently copied the wrong bigship folder (i.e. not the BAT version) into my 1.6 install folder. Doh! All is fine, now. Thanks again.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 06, 2023, 03:32:39 PM
Thanks for the update, Clive. I should be able to sleep tonight!
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: ssn637 on March 07, 2023, 03:15:20 AM
Thanks so much for these awesome effects, Glenn!

I combined all of the applicable folders for a BAT 4.2.2 installation into one, overwriting any duplicates in the Effects V1.6 folder with those from the others, and removed any conflicting class files I'd found with your own as the master (there were 28 conflicts in all, but I didn't take a close look at any of them).  Dropped the whole package into the #WAW folder near the top of the pile and everything seems to be working just fine! 

Thanks also for the tip about the additional conf.ini entries we need for the searchlights!  I wouldn't have known otherwise, but will make sure I go through the ReadMe next time!  By the way, can anyone recommend a single mission to test the searchlights?  I tried a B-25 bombing run over Berlin at night but none appeared despite the heavy flak.

Cheers
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 07, 2023, 04:53:18 AM
The flak illumination effect is a brief light source accompanying a flak burst, and if close enough will light up your plane and cockpit. Seen only in twilight and at night, becoming more apparent with increasing darkness. I have made the illumination less intense than set by the originator of this effect years ago, so as to not light up clouds and landscape so strongly.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 07, 2023, 05:19:10 AM
Good day peoples.
With greatest apologies in having to return to this..
I have got all the effects folders installed in my BAT 4.2.2+hfs, with GUN Classes BAT-BSMU folder highest, followed by GUN Classes ALL Game Versions underneath.
On the ground I can hear cannons and machine guns clearly..when flying ..I can only hear the cannons???
I tried disabling either folder alternately..And only with GUN Classes ALL  game versions folder active I hear both cannons and machine guns..
Would be good to just have the BAT-BSMU folder only to appreciate the newer sounds from the BSMU mod.
Any advice..and not just that one...pls.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 07, 2023, 06:38:29 AM
RABIZO,
I'm probably not understanding what your are describing. Perhaps a short YouTube video would make this clear for me. Or you could describe what's happening in more detail.

Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 07, 2023, 06:47:03 AM
OLD_DAD,
Do you have the same weapon classes as in my BSMU folder elsewhere as part of the Sound Unlocker mod?

As I've outlined, I don't have anything else from the Sound Unlocker besides the sound names added to the gun classes.

I don't fully understand why, but apparently duplicate instances of classes can result in an unexpected priority assignment. The not wanted versions would be required to remove or rename (with a preceding "-" being the standard.)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 07, 2023, 07:10:50 AM
Hi.
In the BSMU sound unlocker mod the classes are written like this ie MGunBrowning303s_GB.class
In your BAT-BSMU Gun classes they are these ie  0CB15BC4C2DA1F0E
so I can't tell which is relevent name to code.
I tried the game without the BSMU sound unlocker mod activated and alas I'm still missing machine gun sounds in the air.
Is it possible that an identical class within BAT-BSMU Gun classes and All Gun Classes have a conflict , one which deals with the machine gun sound (in the air)?
If it works in All Gun Classes, but not in BAT-BSMU, guess there is a class code that is being overwritten and cancelling out the machine gun sounds (in the air).
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 07, 2023, 07:57:49 AM
Here are my 152 BSMU gun classes and Java.

https://www.mediafire.com/file/tvxwppynadkh8du/WxTech_BSMU_GUN_classes_Java.7z/file
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 07, 2023, 08:00:29 AM
Many thanks
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: baggo on March 07, 2023, 11:00:22 AM
marvellous effects package Glen, in your last effects package 1.5, I was enable to retain the old more pronounced flack burst that I prefered that came with bat by putting a minus in front of -AIR and still has far has I could tell had all your other new effects, in your new 1.6 package this no longer works has the flack burst just freeze has blue dots no explosion, and I wondered if there was anything I could minus out in the new package to retain the old bat flack burst, if this isn't possible no worries, has id rather have this marvellous effects package over a single effect. by the way glen many thanks for this ,kev.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 07, 2023, 11:21:03 AM
Kev,
To start with, what errors are being thrown up?

Compare the contents of the Zenitka folder for v1.6 and v1.5, to see what's different. I'm trying to work out if I've made a change in another class that points to the Zenitka folder (some of these effects are used by other than flak bursts.)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Piotrek1 on March 07, 2023, 11:55:15 AM
Thank you very much for your hard work WxTech 8)

Best regards,
Piotrek
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: baggo on March 07, 2023, 01:14:49 PM
Glen there is a difference in the zenitka folders 1.5 to 1.6 it was the 20 milly flack burst id like to keep,when I minus out -AIR on 1.6 this is the readout I get, kev.

WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
(-) AEARAF adjusted to 3.299564E-4
(-) AEARAF adjusted to 3.299127E-4
INTERNAL ERROR: Can't open file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff'
WARNING: object 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded

   at com.maddox.il2.engine.Eff3D.New(Native Method)
   at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:248)
   at com.maddox.il2.objects.effects.Explosions.AirFlak(Explosions.java:1618)
   at com.maddox.il2.objects.weapons.BulletAntiAirSmallGermany.explodeInAir_Effect(BulletAntiAirSmallGermany.java:16)
   at com.maddox.il2.objects.weapons.BulletAntiAirGeneric.timeOut(BulletAntiAirGeneric.java:64)
   at com.maddox.il2.engine.CollideEnvXY.doBulletMoveAndCollision(CollideEnvXY.java:999)
   at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:183)
   at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
   at com.maddox.rts.Message._send(Message.java:1217)
   at com.maddox.rts.Message.sendToObject(Message.java:1191)
   at com.maddox.rts.Message.sendTo(Message.java:1134)
   at com.maddox.rts.Message.trySend(Message.java:1115)
   at com.maddox.rts.Time.loopMessages(Time.java:252)
   at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
   at com.maddox.il2.game.Main.exec(Main.java:422)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
(-) AEARAF adjusted to 3.2986887E-4
INTERNAL ERROR: Can't open file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff'
WARNING: object 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded

   at com.maddox.il2.engine.Eff3D.New(Native Method)
   at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:248)
   at com.maddox.il2.objects.effects.Explosions.AirFlak(Explosions.java:1618)
   at com.maddox.il2.objects.weapons.BulletAntiAirSmallGermany.explodeInAir_Effect(BulletAntiAirSmallGermany.java:16)
   at com.maddox.il2.objects.weapons.BulletAntiAirGeneric.timeOut(BulletAntiAirGeneric.java:64)
   at com.maddox.il2.engine.CollideEnvXY.doBulletMoveAndCollision(CollideEnvXY.java:999)
   at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:183)
   at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
   at com.maddox.rts.Message._send(Message.java:1217)
   at com.maddox.rts.Message.sendToObject(Message.java:1191)
   at com.maddox.rts.Message.sendTo(Message.java:1134)
   at com.maddox.rts.Message.trySend(Message.java:1115)
   at com.maddox.rts.Time.loopMessages(Time.java:252)
   at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
   at com.maddox.il2.game.Main.exec(Main.java:422)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
(-) AEARAF adjusted to 3.2982495E-4
INTERNAL ERROR: Can't open file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff'
WARNING: object 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: baggo on March 07, 2023, 01:32:44 PM
Glen just to let you know im using the latest version of BAT, and your effects work beautifully, so dont beat your brains out on this mate you do enough for us already, just thought there might be a quick way of keeping the old wirblewind flack burst effect that comes with standard BAT by maybe minising out a file or two, no worries if this isn't possible Glen, thanks again ,kev.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 07, 2023, 01:57:27 PM
Kev,
It's the Burn_night.eff file which my Explosions.class is trying to load, and which B.A.T. does not include. This effect generates an additional, somewhat larger flash during twilight and at night.

In the Germ_20mm folder you could rename all files (7 of them) with a preceding "-" character except for

Burn_night.eff
Burn_night.mat

This should cause the other stock effects in that folder in B.A.T. to be used. Note, however, that one or more of my textures in the Zenitka 'parent' folder might still be used, which may not have quite the desired appearance.

Try this out to see if it's satisfactory.

Out of curiosity, what changes to my version would meet your needs?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: baggo on March 07, 2023, 02:17:43 PM
glen your version of  20 milly flack is very small and doesn't show the light burst orange flash then the cloud of smoke that the standard BAT version does, in certain skies it does show up quite well, in, evening skies it tends not to show up, I thought maybe a light flash could be added and the smoke cloud linger a moment or two longer, but again this is no criticism of your version I know you keep frame rates very much in mind,and I very much appreciate your help here, ill try your suggestion Glen, and thankyou very much for this effects package its a real gamechanger. kev.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 07, 2023, 02:20:32 PM
I just disabled the small flak effects, except for the Burn_night.eff and .mat files. Here's what I get in my B.A.T. 4.0 game on the kamikaze track.

This is kind of horrible for a number of reasons. Perhaps most important, the live time for the main smoke--colored a pretty bright white--is VERY long. The result is that when there's a lot of bursts the game engine limits on particle numbers cause whole blocks of the bursts to disappear.

I also much dislike the rather long time the bright flash is visible; it should definitely last no longer than 0.1 second for this small calibre.

For a small calibre burst, I see no reason to have the same 'starburst' smoke texture as makes sense for the heavy flak bursts. It also looks odd to have this as basically black while the long-duration cloud is near pure white.

(https://i.imgur.com/4fmoTwJ.jpg)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: baggo on March 07, 2023, 02:46:43 PM
Glen that's the version I prefer lol,but im aware it does eat up frame rates in some missions,and might not be historically accurate either, its just a preference thing, in the way too I like to see the flash hits on aircraft during dogfights, it gives me a better feel of immersion in the game, but again your versions may be more historically accurate and much less consuming of frame rates, your latest effects package has some really good new looks, its the best yet, at the end of the day that flack burst was just a preference of mine that's all Glen, and your right it is a bit over the top. many thanks for your help though, I didn't want to create more work for you, you do enough for us as it is, my thanks again Glen. kev.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 07, 2023, 02:49:07 PM
Kev,
I see you like to see a bright flash. I do have one present for all bursts, but it lasts about as long as the hit flashes for other cannon shells upon striking an object.

If you open Burn.eff, you can increase LiveTime from the current 0.06 to, say, 0.12, which would make it last 2X longer. Write it as follows so that the original value is always retained in case you should ever want to go back to it:

  LiveTime 0.12  //0.06

If you want it brighter, make this change:

  Color0 1.0 1.0 1.0 1.0  //0.7

This will give the texture the highest opacity, increasing from the 0.7 I had set to the max of 1.0, when it first appears, making it as bright as it can be made.

If you want it even brighter still, you can do this:

  nParticles 2  //1

This will draw 2 superimposed particles, thus doubling brightness at a stroke. 

If you want it bigger, you could try something like this:

  Size 4 2  //3 1.5

This would make the texture (the full square perimeter) 4m wide instead of 3m upon first appearance, shrinking to 2m instead of 1.5m by the time it winks out.

Or you could reverse the size change, putting the smaller value first. This would cause the texture to grow as it fades.

----------------------------------

As to the smoke cloud that lingers for a little while, you could make it lighter in tone as follows:

//  Color0 0.35 0.35 0.35 0.55  //0.7
//  Color1 0.5 0.5 0.5 0.0
  Color0 0.65 0.65 0.65 0.55
  Color1 0.85 0.85 0.85 0.0

This increases R, G and B intensity at the start of the effect from 0.35 (all equal means grey) to 0.65, a lighter grey. Making these 3 values equal to 1.0 would be white, or at least as light in tone that the texture can be made. The second line (Color1) sets the values at the moment of the effect ending, which here is a lighter tone (although it would be fading to invisibility). The 4th value is the opacity, which at the start of the effect is 0.55. I had it a more opaque 0.7 at some point in the past. The max is 1.0, which would be maximum opacity obtainable for the texture.

If you want it to linger longer, do something like this:

  LiveTime 6  //4  //3

I had the effect last 3 seconds in the past, then lengthened to 4 seconds in this pack. As here, it would now last for 6 seconds.

----------------------------------

My modding adventures got going by playing around with effects modded by others and which I has installed. The rest evolved from there. It's so easy to do when you have all the necessary files at hand in an existing mod. And you can find threads which explain the various effect file parameters.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: baggo on March 07, 2023, 03:17:27 PM
Glen thankyou so much for that info, ill give it a try, I do like to have dabble at stuff but always keep a back up in case lol. thanks again for your help Glen, kev.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 07, 2023, 03:25:08 PM
I've decided to go ahead and make up an alternative set of flak effects that are 'boosted' so as to be more prominent. This will apply to all. The aim will still be a reasonably low particle count.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 07, 2023, 03:55:00 PM
Here's a first crack at 'boosted' flak. The duration of the flash has been doubled or a tad more. The small flak cloud has been made much lighter in tone, and the brief 'starburst' cloud has been added (not present in my current offering) and made just about as light in tone as the main, longer lasting cloud.

To further help out on resource consumption, the 'starburst' cloud for the small flak has been given a rather shorter visibility distance threshold than for any other of the flak effect components.

(https://i.imgur.com/D0QQsfs.jpg)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 07, 2023, 04:26:55 PM
Go to the top post and Update #3 to get my alternate flak effects. It's the full Zenitka folder, to either replace the existing Zenitka folder or to sit beside the existing one when the latter is renamed, e.g., "-Zenitka."
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: baggo on March 08, 2023, 05:33:36 AM
Thanks for this Glenn,I really like this effect, perfect package mate,can’t thank you enough,Kev.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: larschance on March 08, 2023, 10:40:45 AM
Hi Glenn. Thank you for your work on this great sim. It means so much to us regular users.

I added your EPv1.6 to my BAT Flashpoint with hotfix 4. The napalm effect was very good especially when it was still burning after I had dealt with some nearby bombers.

QMB test 1. set up 4 FM2s with napalm v 4 H6Ks on Solomons map. mgs silent as Olddad mentioned. When my wingmen jettisoned the napalm over water it still kept burning although not as bright as on land. Dark to black smoke which is right as napalm was prominently oil.

QMB test 2. 4 Typhoon 1Bs with rockets v 4 Ju87D7s on War over Italy map. Great bomber damage effects and prominent cannon fire. rockets hitting Stukas were visually a blast. ha.

QMB test 3. 4 Lancasters v 4 MC205Vs. Bomber damage again very good, with varying smoke and fire with scattered flames and bits of aircraft on crashing. mgs silent again though.

Should I replace the Guns BMU with your set up as you suggested to Olddad earlier.

Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 08, 2023, 10:55:47 AM
Not having progressed past B.A.T. 4.0 yet, my certitude on what to do with the more current versions is lacking. You could try the GUN classes for 4.12, and replace the original BSMU folder containing just hashed classes (names comprising 16-digit hexadecimal characters) with the folder containing the unhashed classes I recently supplied.

My earlier BSMU folder contained the "all versions" classes and the BSMU updated classes, hence the large number in total and so not requiring to use both folders.

The latest unhashed classes are only those guns having the new sounds specified, hence the need for the "4.12" GUN folder as well.

I wonder if I will need to supply the unhashed classes for EVERY weapon I've touched...

Keep me abreast of progress--or its lack.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 08, 2023, 11:01:08 AM
Just to be clear, is the gun sound issue such that cannon are heard but MGs are not? That would be rather strange, for the new gun sounds are spread among cannon and MG. I can't think of a cause for such a well delineated dichotomy...
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: larschance on March 08, 2023, 11:49:58 AM
Yes. The cannon sounds are heard but not the mgs.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: larschance on March 08, 2023, 12:29:30 PM
I replaced the Guns BSMU with your Guns for 4.12 as suggested and it worked. I can now hear both cannon and mgs. Of course I had to place !0_ in front of the folder title so it listed as part of the top folders.

I can now enjoy your beautiful gunfire in all its glory. In order to test this I used 4 Spitfire Vbs v 8 Ju87B2s over the Channel. I noticed the rear gunner fire was short white streaks while the fighter fire was brighter pinks etc. Was that intentional?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 08, 2023, 02:10:44 PM
Any incongruities are most assuredly not intentional!

It looks more certain that for later B.A.T. versions I should supply the classes in their not hashed versions.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Paulo Hirth on March 08, 2023, 04:19:51 PM
 Excelente trabalho WxTech!
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: pied on March 08, 2023, 05:13:53 PM
I have no issues with the gun sounds, the most up to date BAT, the BSMU mod loads lower in the list than yours...

Pied

A PS: I do have FL270 gun sounds mod and VSM Sound mod they both are higher than the new WxTech Effects in the #WAW3 folder...
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 08, 2023, 09:29:33 PM
Do note that my classes address more than just the sounds. Other parameters potentially affected are the projectile live time, simple tracer line color, 3D tracer mesh assignment, individual projectile Power value and tracer smoke effect assignment.

Ideally, for the best overall integration into the environment of my effects scheme, my classes should take precedence.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 09, 2023, 06:13:05 AM
In response to LarsChance's post.
I have my #WAW organised like this:

(https://i.postimg.cc/j24rJ1F1/DSC-0017-2.jpg) (https://postimg.cc/YL0P5dkN)

Not sure if I'm benefitting from it all, some folders may be redundant, but classcheck file doublon.txt shows no or little conflict,
but I have sound for both cannons and mg's ..now.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 09, 2023, 08:23:02 AM
ANCIENT_PAPPY,
The BigShip gun fire &smoke mod I see at the bottom of your screenshot is superseded by my own such effects. It deals with the muzzle fire and smoke from ships' guns. If you want to decide on which you prefer, rename this folder to put it at the top, and then examine the effects for different gun calibres.

By the way, I've added an illumination source attending the firing of naval guns, which is seen in twilight or at night. That will be present whichever smoke/fire effect set you choose, because the illumination is created in bigShipGeneric.class
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 09, 2023, 08:32:35 AM
Ok.. Sequential_letters_at end_of_Alphabet_Mechanicus
I'll deactivate the Big ship gun fire smoke and remain faithful to your newer version incorporated into the new.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: larschance on March 09, 2023, 05:04:50 PM
For those of you wishing to change to the alternate flak effects in BAT Flashpoint with hotfix 4 and have trouble finding the folder you need to enter
WAW3/!0_WxTech_Effects_v1.6_ALL-game-versions/Effects/Explodes/Air where you will find the Zenitka folder. Place a minus sign before existing Zenitka to disable it and add the alternate Zenitka. If you prefer the original then just swap the minus sign from one to the other. I hope that is clear.

Long may WxTech continue to enhance our immersion in this great sim. Appreciate the huge effort.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: RABIZO on March 11, 2023, 08:13:15 AM
Thanks to "Glenn" for developing new effects.

However, I can't find a solution, so I decided to use version 1.5.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 11, 2023, 09:02:16 AM
RABIZO,
Would you provide me (in a private message, if you don't want to show anything to the whole world  ;)  ) a screenshot of your full mod folder contents, even if it has just the v1.5 pack installed?

And remind me of the game version.

I would have liked to  have seen your log.lst contents when trying v1.6 and suffering the game crash...

You may recall how persistence paid off in the past when you were battling away to get an earlier version to work. Don't be to quick to throw in the towel!  😉
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 11, 2023, 01:11:07 PM
If the game crashes when a plane is just at the point of crashing into the ground or sea, this suggests the possibility that my new Aircraft.class, which is part of the full throttle smoke mod, is not being read. In that class I've added a check for the number of engines the plane has, which determines which set of explosion effects to utilize in Explosions.class (the heart of the whole enterprise.)

The Aircraft.class hashed files (in the full throttle smoke folder) are:
  DE723D323178ED64
  C6EF065E28F3732E
  4352BC2624ED0094
  C6A5F9E85251EA22
  08447B2E29097EB0
  4B598398AD1D180C

One could run the classcheck.exe utility (available hereabouts at SAS1946) to see if there are any potential conflicts.

That's my first instinctive suspicion of the problem.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: RABIZO on March 11, 2023, 06:47:17 PM
"Glenn" Thank you as always.

I have attached a screenshot.
Any advice would be great.
(https://i.postimg.cc/y8CsCkMS/No1.jpg) (https://postimg.cc/HVzfQssp)

(https://i.postimg.cc/Jh18tS4r/No2.jpg) (https://postimg.cc/9DNKn87K)

(https://i.postimg.cc/43Bgcwmz/No3.jpg) (https://postimg.cc/DWJHkrQZ)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 11, 2023, 07:02:26 PM
RABIZO,
I see that you renamed my main effects folder so that it appears higher in your mods listing.

To start with, you should similarly rename the other 7 of my folders so that they sit similarly high in your list.

This *may* cause a conflict somewhere else, which we can look at if it occurs.

Weapons classes present a potential concern if they are guns or cannons. For instance, you have a .50 cal gun sound mod that might pose a problem.

In the end, it's up to the user to decide which mods he will consider as the more important if conflicts arise.

I'll continue to offer what assistance I can!  ;)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: RABIZO on March 11, 2023, 10:53:25 PM
"Glenn" Thank you as always.

Try moving the location.
And I would like to report the results.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: RABIZO on March 13, 2023, 01:39:33 AM
"Glenn" Thank you as always.

I tried moving the folder location.
"Effects_v1.6_ALL-game-versions" now works.

The game ended when I installed "!!!0_WxTech_GUN_classes_BAT-BSMU".

Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 13, 2023, 04:36:41 AM
The BAT-BSMU gun classes are not crucial, for they only add the different sounds. If you're already happy with the gun sounds you have, then this folder can be discarded.

So it looks like you have everything else working. Well, that wasn't too painful!  😉
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: RABIZO on March 13, 2023, 06:04:55 AM
"Glenn" Thank you as always.

thanks for your advice.
I'm going to think of a ′′ new strategy ′′ right away.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: choctaw111 on March 13, 2023, 06:53:43 PM
The tracers seem to back to the visible cross section type, although the alternating texels are working properly.  Yours in the only mod that I use and I simply replaced all the folders from the previous version.  Any ideas what is going on?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 13, 2023, 07:36:08 PM
The tracers seem to back to the visible cross section type, although the alternating texels are working properly.  Yours in the only mod that I use and I simply replaced all the folders from the previous version.  Any ideas what is going on?

Do I take it the only issue of note is the matter of the drawing of tracers? Is it a really obvious oddity, or is it subtle?

I have reduced the size of the round 'head' compared to many other manifestations because a noticeable blob is not correct. Moreover, I have just a single surface that presents the (small) round head, visible only from the rear hemisphere. A tracer coming toward the viewer will present no such 'head' at all, and so a straight-on view will have the mutually perpendicular 'sides' present as  cross shape.

If there's some obviously unintended quirk in effect, can you provide a screenshot?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: choctaw111 on March 14, 2023, 12:06:29 PM
I can see about posting a screenshot.  It's quite evident and the tracer improvements made in the pervious version seem to be missing
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: choctaw111 on March 14, 2023, 07:44:07 PM
I did an experiment and added the guncam tracers folder from the previous version and it seems to be working now
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 15, 2023, 07:31:29 AM
Gadzooks..another anomaly has appeared.
A section of my log.list:
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Effects/TEXTURES/PluffMkI.tga'
ScreenMode Library Version 0.01 loaded successfully.
House: Undefined Body type in class 'com.maddox.il2.objects.buildings.House$Supplies'
Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh
Can't register house object
java.lang.RuntimeException: Can't register house object
   at com.maddox.il2.objects.buildings.House
Is this telling me it doesn't recognise the "Vehicles" body type?
Log list contains lots of the above errors..all the error items are to do with the assignment of "Vehicle" body type.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 15, 2023, 10:32:41 AM
PAPPY,
Unexpected txr reload errors are not critical.


The error message,

Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh

is appropriate to v1.5. The v1.6 message would read,

Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh,Vehicle

Note the addition of the new body type, Vehicle.

In my haste to correct this, I'm assuming that indeed the error is mine, and not that you've not somehow got the older v1.5 version of the 3 House.class classfiles present in your install. That is, I didn't decompile the classfiles included in my v1.6 mod archive mod in order to see if the code was indeed the older version, jumping straight away to supplying the 3 classfiles from my own working install.

Update #4 in the top post provides a link to the 3 correct classfiles, to overwrite those present in the main effects folder. A readme file is, of course, included.

I've also updated the full mod archive.


If this does not address the issue, it won't hurt anything to use these classfiles; they are current.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 15, 2023, 10:55:26 AM
OK..I'm sorry to have to tell you..but..my log.lst is still showing:
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Effects/TEXTURES/PluffMkI.tga'
ScreenMode Library Version 0.01 loaded successfully.
House: Undefined Body type in class 'com.maddox.il2.objects.buildings.House$Supplies'
Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh
Can't register house object
java.lang.RuntimeException: Can't register house object
   at com.maddox.il2.objects.buildings.House
I noticed when I d/l your new files, that it did not ask me to overwrite..??
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 15, 2023, 11:05:50 AM
OLD_DAD (and all),
More on my previous post.

The House type object error shouldn't be generated if one uses the stock static.ini. The new object types I've created, in order to provide more variety in the range of effects for destroyed objects, as well as effects that are more appropriate for certain objects, are not present in the stock static.ini.

If one edits static.ini by adding a body type not recognized by House.class, then will an error be generated.

I presume that you had edited your static.ini to change some objects to have the body type of "Vehicle." If so, and you were using a version of House.class which did not have the Vehicle body type added, then the error message you got would be generated.

Think of my House.class as being fully backward compatible. I've increased the range of its 'abilities', but it does not require to have one's static.ini to be updated in the inclusion of the two new body types:
  Flesh
  Vehicle

But going through the trouble of updating at least the more commonly used objects to these better body types will pay dividends in the greater variety of effects, as well as generating more appropriate effects. Such as a subtle, light colored, not always created smoke for destroyed humans and animals instead of heavy fire/smoke as for fuel tanks.

My static.ini,which can serve as a guide for the reassignment of body types, is available in this thread:

https://www.sas1946.com/main/index.php/topic,70466.0.html
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 15, 2023, 11:16:32 AM
AH!
so, I have to replace, not edit,  the full_static.ini with yours...not the one in STD com maddox il2 objects static.ini ?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 15, 2023, 11:25:06 AM
OLD_DAD,
I should have looked more closely at your error message.

com.maddox.il2.objects.buildings.House$Supplies

is strange to me. There are the same three classes up to B.A.T. 4.1.3 (which is the latest collection of dumped classes available here at SAS, and which I use where appropriate):

House.class
House$SPAWN.class
House$Properties.class

I'll have to look the latest House.class, as it seems to have added code, which moreover appears have had my "Flesh" body type incorporated already.

But not having the latest game version makes this impossible for me right now. If indeed House.class has had added code, it might require someone who has the requisite dumped classes to use my supplied House.java to adapt my code changes...

Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 15, 2023, 11:31:35 AM
OK.
As its stands for me now..I replaced my static.ini in STD etc...with yours, and when I tested it again there were no generated errors in my log.lst.
So, maybe I can add any extra objects from my static.ini to yours.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 15, 2023, 11:32:50 AM
AH!
so, I have to replace, not edit,  the full_static.ini with yours...not the one in STD com maddox il2 objects static.ini ?

You most certainly must NOT replace your static.ini with mine! Your own static.ini very well could contain objects mine does not. A replacement would almost certainly cause problems due to having lost some object entries.

It seems that for the moment you will have to forego the reassignment of "Vehicle" body types. That's not so bad, as you can for the time being make those entries to be "Flesh." Unless the object is of a type that would generate a more robust smoke/fire, in which case "FuelSmall" (dark smoke) or "WoodSmall" (light smoke) would be good enough choices.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 15, 2023, 11:38:55 AM
Sure. As I said above ..I have got objects in my own static.ini which I could enter into yours, but If thats too problematic I'll just file edit all vehicle entries to flesh.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 15, 2023, 11:39:25 AM
We're 180 degrees out of phase in our little typing exercise!   :D

Interesting oddities you're getting. My 'corrected' House.class classfiles may not have been required after all. And it seems that perhaps the latest B.A.T. House.class has not been changed...

Just why your message omited "Vehicle" from the allowed body types is really puzzling.

Yes, you could add from your 'stock'/older static.ini those objects not present in mine as I had supplied. If the object count is not very different, this could well be the fastest way to make the changes, as my total number of reassigned body types is in the range of a thousand, if memory serves.

If you have a file compare utility, this task could be made very easy.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 15, 2023, 11:48:21 AM
I hope this doesn't mean the dreaded re-install of BAT 4.2....etc.
But..probably like you, I'm a bit jaded with it all now.
Will look at it with fresh eyes, after Murine of course.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 15, 2023, 11:49:08 AM
To reiterate. If one's static.ini is fundamentally nearly the same as mine (from B.A.T. 4.0, with some additions), then using mine in its entirety, adding any objects from one's existing static.ini to mine, could be a quicker way to update the many hundreds of body type reassignments. A file compare utility should make the work easier, identifying object titles missing in my static.ini.

I realize that this creates a not small amount of work, requiring some care. Just keep a backup of one's original, working static.ini and all will be retrievable in case of a screw-up.   ;)


I'll stress again that the effort will pay dividends in effect variety and appropriateness, as well an easement on resource requirements in a number of scenarios.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 15, 2023, 11:54:11 AM
I hope this doesn't mean the dreaded re-install of BAT 4.2....etc.
But..probably like you, I'm a bit jaded with it all now.
Will look at it with fresh eyes, after Murine of course.

If using my static.ini results in no errors due to the new 'Vehicle' body type, this bodes well. I don't get the feeling that something as drastic as a full game re-install is called for.

Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 15, 2023, 12:09:06 PM
I'm already on it. .a small mammoth task but as said .. perseverance.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: pied on March 15, 2023, 01:12:02 PM
From the peanut gallery, I used WxTech's static.ini in its entirety and added in the entries that were missing from my working one. Luckily I keep a list of what I've added to these files, and it works a charm.

Pied
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 16, 2023, 09:22:16 AM
Good day.
Just did a classcheck.exe to ..um..check classes..I noticed this entry:
8D6CE2FE0EE939B2 exists with :
   CRC 3117cd48 :   .\#WAW3\!!0_WxTech_Effects_v1.6_ALL-game-versions\8D6CE2FE0EE939B2

   CRC -49d17fa2 :   .\#WAW3\!!!WxTech_GUN_classes_ALL-game-versions\8D6CE2FE0EE939B2
I Have GUN classes above Effects v1.6 in my #WAW, at this moment.
Is that hierarchy ok? or should I swap them over?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on March 16, 2023, 09:24:19 AM
And thanks to all helpers.."Vehicles" body type  is now being recognised.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 16, 2023, 11:40:59 AM
Good catch on that duplicate classfile, POPS. ;)  I've added instructions in update #5 in the top post to retain the version of this classfile (Bullet.class) that resides in the main effects folder, and discard the version in the GUN classes folder.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 29, 2023, 01:17:46 PM
I've encountered a strange video artifact not seen before. It seems to result from a change I recently made as part of disabling the drawing of the brief  'starburst' smoke for the small calibre flak bursts.

If you use the subsequent small update I offered (linked to in UPDATE #3 in the top post) for making the small calibre flak bursts more prominent, this WILL NOT apply to you.


If, however, you use my flak burst effects as provided with the base effects pack, this WILL apply to you...


Navigate to the following TWO .mat files:

  !0  WxTech_Effects_v1.6\Effects\Explodes\Air\Zenitka\Germ_20mm\FlakBurst.mat
  !0  WxTech_Effects_v1.6\Effects\Explodes\Air\Zenitka\USSR_25mm\FlakBurst.mat

For each of these two FlakBurst.mat files, change

  tfNoTexture 1

to

  tfNoTexture 0

You may delete any text--residing on the same line--following the number


It would seem that setting this parameter to "1" causes an odd visibility aspect that can cause brief but awful, bright artifacts on water and sky. I discovered it while playing the Kamikaze 02 track, with manual view control.

And recently, while working on the Hawk 75 cockpit, I found that for a .mat file where I also desired invisibility for a small object, setting tfNoTexture 1 caused the object to be unexpectedly visible. My surmise is that this parameter is intended to make an object remain visible as a monochrome shape but with no texture mapped to it. The parameter/setting which properly renders an object invisible is tfModulate 0.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: blackshark on April 07, 2023, 03:03:34 AM
Hi, anyone tried it with 4.10/DBW ?

@WxTech: on your opinion which configuration should I try in DBW 4.10 ?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on April 07, 2023, 05:04:00 AM
I've never used DBW. I suspect there will be some fundamental difference somewhere that will preclude the incorporation of this massive, far-reaching pack. There are a number of fundamental base classes that I've touched, just for starters. Even merely trying just the base effects folder and only the 18 classfiles pertaining only to Explosions.class might not work due to a new dependence on another class, which permits the new differentiation in effect invocation for crashing planes based on the number of engines.

Perhaps you could try v1.5's main effects folder, and its Explosions.class files. That would give you a better chance at at least obtaining the bulk of the new effects. But there could result issues with ship wake effects, which we can deal with then...


Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: bomberkiller on April 07, 2023, 07:03:47 AM
Quote
I've never used DBW

Hello WxTech,

the fundamental difference between #DBW and #B.A.T. is plain and simple that #DBW was build on IL-2 v4.10 and 'B.A.T. based on v4.12.

Of course, the mods based in v4.10 are for the most part completely different in relation to the "later" modifications.

What I miss for my ancient #DBW?

whistler's brilliant work on the minimap (NG-CAM_v2.0) and all the options that go with it. But unfortunately we're back to IL-2 v4.12 then...!

Too bad you never tried #DBW (preferably with "Tigers" UV3 soundmod).

The main advantage of B.A.T.:

The fast start of the game, the handling when building missions and the clarity of the different functions and the division and easy switching of the different areas (even if I only fly #WAW3).

The downside:

You take everything, even if large sections of the game are never used.

I've been flying an IL-2 since spring 2002. What has been made of this game to date is simply amazing!

If someone had told me then that I would still be interested in IL-2 more than 22 years later, I would have thought them stupid.  ;D

With many thanks to all modders, improvers, idea generators, skinners and workers... who had and have kept this game alive.

With best regards, Happy Easter and thank you for your efforts regarding your "WxTech_Effects"

 ]cheers[

Gerhard


(https://i.ibb.co/qn2JWjH/IL-2-v-1-0.jpg)

(https://i.ibb.co/Brvggf9/IL-2-v-4-09-UP-v2-01.jpg)

(https://i.ibb.co/pWkNHMG/IL-2-v-4-10-DBW.jpg)

(https://i.ibb.co/cYwSJJF/IL-2-v-4-12-BAT.jpg)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: vonOben on May 08, 2023, 11:59:35 PM
Many thanks for these new effects WxTech!  :)

I've now installed these folders to my WAW folder (BAT 4.2.2 with hotfix 4):
WxTech_Effects_v1.6
WxTech_AircraftState_classes
WxTech_Full_Throttle_Smoke_Mod_BAT-4.1.2+

If I've understood correctly that would be sufficient to use your AI overheat mod, correct?

I have an old PC and I've tested the frame rate before and after installing your effects using the Black Death track with Fraps.
With default effects I get this:
Frames, Time (ms), Min, Max, Avg
 10474,    145000,  16, 163, 72.234

With your effects the frame rate is slightly lower
Frames, Time (ms), Min, Max, Avg
  9293,    145000,  13, 152, 64.090

I also get a lot of these errors in the log file:
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)

I really like what you have achieved with your new effects and would like to keep using them, but is there anything I could modify in your effect files to improve the frame rate?
Especially to increase the min frame rate?

Best regards

vonOben
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on May 09, 2023, 01:31:54 AM
I would like to track down all instances of those particle count adjustments. As far as I understand, they pose no notable impact.

Given the SIGNIFICANT increase in complexity and variety, a loss of 9 fps is not that bad. Compared to stock, my Explosions.class (the heart of the venture) has about 2.5X more lines of code. I make much use of randomness to select from among different effects, so that there is less predictable sameness for a given event. A good number of new effects and code to implement them are incorporated. New code is written so as to obtain a high degree of consistent smoke column behaviour. I make a bit more use of illumination sources.

Compared to some effects mods, I use textures that in a number of instances are a bit larger in order to not be too lacking in structural detail.

I have striven to keep particle counts reasonable. The generally longer live times will result in a larger number being drawn at any given moment.

In order to shave off frame rate reductions, without degrading the overall zeitgeist too materially, it would be required to shorten particle live times, make some effects last for a shorter period, reduce the number of illumination sources, reduce the selection of  some alternate effects, eliminate some number of new effects, make less use of animated texels (?), and perhaps reduce texture sizes where the softening would not be objectionable.

I'm curious. Do you have Effects=0, 1 or 2 in conf.ini? If you haven't done so, try 0, which eliminates ground shadows for smokes. That's what I've been using for a few months now. It helps frame rates, but more usefully it eliminates some quirks that accompany the drawing of the shadows, resulting in higher consistency of appearance.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: vonOben on May 09, 2023, 03:40:56 AM
Thanks for the explanation WxTech - not easy I understand that!

I've been using Effects=0 for years now.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on May 09, 2023, 11:01:46 PM
I just ran a check on TheBlackDeath track, and after a second run so as to have the effects loaded into memory, my min frame rate is 32. Now, I have my fps limited to a max of 63 (an odd value, to give a safe overhead for the head tracker) via the nVidia Control panel, and so the max and average are meaningless. But besides the few, brief slowdowns--some being too short to clearly detect--things chug along quite smoothly.

My machine is 4 years old, it being an i5 overclocked to 4.8 GHz, with an RTX 2060. I run at 2560x1440, in perfect landscape mode, and am running Reshade with two effects. I do have some video settings dialed back a tad which helps a bit; AF=16, AA=8, antialiasing-transparency=Multisample.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Dragunoff on May 25, 2023, 01:15:13 AM

(https://i.postimg.cc/c1mtDfGR/wx.png) (https://postimages.org/)

I have problem with antivirus, dont know why.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: PO_MAK_249RIP on May 26, 2023, 02:04:09 AM
False positives without a doubt - can you add them as an exclusion ın McAfee?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Dragunoff on May 28, 2023, 02:56:57 AM
OK, done.
No, but there is "restore" option, after which it no longer blocked the downloaded file. Super!
I haven't had this problem before with any version of the mod and was a bit confused...
Thanks PO_MAK_249RIP !
 
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on July 21, 2023, 07:33:25 AM
Persons..if you should pass this way again.
I just saw this in log file: WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Effects/TEXTURES/PluffMkI.tga'.
Is it of any importance? Or relevance to the smooth operation of this pkg?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on July 21, 2023, 10:37:53 AM
Such texture reload errors are of no consequence at all.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Old_DaD on July 21, 2023, 10:46:30 AM
I can sleep easily tonight now.
Mucho Gracia's.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Proto on August 27, 2023, 05:24:29 AM
We need 4.13 classfiles.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on August 27, 2023, 12:33:24 PM
I did blindly try a 4.13 bolt-on addition for my v1.5 effects pack, but I gather it caused intractable problems. Not running 4.13 myself, I can't test anything, hence the blind stab at it.

What we need is a modder who can do the code alterations from my Java files for the desired game version. I try to put enough comments within them to make it clear enough what my alterations are. I can supply all current Java...

I hope to soon release v2.0 of the effects pack, which will be a significant jump in new features and refinements.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Geschirr on August 27, 2023, 08:09:53 PM
Looking forward to it WxTech!
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: PO_MAK_249RIP on August 28, 2023, 01:49:19 AM
bump that!
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Duong07 on January 07, 2024, 02:39:59 PM
My game crash right away. i don't know if i am doing something wrong
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Piotrek1 on January 08, 2024, 11:34:46 AM
My game crash right away. i don't know if i am doing something wrong

Hi Duong07,
In order for someone to help you need to provide as much information as possible such as:
- version of the game,
- log reading:
https://www.sas1946.com/main/index.php/topic,13457.0.html
- a screenshot of your main game folder wouldn't hurt either, for example:
(https://i.postimg.cc/HsDz2p96/Zrzut-ekranu-2024-01-08-181634.png) (https://postimages.org/)
with all this information maybe someone will be able to help you.

Best regards,
Piotrek

Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: TXZCJSP on January 08, 2024, 05:53:45 PM

with all this information maybe someone will be able to help you.

Best regards,
Piotrek

I see you're not using BigShipGeneric or GUN_classes.
Is it because they conflict with VPmod?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Duong07 on January 09, 2024, 04:37:27 AM
My game crash right away. i don't know if i am doing something wrong

Hi Duong07,
In order for someone to help you need to provide as much information as possible such as:
- version of the game,
- log reading:
https://www.sas1946.com/main/index.php/topic,13457.0.html
- a screenshot of your main game folder wouldn't hurt either, for example:
(https://i.postimg.cc/HsDz2p96/Zrzut-ekranu-2024-01-08-181634.png) (https://postimages.org/)
with all this information maybe someone will be able to help you.

Best regards,
Piotrek

Hello Piotrek!
Thank for reply

I am using 4.12.2 with SAS modact

This is my SAS folder

(https://i.postimg.cc/RZkj763L/Untitled.jpg) (https://postimages.org/)

I can't get my game to run for generating a new log

Thank you
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on January 09, 2024, 05:23:54 AM
There are several additional folders you need to copy to your mods folder, not host the main effects one. This is laid out in detail in the install instructions. Look for the list of folders for 4.12 modact.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Duong07 on January 09, 2024, 05:48:50 AM
There are several additional folders you need to copy to your mods folder, not host the main effects one. This is laid out in detail in the install instructions. Look for the list of folders for 4.12 modact.

Sadly even when i copy all 8 folders the game still not running
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: TXZCJSP on January 09, 2024, 06:11:22 AM
There are several additional folders you need to copy to your mods folder, not host the main effects one. This is laid out in detail in the install instructions. Look for the list of folders for 4.12 modact.

Sadly even when i copy all 8 folders the game still not running

Delete all files outside of the two folders in the WxTech_Effects_v1.6_ALL-game-versions folder
Then you can access the game normally, but I don't know what effects would be missing if you did that.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Duong07 on January 10, 2024, 09:25:01 AM
There are several additional folders you need to copy to your mods folder, not host the main effects one. This is laid out in detail in the install instructions. Look for the list of folders for 4.12 modact.

Sadly even when i copy all 8 folders the game still not running

Delete all files outside of the two folders in the WxTech_Effects_v1.6_ALL-game-versions folder
Then you can access the game normally, but I don't know what effects would be missing if you did that.

Thanks for reply

I did delete all files outside of the two folders and the game still not running

i have try to reinstall the game several times
i did try older version of the mod and the game still not running, i try delete all other mod too but still no luck

i found this in the log, i don't know if this gunshells effect belong to the mod or not

(https://i.postimg.cc/JnHKS3H6/log.jpg) (https://postimages.org/)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on January 10, 2024, 10:11:20 AM
Are these errors popping up after removing the folder containing the GUN classes?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Duong07 on January 10, 2024, 11:58:57 AM
Are these errors popping up after removing the folder containing the GUN classes?

Sorry I really don't know, is there even when i remove your mod and run the game like normal

I just make a clean reinstall of the game and install no mod but your effect to get new log file
this is what i found

I'm terribly sorry for bothering you guys like this

(https://i.postimg.cc/gjVPmn2v/log.jpg) (https://postimages.org/)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on January 10, 2024, 01:48:06 PM
Such fundamental errors in an unmodded game are beyond my ability to understand. :(
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Frankiek on January 10, 2024, 01:52:55 PM
Are you using more than 1 monitor? if not just check this conf.ini line
Use3Renders=0
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Duong07 on January 10, 2024, 11:47:35 PM
Are you using more than 1 monitor? if not just check this conf.ini line
Use3Renders=0

I only have 1 monitor and Use3Renders=0 is in my conf
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Duong07 on January 10, 2024, 11:51:04 PM
Such fundamental errors in an unmodded game are beyond my ability to understand. :(

It's fine if i can't get the mod to work i enjoy the game without it, no sweat

Thanks for your help WxTech!
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Fire112 on January 26, 2024, 04:49:24 PM
I'm using BAT 4.2.2 + Hotfix 4 and after installing this effects package according to readme I'm also suffering from the missing machinegun sounds for example on the Spitfire.
I even installed the alternative files mentioned in this thread. As long as I only install the "!0 WxTech_GUN_classes_ALL-game-versions" folder the gun sounds are there, when I add the "!!!0_WxTech_GUN_classes_BAT-BSMU" the sounds are gone.

As I understand I need the BSMU-folder to experience all the new sounds that come mit the BAT-mod? so what can cause this issue with the missing sounds?

(I got the same issues with the BSMU-mod alone, so I disabled that completely. Only running mod now is this effects package)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Fegelein on February 28, 2024, 07:10:27 PM
This thread is a mess, where to download the mod and how to install it? keep it simple guys...
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Fegelein on February 28, 2024, 07:18:06 PM
Nevermind, I found the MAIN download link below all of those update (?) posts, but how do I install it? where should I place those files? I have the latest version of BAT
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on February 28, 2024, 07:33:08 PM
For your game version you select the relevant 8 folders and put them in your #WAW3 folder.  I know the Readme file is lengthy, but this mod is comprised of many elements. I suppose I could have packed up the different versions as standalones, but most of the content is shared across versions.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Whiskey_Sierra_972 on February 29, 2024, 11:47:16 AM
This thread is a mess, where to download the mod and how to install it? keep it simple guys...

Sorry mate but can I ask to be more polite in your future posts?

Modders (never wrote too much times to be understood) give us the results of their hard work for free....many by simple request from other users....so thanks for what you grab is a must to remind always!

Remember that if you don't understand clearly something they share a 'Please' and a 'Thanks' isn't too expensive words to write....
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: MoonWoman on February 29, 2024, 04:37:25 PM
Just one question, do these effects also work on the other modules of B.A.T like DOF? Or is it just for the WaW module?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on February 29, 2024, 06:10:30 PM
Yes, as far as I know (I have only the #WAW3 module, myself). You would need to add all the same content to the desired module, in the same way. I don't know if the jet war module has any particular differences or requirements; someone else should be able to address that.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: MoonWoman on February 29, 2024, 06:55:17 PM
Just tried it for The golden age, copied all the same folders to the TGA3 folder, it seems to work, dont have missing effects and seem to be the same for Waw. For anyone wondering.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Frankiek on February 29, 2024, 07:17:22 PM
Jet era is kind of picky when it comes to classes while TGA and WAW have many things in common
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: gunny0134 on February 29, 2024, 07:33:15 PM
My experience:
   I was originally a 4.12.2m, BAT 4.0 Red Core user.
   Effect v1.6 of WxTech worked well in my BAT 4.0.

Recently I upgraded to BAT 4.1 Blue Edge.

The result is...
  DoF + WxTech Effect v1.6 = Works well
  TGA + WxTech Effect v1.6 = Works well
  JTW + WxTech Effect v1.6 = Works well
  WAW = Game Freezing. So I downed it to V1.5. Currently working well. My WAW is in a very complicated state. Some kind of Class crash is believed to be the cause.

My test method :
  On QMB, I try to crash the plane almost vertically into the ground. If the plane explodes normally and the mission termination message comes out, it means to work well.
  Otherwise game freezing will occur at the moment of collision with the ground. In this case, it is better to go down to V1.5 rather than find the cause with the Class check.

Thank you.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: PO_MAK_249RIP on February 29, 2024, 09:28:47 PM
Any news on the release of the new version WxTech?
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on February 29, 2024, 10:50:03 PM
I may first release a version for B.A.T 4.0-4.1.1, as this is my 'development environment.' A number of additional classes have been altered, which adds to the complexity of blindly updating them for other versions which I can't test. I realize this would apply to a pretty small number of players, but it's a start.

By supplying all Java code, any halfway skilled modder could adapt this for other game versions.

But it is my intention to work toward that end anyway.  ;)
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: Frankiek on March 01, 2024, 01:51:34 AM
If you prefere i can made available to you the classes that you need from the latest BAT so you can check against your code
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 01, 2024, 03:48:08 AM
Success in compiling is no guarantor of error-free running; everyone would still be the testers.  ;)

I do have the decompiled classes for B.A.T. 4.2.2, as made available by Mike quite some months ago...
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: ssn637 on March 01, 2024, 05:31:23 AM
Looks like I'll be reverting back to BAT 4.0 for a while!  Thanks so much Glenn!

Fair winds and following seas.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: arquillos on March 05, 2024, 11:34:27 AM
Hi WxTEch, in the "!0_WxTech_ROCKET_classes_BAT" folder ther is a file: "Unable to compile.txt":

Code: [Select]
RocketChaff.class
RocketFlare.class

I guess this is a leftover not needed by the mod.

Is the file refering to an error with the Rocket mod for BAT?

Thanks!!!


BTW, This is a "JSGME" compatible installation:

- https://www.mediafire.com/file/0515dzcg3gzc35h/WxTech_Effects_v1.6_for_BAT_and_4.12_%252805-03-2023%2529_-_JSGME.7z/file

It only works with latest BAT! Do not try on other installations.
Use: Uncompress the file and copy the "BATMODS" content into your IL-2 BAT "BATMODS" folder. Open "jsgme.exe" and add the mods.
Title: Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
Post by: WxTech on March 05, 2024, 08:17:42 PM
arquillos,
Yeah, that text file was just a reminder for myself, which I had overlooked to remove.

Thanks for taking the effort to put together a JSGME package for those who use that mod enabler.