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Author Topic: DBW AI Mod Discussion & Bugs  (Read 71460 times)

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Far77

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Re: DBW AI Mod Discussion & Bugs
« Reply #48 on: August 28, 2011, 01:11:17 AM »

While dogfightning with pistons a H~1-3km. I missed the exact moments as I watched other planes at the moments. But as it was "no-damage", so the reason could be neither shooting down nor
collision with another plane.

So it was a once off occurence? Manoeuvre kills are fairly common in IL-2 as it is BUT a jet engaging a piston aircraft in a turning fight is likely to guarantee it ;)

Yes, but I can't recall this with AI-mod turn-off. Anyway it is just a minor remark which maybe (I hope) useful in working on the AI.

By the way I can say that I like AI dogfighting behaviour of CAC-Sabres. They are used to make high-speed boomzooming, and rarely go into manuevering with pistons-fighters. It is very nice to watch their boomzooming!... :) Thank you very much!


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SAS~Anto

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  • Retired from modding
Re: DBW AI Mod Discussion & Bugs
« Reply #49 on: August 28, 2011, 01:57:31 AM »

Still seeing spits and Hurri's using flaps during dogfights.

Hasn't been looked at ;) And Hurricanes did have staged flaps, whilst the Spits did not.

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

Far77: In fact, all the Sabre has the same AI behaviour defined.

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

On a different note, a few things have been looked at:
- Nav light turning green fixed. Now white and flashing
- The AI mod DOES NOT break realistic navigation or beacons. I created a test map with all different beacon types in and I was able to switch between them without issue.
- Finally, before you report a so-called 'bug' regarding AI behaviour, please remember we still haven't got all the AI code in yet. PLUS it is likely it is a carry-over from the default game or Cert's original AI mod. Instead of saying it is a bug on our behalf (which pisses us off!), please take the time to fully investigate the scenario and provide a proper report on what's going on and in what scenarios. For example, manoeuvres kills are not bugs all the time. Say if EVERYTIME you fought at low level the enemy fighters crashed, then yes that is a bug. BUT if in a high G dive/turn, an enemy aircraft screws up, then it is not a bug. It is a fine line and we can't determine that unless you provide PLENTY of info.
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Maico

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  • Knight Knee Dragger
Re: DBW AI Mod Discussion & Bugs
« Reply #50 on: August 28, 2011, 02:50:31 AM »

  The Ai can now kill me easier.  This is a bug as I AM a super ACE!   8)
Ok, jokes aside, I was shocked by my first encounter with the new AI (UP 3.0) Its ability to stay at tree top level was making it hard for me.  But best of all was the B&Z pulled by the ai.  I was cought up in thier B&Z and made to look foolish.  Wow, I am having to recalibrate my df skills.  It is a real nice adition this new ai.  The head on passes make for epic encounters. 
  Thanks a bunch to the modders.  This has breathed so much new life into the game. 

A million thanks

Maico
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Juri_JS

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Re: DBW AI Mod Discussion & Bugs
« Reply #51 on: August 28, 2011, 03:01:51 AM »

At the moment I am using the AI-Mod version that came with DBW 1.6.
When I fly level bombing missions with the AI mod activated the AI bombers are often showing a strange behaviour. Over the target they drop only one pair of bombs and after the attack they can't find the next waypoint. I have seen this both in single missions and in DGen.
Here is a short test mission. For me it works ok without the AI-mod, but with it the problems mentioned above happen.

Code: [Select]
[MAIN]
  MAP Norway/load.ini
  TIME 12.0
  CloudType 1
  CloudHeight 700.0
  player 315PK00
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 7
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  315PK00
[315PK00]
  Planes 4
  Skill 1
  Class air.LANCASTER
  Fuel 100
  weapons 8x500
[315PK00_Way]
  NORMFLY 54246.33 48729.57 4000.00 454.00 &0
  NORMFLY 63163.23 56565.63 4000.00 454.00 &0
  GATTACK 75582.19 64882.33 4000.00 454.00 0_Static 0 &0
  NORMFLY 81240.64 64882.33 4000.00 454.00 &0
  NORMFLY 85812.67 59223.87 4000.00 454.00 &0
  NORMFLY 66771.62 33038.25 4000.00 454.00 &0
  NORMFLY 39106.49 22632.10 4000.00 454.00 &0
[NStationary]
  0_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75675.17 65248.43 360.00 0.0
  1_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75699.57 65122.24 360.00 0.0
  2_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75774.93 65170.43 360.00 0.0
  3_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75693.86 65218.67 360.00 0.0
  4_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75590.83 65138.44 360.00 0.0
  5_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75710.72 65154.45 360.00 0.0
  6_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75641.24 65182.07 360.00 0.0
  7_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75733.17 65200.30 360.00 0.0
[Buildings]
[Bridge]
[House]


And this problem I posted before still exists:
Quote
I think I have found another problem with the Carrier Take-Off Mod. When I activate fast time-acceleration (that makes the screen black, not the 2x, 4x, 8x acceleration) all AI carrier planes will crash during take off. Without fast time acceleration they take off without problems.
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verde13

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Re: DBW AI Mod Discussion & Bugs
« Reply #52 on: August 28, 2011, 03:35:37 AM »

At the moment I am using the AI-Mod version that came with DBW 1.6.
When I fly level bombing missions with the AI mod activated the AI bombers are often showing a strange behaviour. Over the target they drop only one pair of bombs and after the attack they can't find the next waypoint. I have seen this both in single missions and in DGen.
Here is a short test mission. For me it works ok without the AI-mod, but with it the problems mentioned above happen.

I have the exact same problem with Montsy27's Battle of Malta campaign. SM-79s are dropping only one bomb on their bombing run.
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NS~mati140

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  • #27 of the New Squadron (NS)
Re: DBW AI Mod Discussion & Bugs
« Reply #53 on: August 28, 2011, 09:22:00 AM »

- The AI mod DOES NOT break realistic navigation or beacons. I created a test map with all different beacon types in and I was able to switch between them without issue.

That's strange. For me everytime I select beacon, however not at beacon select but when sound is about to be played game crashes. Crash occurs ONLY with Ai mod enebled, I checked for conflicts with other mods (mainly visual) but there weren't any. Folowing RotI#32 here's my log file:

Code: [Select]
[28.08.2011 14:59:51] ------------ BEGIN log session -------------
[14:59:51] OpenGL provider: Opengl32.dll
[14:59:51] OpenGL library:
[14:59:51]   Vendor: NVIDIA Corporation
[14:59:51]   Render: GeForce GT 240/PCI/SSE2
[14:59:51]   Version: 3.3.0
[14:59:51]   Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[14:59:51] Size: 1920x1080
[14:59:51] ColorBits: 32
[14:59:51] DepthBits: 24
[14:59:51] StencilBits: 8
[14:59:51] isDoubleBuffered: true
[14:59:52]
[14:59:52] *** Looking for Advanced CPU Instructions...
[14:59:52] [x] PentiumPro
[14:59:52] [x] Multimedia (MMX)
[14:59:52] [x] 3D (SSE2)
[14:59:52] [x] 3D (SSE2)
[14:59:52] [-] 3D (3DNow)
[14:59:52] ColourBits 32, ABits 0, ZBits 24
[14:59:52]
[14:59:52] *** Looking for Render API Extensions ...
[14:59:52] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[14:59:52] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[14:59:52] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[14:59:52] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[14:59:52] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[14:59:52] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[14:59:52] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[14:59:52] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[14:59:52] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[14:59:52] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[14:59:52] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[14:59:52] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[14:59:52] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[14:59:52]
[14:59:52] Maximum texture size : 8192
[14:59:52] Maximum simultaneous textures :4
[14:59:52] MaxAnisotropic (1.0 = none) : 16.000000
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[14:59:53] INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/MidAir.mat'
[14:59:53] WARNING: object '3DO/Effects/TEXTURES/MidAir.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped -1 -> 0 (delta = 1) to Range 0..32
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
[14:59:53] WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
[14:59:53] WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:58] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
[14:59:58] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$MustangMkI'
[14:59:59] SectFile load failed: null
[14:59:59] java.io.FileNotFoundException
[14:59:59] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[14:59:59] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[14:59:59] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[14:59:59] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[14:59:59] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[14:59:59] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[14:59:59] at com.maddox.il2.gui.GUIQuick.checkCustomAirIni(GUIQuick.java:1339)
[14:59:59] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1477)
[14:59:59] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[14:59:59] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:700)
[14:59:59] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)
[14:59:59] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[14:59:59] at com.maddox.il2.game.Main.exec(Main.java:420)
[14:59:59] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:00:03] Initializing DirectSound playback device...
[15:00:03] Primary buffer created.
[15:00:03] Playback format is set : sampling rate = 22050, num channels = 2.
[15:00:03] Not enought hardware buffers (0), hardware disabled
[15:00:03] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[15:00:03] Default speaker config is : 1310724.
[15:00:03] Direct sound audio device initialized successfully :
[15:00:03] DX Version : 7
[15:00:03] Hardware    - disabled [buffers : 0]
[15:00:03] Extensions  - enabled :
[15:00:03]   EAX ver. 1 [ ]  - disabled
[15:00:03]   EAX ver. 2 [ ]  - disabled
[15:00:03]   EAX ver. 3 [ ]  - disabled
[15:00:03]   I3D ver. 2 [ ]  - disabled
[15:00:03]   ZoomFX     [ ]  - disabled
[15:00:03]   MacroFX    [ ]  - disabled
[15:00:03] SIMD render [X]
[15:00:03] num channels 32
[15:00:03] Cannot open audio file samples/infinite 1
[15:00:03]
[15:00:42] Loading mission Quick/CoralSeaOnline/CoralSeaOnlineBlueNoneN00.mis...
[15:00:43] Loaded camouflage: PACIFIC
[15:00:43] Loading map.ini defined airfields:
[15:00:43] Detected Vertex Shaders 3.0.
[15:00:43] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[15:00:43] Vertex texture units: 32
[15:00:43]
[15:00:46] PBuffer: suitable formats: 6
[15:00:46]
[15:00:46] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[15:00:46] Depth = 24, stencil = 8
[15:00:46] PBuffer: suitable formats: 6
[15:00:46]
[15:00:46] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[15:00:46] Depth = 24, stencil = 8
[15:00:47] Loading vertex/fragment programs: *697887216*
[15:00:47] *** Loading: [vpFogFar2Tex2D]
[15:00:47] *** Loading: [vpFog2Tex2DBlend]
[15:00:47] *** Loading: [vpFogFar4Tex2D]
[15:00:47] *** Loading: [vpFogFar8Tex2D]
[15:00:47] *** Loading: [vpFogNoTex]
[15:00:47] *** Loading: [vpFog4Tex2D]
[15:00:47] *** Loading: [vpFog4Tex2D_UV2]
[15:00:47] *** Loading: [vp4Tex2D]
[15:00:47] *** Loading: [vp6Tex2D]
[15:00:47] *** Loading: [vpTexUVTex2D]
[15:00:47] *** Loading: [vpWaterGrid_NV]
[15:00:47] *** Loading: [vpWaterSunLight_NV]
[15:00:47] *** Loading: [vpWaterSunLight_ATI]
[15:00:47] *** Loading: [vpWaterSunLight_FP]
[15:00:47] *** Loading: [vpTreeSprite]
[15:00:47] *** Loading: [vpTreeTrunk]
[15:00:47] *** Loading: [vpVAObjectsN]
[15:00:47] *** Loading: [vpVAObjectsL0]
[15:00:47] *** Loading: [vpSprites]
[15:00:47] *** Loading: [vpSimpleGL]
[15:00:47] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastBump] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCaustic] -> NV3X Optimized!
[15:00:47] *** Loading: [fpSprites] -> NV3X Optimized!
[15:00:47] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[15:00:47] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[15:00:47] *** Loading: [fpSimpleGL]
[15:00:47] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[15:00:47] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[15:00:47] *** Loading: [fpRiverCoastAA]
[15:00:47] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[15:00:47] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[15:00:47] *** Loading: [vpWaterDM_CPU]
[15:00:47] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterLFogDM]
[15:00:47] *** Loading: [fpIceWater] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpFarBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlane] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[15:00:47] Load bridges
[15:00:47] Load static objects
[15:00:53] Mission: Quick/CoralSeaOnline/CoralSeaOnlineBlueNoneN00.mis is Playing
[15:00:54] warning: no files : music/inflight
[15:00:58] java.lang.NoSuchFieldError: showMorseAsText
[15:00:58] at com.maddox.il2.objects.sounds.SndAircraft.showMorseAsText(SndAircraft.java:771)
[15:00:58] at com.maddox.il2.objects.sounds.SndAircraft.playMorseEffect(SndAircraft.java:782)
[15:00:58] at com.maddox.il2.obj

15:00:58 is the moment when morse code from carrier's YE is about to be played. Note that the last line is broken in half. Any idea what did I screw up in my install? Maybe my copy of AI mod is corrupt?
Logged

SAS~Anto

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Re: DBW AI Mod Discussion & Bugs
« Reply #54 on: August 28, 2011, 09:15:25 PM »

  The Ai can now kill me easier.  This is a bug as I AM a super ACE!   8)
Ok, jokes aside, I was shocked by my first encounter with the new AI (UP 3.0) Its ability to stay at tree top level was making it hard for me.  But best of all was the B&Z pulled by the ai.  I was cought up in thier B&Z and made to look foolish.  Wow, I am having to recalibrate my df skills.  It is a real nice adition this new ai.  The head on passes make for epic encounters. 
  Thanks a bunch to the modders.  This has breathed so much new life into the game. 

A million thanks

Maico

There isn't any AI mod in UP3, haven't implemented it yet ;)

mati140: Thanks for clarifying. To be honest I did not stay on the beacon long enough to check for a morse code signal. Now we can track the bug down.
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Maico

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Re: DBW AI Mod Discussion & Bugs
« Reply #55 on: August 28, 2011, 10:18:40 PM »

  The Ai can now kill me easier.  This is a bug as I AM a super ACE!   8)
Ok, jokes aside, I was shocked by my first encounter with the new AI (UP 3.0) Its ability to stay at tree top level was making it hard for me.  But best of all was the B&Z pulled by the ai.  I was cought up in thier B&Z and made to look foolish.  Wow, I am having to recalibrate my df skills.  It is a real nice adition this new ai.  The head on passes make for epic encounters. 
  Thanks a bunch to the modders.  This has breathed so much new life into the game. 

A million thanks

Maico

There isn't any AI mod in UP3, haven't implemented it yet ;)

mati140: Thanks for clarifying. To be honest I did not stay on the beacon long enough to check for a morse code signal. Now we can track the bug down.

Silly me, I am playing DBW but I dont have the beta AI mod enabled.  So, then that is not UP3.0 Ai mod?  I can tell you this, its a new ai and it puts up quite a fight.  It is either that, or I am getting old.  That is a distinct possibility.
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SAS~Anto

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Re: DBW AI Mod Discussion & Bugs
« Reply #56 on: September 03, 2011, 12:39:54 AM »

- The AI mod DOES NOT break realistic navigation or beacons. I created a test map with all different beacon types in and I was able to switch between them without issue.

That's strange. For me everytime I select beacon, however not at beacon select but when sound is about to be played game crashes. Crash occurs ONLY with Ai mod enebled, I checked for conflicts with other mods (mainly visual) but there weren't any. Folowing RotI#32 here's my log file:

Code: [Select]
[28.08.2011 14:59:51] ------------ BEGIN log session -------------
[14:59:51] OpenGL provider: Opengl32.dll
[14:59:51] OpenGL library:
[14:59:51]   Vendor: NVIDIA Corporation
[14:59:51]   Render: GeForce GT 240/PCI/SSE2
[14:59:51]   Version: 3.3.0
[14:59:51]   Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[14:59:51] Size: 1920x1080
[14:59:51] ColorBits: 32
[14:59:51] DepthBits: 24
[14:59:51] StencilBits: 8
[14:59:51] isDoubleBuffered: true
[14:59:52]
[14:59:52] *** Looking for Advanced CPU Instructions...
[14:59:52] [x] PentiumPro
[14:59:52] [x] Multimedia (MMX)
[14:59:52] [x] 3D (SSE2)
[14:59:52] [x] 3D (SSE2)
[14:59:52] [-] 3D (3DNow)
[14:59:52] ColourBits 32, ABits 0, ZBits 24
[14:59:52]
[14:59:52] *** Looking for Render API Extensions ...
[14:59:52] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[14:59:52] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[14:59:52] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[14:59:52] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[14:59:52] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[14:59:52] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[14:59:52] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[14:59:52] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[14:59:52] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[14:59:52] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[14:59:52] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[14:59:52] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[14:59:52] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[14:59:52]
[14:59:52] Maximum texture size : 8192
[14:59:52] Maximum simultaneous textures :4
[14:59:52] MaxAnisotropic (1.0 = none) : 16.000000
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[14:59:53] INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/MidAir.mat'
[14:59:53] WARNING: object '3DO/Effects/TEXTURES/MidAir.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped -1 -> 0 (delta = 1) to Range 0..32
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
[14:59:53] WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
[14:59:53] WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:58] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
[14:59:58] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$MustangMkI'
[14:59:59] SectFile load failed: null
[14:59:59] java.io.FileNotFoundException
[14:59:59] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[14:59:59] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[14:59:59] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[14:59:59] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[14:59:59] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[14:59:59] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[14:59:59] at com.maddox.il2.gui.GUIQuick.checkCustomAirIni(GUIQuick.java:1339)
[14:59:59] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1477)
[14:59:59] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[14:59:59] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:700)
[14:59:59] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)
[14:59:59] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[14:59:59] at com.maddox.il2.game.Main.exec(Main.java:420)
[14:59:59] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:00:03] Initializing DirectSound playback device...
[15:00:03] Primary buffer created.
[15:00:03] Playback format is set : sampling rate = 22050, num channels = 2.
[15:00:03] Not enought hardware buffers (0), hardware disabled
[15:00:03] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[15:00:03] Default speaker config is : 1310724.
[15:00:03] Direct sound audio device initialized successfully :
[15:00:03] DX Version : 7
[15:00:03] Hardware    - disabled [buffers : 0]
[15:00:03] Extensions  - enabled :
[15:00:03]   EAX ver. 1 [ ]  - disabled
[15:00:03]   EAX ver. 2 [ ]  - disabled
[15:00:03]   EAX ver. 3 [ ]  - disabled
[15:00:03]   I3D ver. 2 [ ]  - disabled
[15:00:03]   ZoomFX     [ ]  - disabled
[15:00:03]   MacroFX    [ ]  - disabled
[15:00:03] SIMD render [X]
[15:00:03] num channels 32
[15:00:03] Cannot open audio file samples/infinite 1
[15:00:03]
[15:00:42] Loading mission Quick/CoralSeaOnline/CoralSeaOnlineBlueNoneN00.mis...
[15:00:43] Loaded camouflage: PACIFIC
[15:00:43] Loading map.ini defined airfields:
[15:00:43] Detected Vertex Shaders 3.0.
[15:00:43] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[15:00:43] Vertex texture units: 32
[15:00:43]
[15:00:46] PBuffer: suitable formats: 6
[15:00:46]
[15:00:46] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[15:00:46] Depth = 24, stencil = 8
[15:00:46] PBuffer: suitable formats: 6
[15:00:46]
[15:00:46] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[15:00:46] Depth = 24, stencil = 8
[15:00:47] Loading vertex/fragment programs: *697887216*
[15:00:47] *** Loading: [vpFogFar2Tex2D]
[15:00:47] *** Loading: [vpFog2Tex2DBlend]
[15:00:47] *** Loading: [vpFogFar4Tex2D]
[15:00:47] *** Loading: [vpFogFar8Tex2D]
[15:00:47] *** Loading: [vpFogNoTex]
[15:00:47] *** Loading: [vpFog4Tex2D]
[15:00:47] *** Loading: [vpFog4Tex2D_UV2]
[15:00:47] *** Loading: [vp4Tex2D]
[15:00:47] *** Loading: [vp6Tex2D]
[15:00:47] *** Loading: [vpTexUVTex2D]
[15:00:47] *** Loading: [vpWaterGrid_NV]
[15:00:47] *** Loading: [vpWaterSunLight_NV]
[15:00:47] *** Loading: [vpWaterSunLight_ATI]
[15:00:47] *** Loading: [vpWaterSunLight_FP]
[15:00:47] *** Loading: [vpTreeSprite]
[15:00:47] *** Loading: [vpTreeTrunk]
[15:00:47] *** Loading: [vpVAObjectsN]
[15:00:47] *** Loading: [vpVAObjectsL0]
[15:00:47] *** Loading: [vpSprites]
[15:00:47] *** Loading: [vpSimpleGL]
[15:00:47] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastBump] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCaustic] -> NV3X Optimized!
[15:00:47] *** Loading: [fpSprites] -> NV3X Optimized!
[15:00:47] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[15:00:47] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[15:00:47] *** Loading: [fpSimpleGL]
[15:00:47] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[15:00:47] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[15:00:47] *** Loading: [fpRiverCoastAA]
[15:00:47] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[15:00:47] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[15:00:47] *** Loading: [vpWaterDM_CPU]
[15:00:47] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterLFogDM]
[15:00:47] *** Loading: [fpIceWater] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpFarBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlane] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[15:00:47] Load bridges
[15:00:47] Load static objects
[15:00:53] Mission: Quick/CoralSeaOnline/CoralSeaOnlineBlueNoneN00.mis is Playing
[15:00:54] warning: no files : music/inflight
[15:00:58] java.lang.NoSuchFieldError: showMorseAsText
[15:00:58] at com.maddox.il2.objects.sounds.SndAircraft.showMorseAsText(SndAircraft.java:771)
[15:00:58] at com.maddox.il2.objects.sounds.SndAircraft.playMorseEffect(SndAircraft.java:782)
[15:00:58] at com.maddox.il2.obj

15:00:58 is the moment when morse code from carrier's YE is about to be played. Note that the last line is broken in half. Any idea what did I screw up in my install? Maybe my copy of AI mod is corrupt?

Quick question, how the hell are you getting morse code to appear as text on screen? It definitely doesn't happen in my version of the game. I don't have any issue with morse code working in my game BUT I bet you that the mod you are using for Text morse code is the cause of your crash.
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SAS~Anto

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Re: DBW AI Mod Discussion & Bugs
« Reply #57 on: September 03, 2011, 01:08:25 AM »

At the moment I am using the AI-Mod version that came with DBW 1.6.
When I fly level bombing missions with the AI mod activated the AI bombers are often showing a strange behaviour. Over the target they drop only one pair of bombs and after the attack they can't find the next waypoint. I have seen this both in single missions and in DGen.
Here is a short test mission. For me it works ok without the AI-mod, but with it the problems mentioned above happen.

Code: [Select]
[MAIN]
  MAP Norway/load.ini
  TIME 12.0
  CloudType 1
  CloudHeight 700.0
  player 315PK00
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 7
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  315PK00
[315PK00]
  Planes 4
  Skill 1
  Class air.LANCASTER
  Fuel 100
  weapons 8x500
[315PK00_Way]
  NORMFLY 54246.33 48729.57 4000.00 454.00 &0
  NORMFLY 63163.23 56565.63 4000.00 454.00 &0
  GATTACK 75582.19 64882.33 4000.00 454.00 0_Static 0 &0
  NORMFLY 81240.64 64882.33 4000.00 454.00 &0
  NORMFLY 85812.67 59223.87 4000.00 454.00 &0
  NORMFLY 66771.62 33038.25 4000.00 454.00 &0
  NORMFLY 39106.49 22632.10 4000.00 454.00 &0
[NStationary]
  0_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75675.17 65248.43 360.00 0.0
  1_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75699.57 65122.24 360.00 0.0
  2_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75774.93 65170.43 360.00 0.0
  3_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75693.86 65218.67 360.00 0.0
  4_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75590.83 65138.44 360.00 0.0
  5_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75710.72 65154.45 360.00 0.0
  6_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75641.24 65182.07 360.00 0.0
  7_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75733.17 65200.30 360.00 0.0
[Buildings]
[Bridge]
[House]


And this problem I posted before still exists:
Quote
I think I have found another problem with the Carrier Take-Off Mod. When I activate fast time-acceleration (that makes the screen black, not the 2x, 4x, 8x acceleration) all AI carrier planes will crash during take off. Without fast time acceleration they take off without problems.


I've investigated this and it seems that level bombers are no longer acting that way. Instead they seem to act like ground attack aircraft and enter a dive when spotting a ground target. Will test some more and try to find a solution.
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SAS~Anto

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Re: DBW AI Mod Discussion & Bugs
« Reply #58 on: September 03, 2011, 01:54:37 AM »

Okay confirmed, there is NO bug with bombers. It is all depedent on what type of waypoints you set.

For level bombers:
a) Select a 'Ground Attack' waypoint above the target you want bombed. Bombers will now use their bomb sight and release all bombs level and in formation. DO NOT SPECIFY AN EXACT TARGET OTHERWISE THIS WILL NOT WORK!!
b) If you do specify an exact target, the bombers will act like ground attack aircraft and release bombs in single pairs and make multiple passes until all bombs are gone. Not appropriate for B-17s etc.

For dive bombers.
a) Their behaviour is altitude dependant. If you select a Ground Attack waypoint, they will dive. If you set a target, they will dive. IF you set the way point below 1500m, then they will use a shallow dive and release bombs one at a time on multiple passes until all targets are destroyed. They will also resort to strafing.

For fighter bombers.
a) They will always use shallow dives and drop bombs one at a time. If out of bombs and targets remain, they will strafe
b) All jets share this behaviour

The issues, as I see it, is that when some aircraft enter a ground attack routine, they aren't acting appropriately. Indeed it is rediculous that Stukas would drop single SC-70s in multiple passes when in real life they were likely to drop all. Jet aircraft would enter at higher speed in shallower attacks and would tend to drop all ordinance and get the hell out of there. The behaviour is also target dependent. You could spend all day strafing troops and unarmoured vehicles BUT you wouldn't do the same to well-defended airbase.

So what we need is a check that excludes certain aircraft from the new ground attack routine and maybe something that can work out what sort of targets are around (i.e. if there is heavy flak, aircraft will dump all bombs and get out, but otherwise will take their time).
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Juri_JS

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Re: DBW AI Mod Discussion & Bugs
« Reply #59 on: September 03, 2011, 07:19:25 AM »

So what we need is a check that excludes certain aircraft from the new ground attack routine and maybe something that can work out what sort of targets are around (i.e. if there is heavy flak, aircraft will dump all bombs and get out, but otherwise will take their time).

I think you should exclude all pure level bombers from the new ground attack routine, in my opinion the stock AI behaviour worked fine for level bombers and no changes are needed.
The problem are aircraft that can be used both as level and fighter bombers, like the B-25J. For those aircraft it would be a good idea to make the behaviour altitude dependent, for example: above 1000 m = level bombing behaviour; under 1000 m =  fighter-bomber behaviour.

To make the behaviour target dependent is not a practical solution for level and dive bombers, but it could be a good idea for fighter-bombers. After they dropped their bombs, it would be realistic for fighter-bombers to concentrate their first strafing attacks on flak before attacking other targets.
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