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Author Topic: Gurner FX 4.3  (Read 246597 times)

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TICI

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Re: Gurner FX 4.3
« Reply #1176 on: November 24, 2017, 06:55:21 AM »

I Tried this one, but the clasfile starting 8A318....  freezes the loading of the game. I tried without it but the fire/smokes doesn't stay on all the time and the distance is still short . I like the effects I have now . I just need like Gurner effects for the Fire/Smoke to stay on all the time and the distance to 30km at least.
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Squashman

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Re: Gurner FX 4.3
« Reply #1177 on: November 24, 2017, 02:58:22 PM »

Have you tried this version by Adqui

https://www.sas1946.com/main/index.php/topic,20929.msg416562.html#msg416562

This is the only version of GurnerFX I have ever been able to get working in 4.12

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TICI

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Re: Gurner FX 4.3
« Reply #1178 on: November 25, 2017, 06:42:30 AM »

Thanks. It works well, I just had to remove the classfile 8A318408BB7C513E to avoid the freeze of the game on aircraft loading . For the rest everything seems to work fine. What it is the distance on this version 15 or 30 Km.? and it is possible to increase it ? and with which file. I remember Gurner had files that you can interchange to test the distance when the fires fades away.
TICI
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Squashman

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Re: Gurner FX 4.3
« Reply #1179 on: November 25, 2017, 08:51:11 AM »

Try these

http://patrulla-azul.com/FreeIL2modding/forum/viewtopic.php?f=16&t=213

http://patrulla-azul.com/FreeIL2modding/forum/viewtopic.php?f=16&t=206

I find it easiest to use the Gurner FX without any distance files, but create a separate folder for each distance
eg
#_GurnerViewdistance25km
#_GurnerViewdistance10km

Then these can be loaded through JSGME as necessary, depending on mission demands.

File structure for JSGME would be eg,
Gurner_View_Distance_10km/#SAS/#_GurnerViewdistance10km

This way you can get optimal performance depending on the demands of the mission

regards
Squash
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TICI

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Re: Gurner FX 4.3
« Reply #1180 on: November 25, 2017, 11:31:39 AM »

Replaced the classfiles with 25 Km. Amazing !!. You can see the smoke and flames from far far away . It looks just much more realistic.
Thanks,
TICI
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TICI

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Re: Gurner FX 4.3
« Reply #1181 on: December 25, 2017, 09:31:57 AM »

Your browser does not support drag'n'drop file uploads.Please use the fallback form below to upload your files like in the olden days.Possibility of having also the 15Km and 20 Km distance options ?. Testing the best option for visual and fps issues ? . The 25 km is amazing but with fps drop. The 10Km is good for fps but the smoke and visual goe away too soon.
TICI
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blackshark

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Re: Gurner FX 4.3
« Reply #1182 on: May 03, 2018, 02:33:24 PM »


30, 20 and 10k Versions for DBW uploaded by Korrigan: http://www.packupload.com/SFTKWMEA13F

Mediafire link thanks to PA_Willy:  http://www.mediafire.com/?id4uwj5oqc16zob


Hi I am looking to download, from the first post, the "distance" part of the GurnerFX (for DBW) but all the two links are missing, any help would be very appreciated
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citizen67

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Re: Gurner FX 4.3
« Reply #1183 on: February 28, 2020, 03:44:58 AM »

Hi everybody,
does the Gurner FX 4.3 works in BAT 3.8.1?

Thanks
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SGT68

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Re: Gurner FX 4.3
« Reply #1184 on: February 28, 2020, 04:16:02 AM »

Hi everybody,
does the Gurner FX 4.3 works in BAT 3.8.1?

Thanks

one way to find out. I'd test it using the Modact files on a basic vanilla Modact 5.3 install first then scale up to BAT accordingly paying attention to conflicts with other mods
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"A day without slaughter is like a day without sunshine" ..Marcus Kincaid

SAS~vampire_pilot

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Re: Gurner FX 4.3
« Reply #1185 on: February 28, 2020, 10:03:39 AM »

BAT has a specific set of effects which grew organically over the years. You may encounter strange side effects or conflicts when you drop another effect pack into it.

It's not supported or advisable but you can do it for yourself of course.
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Phoenix

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Re: Gurner FX 4.3
« Reply #1186 on: February 28, 2020, 09:10:00 PM »

wine il2fb.exe crash on "TheBlackDeath.ntrk" with follow messages
Code: [Select]
Searching for missing resources...
Done!
Loading RRR objects resources data...
Done.
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
0009:fixme:wgl:X11DRV_wglBindTexImageARB partial stub!
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 30 was clamped to (1 .. 20)
Bomb with charge mass of >1.9kg<, hit >0_Chief6<.
=========================================
Bomb with charge mass of >1.9kg<, hit >0_Chief8<.
=========================================
Bomb with charge mass of >1.9kg<, hit >0_Chief4<.
=========================================
Bomb with charge mass of >1.9kg<, hit >0_Chief8<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >0_Chief3<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >0_Chief5<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >1_Chief5<.
=========================================
Exception in thread "main" java.lang.NoSuchFieldError: a
        at com.maddox.il2.objects.effects.Explosions$2.doAction(Explosions.java)
        at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
        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:374)
        at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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citizen67

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Re: Gurner FX 4.3
« Reply #1187 on: March 01, 2020, 04:28:05 AM »

BAT has a specific set of effects which grew organically over the years. You may encounter strange side effects or conflicts when you drop another effect pack into it.

It's not supported or advisable but you can do it for yourself of course.

I tried. I put it in #SAS Folder, but I can't recognize the difference...

This screenshot is with Gurner FX 4.3:



And this is without:



I also noticed that in both cases, the smoke trials have something like a glitch, or little fast flashes black/gray...
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