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Author Topic: North Korea 1:1 public beta  (Read 20147 times)

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pilotsden

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Re: North Korea 1:1 public beta
« Reply #24 on: January 03, 2010, 09:47:57 AM »

were due to go online in a few min to retest......it may be one of the jet aircraft as the other korea map is doing the same thing......we will get back to you on this and thanks for the interest.......
should i live long enough...we'll find it lol....

PD
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pilotsden

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Re: North Korea 1:1 public beta
« Reply #25 on: January 03, 2010, 11:08:36 AM »

Further to our online testing,
we tested with just prop planes to no avail.....half of the players still were left at the mission loading screen..the mission fully loaded....but it would not open to the map where they select a base.....this occurs in only the two korea maps.....
so to further our testing we all took the Zootie moveing dogfight mod out,i quickly changed the mission to a straight coop......all players were able to join sucessfully,jets and prop jobs included.....
for some reason,and i am not pointing fingers and critisizeing,we just can not connect on those two maps useing the sutie moveing dogfight server....
since you are a modder and know mr Zutie,could you possibly broach the subject with him exsplaining our utmost respect for his work,but wondering if he could duplicate the problem and see if there is a fix.....
to date,it has only happened with these two maps and i do feel we are on the right track here as i have noted on the AAA forume that some over there are haveing the same problem.....we had run the conflict checker to no avail,and since it works in straight onlin co-ops,i am confident we have isolated it to a conflict between the Zootie mod and the Korea maps.....we are flying the 4.09mU install....Thanks for anything you may find and offer for the relief to our delema.....
The last thing i want to make perfectly clear is this is in no way,shape,or form a complaint or criticism of the great work being performed by the modders and map makers on this oh so awsome modded game we have the priviledge to use.....we are truly thankfull and appreciative of the hours of commitment and time all have put into this and have offered it freely to the masses who get to enjoy your work....heres hopeing a ''fix'' can be found.....
PD
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Checkyersix

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Re: North Korea 1:1 public beta
« Reply #26 on: January 03, 2010, 12:06:17 PM »

No problem,

I'll ask Zuti if there's anything special a map might need before it's compatible with his mod.

Cheers,

CY6.
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pilotsden

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Re: North Korea 1:1 public beta
« Reply #27 on: January 03, 2010, 12:17:22 PM »

great,
and thanks,
PD
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teisco

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Re: North Korea 1:1 public beta
« Reply #28 on: January 03, 2010, 06:29:41 PM »

my favorite map,,,now about those bridges at Toko Ri
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Checkyersix

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Re: North Korea 1:1 public beta
« Reply #29 on: January 04, 2010, 06:54:27 AM »

Pilotsden,

I've confirmed with ZUTI that the cause of the freezes may be missing objects. A few people have had problems with missing objects on this map, even after downloading the fortifications mod. Could you please run the static.ini checker and tell me if anything comes up missing, so I know which objects to delete? (I think I have an idea which ones are causing the trouble, but I'd like to confirm).

Thanks,

CY6.
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pilotsden

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Re: North Korea 1:1 public beta
« Reply #30 on: January 04, 2010, 07:43:26 AM »

Will do........thanks...
brb
pd
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pilotsden

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Re: North Korea 1:1 public beta
« Reply #31 on: January 04, 2010, 08:01:18 AM »

there are 13 files in conflict
it will take a little time to type them out but i will get right on it....
pd

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pilotsden

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Re: North Korea 1:1 public beta
« Reply #32 on: January 04, 2010, 08:17:17 AM »

program files\ubisoftil2 1946 409m Ultra-2 01mods\mapmods\maps\cy6_north_korea\actors.static

korea\ed_map03tga
korea\labels.txt
korea\light_actors.static
korea\loadini
korea\loadwini
korea\map_ftga
korea\map_h3tga
korea\mapt2tga
korea\textstxt
korea\thumbs.db
korea\_ctga
korea\ctga_table
hope this is what you need...
PD
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Checkyersix

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Re: North Korea 1:1 public beta
« Reply #33 on: January 04, 2010, 08:25:59 AM »

It doesn't say anything about missing files? Something like:

Missing objects in your static.ini:

buildings.House$Bunker46-BIGcamo
buildings.House$BUNKst-QG
buildings.House$Voie-Ferree

For example?

Could you get some of the people who can't connect to the server to use the static.ini checker on their installs? If there are objects that most people are missing I'll delete them. I suspect that not having all the necessary objects is what's keeping some people from connecting, while others can.
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pilotsden

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Re: North Korea 1:1 public beta
« Reply #34 on: January 04, 2010, 09:36:10 AM »

Back in a half hr.....
pd
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pilotsden

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Re: North Korea 1:1 public beta
« Reply #35 on: January 04, 2010, 09:56:03 AM »

Code: [Select]
02.01.2010 20:58:46] ------------ BEGIN log session -------------
[20:58:46] OpenGL provider: Opengl32.dll

[20:58:46] OpenGL library:

[20:58:46]   Vendor: NVIDIA Corporation

[20:58:46]   Render: GeForce 9800 GT/PCI/SSE2

[20:58:46]   Version: 3.0.0

[20:58:46]   Extensions:
[20:58:46] Size: 1920x1080

[20:58:46] ColorBits: 32

[20:58:46] DepthBits: 24

[20:58:46] StencilBits: 8

[20:58:46] isDoubleBuffered: true

[20:58:46]

[20:58:46] *** Looking for Advanced CPU Instructions...

[20:58:46] [x] PentiumPro

[20:58:46] [x] Multimedia (MMX)

[20:58:46] [x] 3D (SSE)

[20:58:46] [x] 3D (SSE2)

[20:58:46] [-] 3D (3DNow)

[20:58:46] ColourBits 32, ABits 0, ZBits 24

[20:58:46]

[20:58:46] *** Looking for Render API Extensions ...

[20:58:46] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).

[20:58:46] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.

[20:58:46] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.

[20:58:46] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[20:58:46] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.

[20:58:46] [x] 'GL_ARB_multitexture' extension - Multitexturing.

[20:58:46] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.

[20:58:46] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.

[20:58:46] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.

[20:58:46] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering

[20:58:46] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders

[20:58:46] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%

[20:58:46] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

[20:58:46]

[20:58:46] Maximum texture size : 8192

[20:58:46] Maximum simultaneous textures :4

[20:58:46] MaxAnisotropic (1.0 = none) : 16.000000

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.85 (delta = -0.15) to Range 0..0.85

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 3072 -> 512 (delta = -2560) to Range 1..512

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 300 -> 100 (delta = -200) to Range 0..100

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 100 (delta = -100) to Range 0..100

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 300 -> 100 (delta = -200) to Range 0..100

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 250 -> 128 (delta = -122) to Range 0.01..128
[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 128 (delta = -72) to Range 0.01..128

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 350 -> 128 (delta = -222) to Range 0.01..128
[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 128 (delta = -72) to Range 0.01..128

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 350 -> 128 (delta = -222) to Range 0.01..128
[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 128 (delta = -72) to Range 0.01..128

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 250 -> 128 (delta = -122) to Range 0.01..128

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 128 (delta = -72) to Range 0.01..128

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 128 (delta = -72) to Range 0.01..128

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 250 -> 128 (delta = -122) to Range 0.01..128

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 350 -> 128 (delta = -222) to Range 0.01..128

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 128 (delta = -72) to Range 0.01..128

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 128 (delta = -72) to Range 0.01..128

[20:58:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 250 -> 128 (delta = -122) to Range 0.01..128

[20:58:57] Initializing DirectSound playback device...

[20:58:57] Primary buffer created.

[20:58:57] Playback format is set : sampling rate = 22050, num channels = 2.

[20:58:57] Not enought hardware buffers (0), hardware disabled

[20:58:57] Buffer caps : Transfer rate = 0, CPU overhead = 0.

[20:58:57] Default speaker config is : 1310724.

[20:58:57] Direct sound audio device initialized successfully :

[20:58:57] DX Version : 7

[20:58:57] Hardware    - disabled [buffers : 0]

[20:58:57] Extensions  - enabled :

[20:58:57]   EAX ver. 1 [ ]  - disabled

[20:58:57]   EAX ver. 2 [ ]  - disabled

[20:58:57]   EAX ver. 3 [ ]  - disabled

[20:58:57]   I3D ver. 2 [ ]  - disabled

[20:58:57]   ZoomFX     [ ]  - disabled

[20:58:57]   MacroFX    [ ]  - disabled

[20:58:57] SIMD render [X]

[20:58:57] num channels 32

[20:58:57]

[20:59:04] socket start connecting to 216.36.143.66:21000

[20:59:04] socket channel '0' start creating: 216.36.143.66:21000

[20:59:04] Initializing DirectSound capture device...

[20:59:04] Mixer not accessible...Ok.

[20:59:04] Creating capture (size = 32768)...

[20:59:04] Capture started !

[20:59:04]

[20:59:05] Chat: --- Grif joins the game.

[20:59:05] socket channel '0', ip 216.36.143.66:21000, is complete created

[20:59:06] Chat: --- checkTimeSpeed 17sec 20%

[20:59:06] Loading mission net/dogfight/NK/NK-001.mis...

[20:59:06] Loading mission.mis defined airfields:

[20:59:07] Loading map.ini defined airfields:

[20:59:07] Total number of airports for loaded mission: 0
[20:59:07] Detected Vertex Shaders 3.0.

[20:59:07] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!

[20:59:07] Vertex texture units: 32

[20:59:07]

[20:59:07] PBuffer: suitable formats: 6

[20:59:07]

[20:59:07] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)

[20:59:07] Depth = 24, stencil = 8

[20:59:07] PBuffer: suitable formats: 6

[20:59:07]

[20:59:07] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)

[20:59:07] Depth = 24, stencil = 8

[20:59:10] Loading vertex/fragment programs: *1240199200*

[20:59:10] *** Loading: [vpFogFar2Tex2D]

[20:59:10] *** Loading: [vpFog2Tex2DBlend]

[20:59:10] *** Loading: [vpFogFar4Tex2D]

[20:59:10] *** Loading: [vpFogFar8Tex2D]

[20:59:10] *** Loading: [vpFogNoTex]

[20:59:10] *** Loading: [vpFog4Tex2D]

[20:59:10] *** Loading: [vpFog4Tex2D_UV2]

[20:59:10] *** Loading: [vp4Tex2D]

[20:59:10] *** Loading: [vp6Tex2D]

[20:59:10] *** Loading: [vpTexUVTex2D]

[20:59:10] *** Loading: [vpWaterGrid_NV]

[20:59:10] *** Loading: [vpWaterSunLight_NV]

[20:59:10] *** Loading: [vpWaterSunLight_ATI]

[20:59:10] *** Loading: [vpWaterSunLight_FP]

[20:59:10] *** Loading: [vpTreeSprite]

[20:59:10] *** Loading: [vpTreeTrunk]

[20:59:10] *** Loading: [vpVAObjectsN]

[20:59:10] *** Loading: [vpVAObjectsL0]

[20:59:10] *** Loading: [vpSprites]

[20:59:10] *** Loading: [vpSimpleGL]

[20:59:10] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!

[20:59:10] *** Loading: [fpWaterSunLight] -> NV3X Optimized!

[20:59:10] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!

[20:59:10] *** Loading: [fpCoastBump] -> NV3X Optimized!

[20:59:10] *** Loading: [fpCoastFoam] -> NV3X Optimized!

[20:59:10] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!

[20:59:10] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!

[20:59:10] *** Loading: [fpCausticSimple] -> NV3X Optimized!

[20:59:10] *** Loading: [fpCaustic] -> NV3X Optimized!

[20:59:10] *** Loading: [fpSprites] -> NV3X Optimized!

[20:59:10] *** Loading: [fpObjectsL0] -> NV3X Optimized!

[20:59:10] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!

[20:59:10] *** Loading: [fpSimpleGL]

[20:59:10] *** Loading: [fpNearLandFog] -> NV3X Optimized!

[20:59:10] *** Loading: [fpFarLandFog] -> NV3X Optimized!

[20:59:10] *** Loading: [fpRiverCoastAA]

[20:59:10] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!

[20:59:10] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!

[20:59:10] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!

[20:59:10] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!

[20:59:10] *** Loading: [fpCoastBump8800] -> NV5X Optimized!

[20:59:10] *** Loading: [vpWaterDM_CPU]

[20:59:10] *** Loading: [fpWaterNearDM] -> NV4X Optimized!

[20:59:10] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!

[20:59:10] *** Loading: [fpWaterFarDM] -> NV4X Optimized!

[20:59:10] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!

[20:59:10] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!

[20:59:10] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!

[20:59:10] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!

[20:59:10] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!

[20:59:10] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!

[20:59:10] *** Loading: [fpWaterLFogDM]

[20:59:10] *** Loading: [fpIceWater] -> NV3X Optimized!

[20:59:10] *** Loading: [fpNearNoBlend] -> NV3X Optimized!

[20:59:10] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!

[20:59:10] *** Loading: [fpNearBlend] -> NV3X Optimized!

[20:59:10] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!

[20:59:10] *** Loading: [fpFarBlend] -> NV3X Optimized!

[20:59:10] *** Loading: [fpForestPlane] -> NV3X Optimized!

[20:59:10] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!

[20:59:10] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!

[20:59:10] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!

[20:59:11] Load bridges

[20:59:11] Load static objects

[20:59:11] ##### House without collision (3do/Buildings/Port/Floor/live.sim)

[20:59:11] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)

[20:59:12] House: Section House$Buisson not found

[20:59:12] com.maddox.il2.objects.buildings.House$Buisson.registerSpawner() failed.

[20:59:12] java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner

[20:59:12] at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:662)

[20:59:12] at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:93)

[20:59:12] at java.lang.reflect.Method.invoke(Native Method)

[20:59:12] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)

[20:59:12] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)

[20:59:12] at com.maddox.il2.objects.Statics._load(Statics.java:490)

[20:59:12] at com.maddox.il2.objects.Statics.load(Statics.java:402)

[20:59:12] at com.maddox.il2.game.Mission.loadMain(Mission.java:1356)

[20:59:12] at com.maddox.il2.game.Mission._load(Mission.java:845)

[20:59:12] at com.maddox.il2.game.Mission.access$600(Mission.java:103)

[20:59:12] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mis
this is the report log from a member who could not join

pd
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