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Author Topic: Ultrapack bug report thread (all versions)  (Read 32435 times)

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sgt_fresh

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Re: Ultrapack bug report thread (all versions)
« Reply #288 on: October 01, 2021, 11:09:18 PM »

Version 3.4 F4F's 3/4 gear does not come down manually. Does so with the G key motorized, however gear does not show until near the carrier. Hook comes down ok. On carrier landing wheels go below flight deck and gear eventually collapses.

Logfile please, otherwise it cannot help you.

Best Regards KT503

The problems continued prior to this flight keys were re-mapped again with the same results.

Code: [Select]
[Oct 2, 2021 4:47:48 AM] Mission: single/un/F4F-3/S05.mis is Playing
15:00:00 Mission BEGIN
15:00:00 USN_VF_3B010(0) seat occupied by Player at 0.0 0.0
15:00:00 USN_VF_3B010 loaded weapons 'default' fuel 100
15:00:01 USN_VF_3B010 in flight at 6818.6284 6706.5303
15:04:05 Mission END
[Oct 2, 2021 4:52:13 AM] Mission: single/un/F4F-3/S05.mis is Playing
15:00:00 Mission BEGIN
15:00:00 USN_VF_3B010(0) seat occupied by Player at 0.0 0.0
15:00:00 USN_VF_3B010 loaded weapons 'default' fuel 100
15:00:01 USN_VF_3B010 in flight at 6818.7607 6706.7764
15:01:30 Mission END
[Oct 2, 2021 4:55:44 AM] Mission: single/un/F4F-3/S05.mis is Playing
15:00:00 Mission BEGIN
15:00:00 USN_VF_3B010(0) seat occupied by Player at 0.0 0.0
15:00:00 USN_VF_3B010 loaded weapons 'default' fuel 100
15:00:01 USN_VF_3B010 in flight at 6818.725 6706.7544
15:00:46 Mission END
[Oct 2, 2021 4:56:37 AM] Mission: single/un/F4F-3/S05.mis is Playing
15:00:00 Mission BEGIN
15:00:00 USN_VF_3B010(0) seat occupied by Player at 0.0 0.0
15:00:00 USN_VF_3B010 loaded weapons 'default' fuel 100
15:00:01 USN_VF_3B010 in flight at 6818.692 6706.682
15:03:13 USN_VF_3B01{USN_VF_3B010;USN_VF_3B010;1} landed at 11255.819 12129.338
15:03:13 USN_VF_3B01{USN_VF_3B010;USN_VF_3B010;1} damaged on the ground at 11255.819 12129.338
15:03:35 Mission END
[Oct 2, 2021 5:00:32 AM] Mission: single/un/F4F-3/S05.mis is Playing
15:00:00 Mission BEGIN
15:03:13 USN_VF_3B01{USN_VF_3B010;USN_VF_3B010;1} landed at 11255.819 12129.338
15:03:13 USN_VF_3B01{USN_VF_3B010;USN_VF_3B010;1} damaged on the ground at 11255.819 12129.338


Logged

TXZCJSP

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Re: Ultrapack bug report thread (all versions)
« Reply #289 on: October 02, 2021, 12:24:54 AM »

Code: [Select]
[Oct 2, 2021 2:19:27 PM UTC +8] ------------ BEGIN log session -------------

[Oct 2, 2021 2:19:27 PM UTC +8] ----------- Switched to pipe mode ----------
[2021-10-02 14:19:27.706 UTC +8] dT:    0 Initializing Random Number Generator, Seed=-3163578868752170230
[2021-10-02 14:19:27.707 UTC +8] dT:    0 Using new TrackIR: true
[2021-10-02 14:19:27.719 UTC +8] dT:    0 OpenGL provider: Opengl32.dll
[2021-10-02 14:19:27.720 UTC +8] dT:    0 no GLU provider name available
[2021-10-02 14:19:27.813 UTC +8] dT:    0 OpenGL library:
[2021-10-02 14:19:27.813 UTC +8] dT:    0   Vendor: NVIDIA Corporation
[2021-10-02 14:19:27.813 UTC +8] dT:    0   Render: GeForce RTX 3070/PCIe/SSE2
[2021-10-02 14:19:27.813 UTC +8] dT:    0   Version: 4.6.0 NVIDIA 460.97
[2021-10-02 14:19:27.813 UTC +8] dT:    0   Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[2021-10-02 14:19:27.814 UTC +8] dT:    0 Size: 1920x1080
[2021-10-02 14:19:27.814 UTC +8] dT:    0 ColorBits: 32
[2021-10-02 14:19:27.814 UTC +8] dT:    0 DepthBits: 24
[2021-10-02 14:19:27.814 UTC +8] dT:    0 StencilBits: 8
[2021-10-02 14:19:27.814 UTC +8] dT:    0 isDoubleBuffered: true
[2021-10-02 14:19:27.838 UTC +8] dT:    0 DirectX Joystick NOT created: DirectX joystick driver: device not attached
[2021-10-02 14:19:27.840 UTC +8] dT:    0 TrackIRWin create(), useNewTrackIR=true, createSuccess=false
[2021-10-02 14:19:27.848 UTC +8] dT:    0 *** IL-2 Selector 4.0.2.3 Build 21070901 loaded ***
[2021-10-02 14:19:27.850 UTC +8] dT:    0 Sound: Native library (build 1.1, target - P IV) loaded.
[2021-10-02 14:19:27.941 UTC +8] dT:    0
[2021-10-02 14:19:27.942 UTC +8] dT:    0 *** Looking for Advanced CPU Instructions...
[2021-10-02 14:19:27.942 UTC +8] dT:    0 [x] PentiumPro
[2021-10-02 14:19:27.942 UTC +8] dT:    0 [x] Multimedia (MMX)
[2021-10-02 14:19:27.942 UTC +8] dT:    0 [x] 3D (SSE2)
[2021-10-02 14:19:27.942 UTC +8] dT:    0 [x] 3D (SSE2)
[2021-10-02 14:19:27.942 UTC +8] dT:    0 [-] 3D (3DNow)
[2021-10-02 14:19:27.942 UTC +8] dT:    0 ColourBits 32, ABits 0, ZBits 24
[2021-10-02 14:19:27.945 UTC +8] dT:    0
[2021-10-02 14:19:27.945 UTC +8] dT:    0 *** Looking for Render API Extensions ...
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2021-10-02 14:19:27.945 UTC +8] dT:    0
[2021-10-02 14:19:27.945 UTC +8] dT:    0 Maximum texture size : 32768
[2021-10-02 14:19:27.945 UTC +8] dT:    0 Maximum simultaneous textures :4
[2021-10-02 14:19:27.945 UTC +8] dT:    0 MaxAnisotropic (1.0 = none) : 16.000000
[2021-10-02 14:19:29.571 UTC +8] dT:    0 SAS Common Utils Game Version = 4.101
[2021-10-02 14:19:33.788 UTC +8] dT:    0 ScreenMode Library Version 0.01 loaded successfully.
[2021-10-02 14:19:35.334 UTC +8] dT:   27 Initializing DirectSound playback device...
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Primary buffer created.
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Playback format is set : sampling rate = 44100, num channels = 2.
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Not enought hardware buffers (0), hardware disabled
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Buffer caps : Transfer rate = 0, CPU overhead = 0.
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Default speaker config is : 1310724.
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Direct sound audio device initialized successfully :
[2021-10-02 14:19:35.334 UTC +8] dT:    0 DX Version : 7
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Hardware    - disabled [buffers : 0]
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Extensions  - enabled :
[2021-10-02 14:19:35.334 UTC +8] dT:    0   EAX ver. 1 [ ]  - disabled
[2021-10-02 14:19:35.334 UTC +8] dT:    0   EAX ver. 2 [ ]  - disabled
[2021-10-02 14:19:35.334 UTC +8] dT:    0   EAX ver. 3 [ ]  - disabled
[2021-10-02 14:19:35.335 UTC +8] dT:    0   I3D ver. 2 [ ]  - disabled
[2021-10-02 14:19:35.335 UTC +8] dT:    0   ZoomFX     [ ]  - disabled
[2021-10-02 14:19:35.335 UTC +8] dT:    0   MacroFX    [ ]  - disabled
[2021-10-02 14:19:35.335 UTC +8] dT:    0 SIMD render [X]
[2021-10-02 14:19:35.335 UTC +8] dT:    0 num channels 32
[2021-10-02 14:19:35.335 UTC +8] dT:    0
[2021-10-02 14:19:38.933 UTC +8] dT:  -27 Loading mission Quick/CoralSeaOnline/CoralSeaOnlineRedNoneN00.mis...
[2021-10-02 14:19:38.945 UTC +8] dT:    0 Loading mission.mis defined airfields...
[2021-10-02 14:19:38.950 UTC +8] dT:    0 Loaded camouflage: PACIFIC
[2021-10-02 14:19:38.950 UTC +8] dT:    0 Loading map.ini defined airfields...
[2021-10-02 14:19:42.397 UTC +8] dT:    0 Detected Vertex Shaders 3.0.
[2021-10-02 14:19:42.397 UTC +8] dT:    0 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[2021-10-02 14:19:42.397 UTC +8] dT:    0 Vertex texture units: 32
[2021-10-02 14:19:42.397 UTC +8] dT:    0
[2021-10-02 14:19:43.025 UTC +8] dT:    0 PBuffer: suitable formats: 12
[2021-10-02 14:19:43.025 UTC +8] dT:    0
[2021-10-02 14:19:43.027 UTC +8] dT:    0 Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[2021-10-02 14:19:43.027 UTC +8] dT:    0 Depth = 24, stencil = 8
[2021-10-02 14:19:43.045 UTC +8] dT:    0 PBuffer: suitable formats: 12
[2021-10-02 14:19:43.045 UTC +8] dT:    0
[2021-10-02 14:19:43.046 UTC +8] dT:    0 Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[2021-10-02 14:19:43.046 UTC +8] dT:    0 Depth = 24, stencil = 8
[2021-10-02 14:19:43.938 UTC +8] dT:    0 Loading vertex/fragment programs: *713174664*
[2021-10-02 14:19:43.938 UTC +8] dT:    0 *** Loading: [vpFogFar2Tex2D]
[2021-10-02 14:19:43.939 UTC +8] dT:    0 *** Loading: [vpFog2Tex2DBlend]
[2021-10-02 14:19:43.939 UTC +8] dT:    0 *** Loading: [vpFogFar4Tex2D]
[2021-10-02 14:19:43.939 UTC +8] dT:    0 *** Loading: [vpFogFar8Tex2D]
[2021-10-02 14:19:43.939 UTC +8] dT:    0 *** Loading: [vpFogNoTex]
[2021-10-02 14:19:43.939 UTC +8] dT:    0 *** Loading: [vpFog4Tex2D]
[2021-10-02 14:19:43.939 UTC +8] dT:    0 *** Loading: [vpFog4Tex2D_UV2]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vp4Tex2D]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vp6Tex2D]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vpTexUVTex2D]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vpWaterGrid_NV]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vpWaterSunLight_NV]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vpWaterSunLight_ATI]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vpWaterSunLight_FP]
[2021-10-02 14:19:43.941 UTC +8] dT:    0 *** Loading: [vpTreeSprite]
[2021-10-02 14:19:43.941 UTC +8] dT:    0 *** Loading: [vpTreeTrunk]
[2021-10-02 14:19:43.941 UTC +8] dT:    0 *** Loading: [vpVAObjectsN]
[2021-10-02 14:19:43.941 UTC +8] dT:    0 *** Loading: [vpVAObjectsL0]
[2021-10-02 14:19:43.942 UTC +8] dT:    0 *** Loading: [vpSprites]
[2021-10-02 14:19:43.942 UTC +8] dT:    0 *** Loading: [vpSimpleGL]
[2021-10-02 14:19:43.942 UTC +8] dT:    0 *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[2021-10-02 14:19:43.942 UTC +8] dT:    0 *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[2021-10-02 14:19:43.942 UTC +8] dT:    0 *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[2021-10-02 14:19:43.943 UTC +8] dT:    0 *** Loading: [fpCoastBump] -> NV3X Optimized!
[2021-10-02 14:19:43.943 UTC +8] dT:    0 *** Loading: [fpCoastFoam] -> NV3X Optimized!
[2021-10-02 14:19:43.943 UTC +8] dT:    0 *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[2021-10-02 14:19:43.943 UTC +8] dT:    0 *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[2021-10-02 14:19:43.944 UTC +8] dT:    0 *** Loading: [fpCausticSimple] -> NV3X Optimized!
[2021-10-02 14:19:43.944 UTC +8] dT:    0 *** Loading: [fpCaustic] -> NV3X Optimized!
[2021-10-02 14:19:43.944 UTC +8] dT:    0 *** Loading: [fpSprites] -> NV3X Optimized!
[2021-10-02 14:19:43.944 UTC +8] dT:    0 *** Loading: [fpObjectsL0] -> NV3X Optimized!
[2021-10-02 14:19:43.944 UTC +8] dT:    0 *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[2021-10-02 14:19:43.944 UTC +8] dT:    0 *** Loading: [fpSimpleGL]
[2021-10-02 14:19:43.945 UTC +8] dT:    0 *** Loading: [fpNearLandFog] -> NV3X Optimized!
[2021-10-02 14:19:43.945 UTC +8] dT:    0 *** Loading: [fpFarLandFog] -> NV3X Optimized!
[2021-10-02 14:19:43.945 UTC +8] dT:    0 *** Loading: [fpRiverCoastAA]
[2021-10-02 14:19:43.945 UTC +8] dT:    0 *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[2021-10-02 14:19:43.945 UTC +8] dT:    0 *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[2021-10-02 14:19:43.946 UTC +8] dT:    0 *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[2021-10-02 14:19:43.946 UTC +8] dT:    0 *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[2021-10-02 14:19:43.946 UTC +8] dT:    0 *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[2021-10-02 14:19:43.947 UTC +8] dT:    0 *** Loading: [vpWaterDM_CPU]
[2021-10-02 14:19:43.947 UTC +8] dT:    0 *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[2021-10-02 14:19:43.947 UTC +8] dT:    0 *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[2021-10-02 14:19:43.948 UTC +8] dT:    0 *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[2021-10-02 14:19:43.948 UTC +8] dT:    0 *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[2021-10-02 14:19:43.948 UTC +8] dT:    0 *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[2021-10-02 14:19:43.949 UTC +8] dT:    0 *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[2021-10-02 14:19:43.949 UTC +8] dT:    0 *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[2021-10-02 14:19:43.949 UTC +8] dT:    0 *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[2021-10-02 14:19:43.949 UTC +8] dT:    0 *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[2021-10-02 14:19:43.949 UTC +8] dT:    0 *** Loading: [fpWaterLFogDM]
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpIceWater] -> NV3X Optimized!
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpNearBlend] -> NV3X Optimized!
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpFarBlend] -> NV3X Optimized!
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpForestPlane] -> NV3X Optimized!
[2021-10-02 14:19:43.951 UTC +8] dT:    0 *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[2021-10-02 14:19:43.951 UTC +8] dT:    0 *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[2021-10-02 14:19:43.951 UTC +8] dT:    0 *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[2021-10-02 14:19:43.981 UTC +8] dT:    0 Load bridges
[2021-10-02 14:19:43.981 UTC +8] dT:    0 Load static objects
[2021-10-02 14:19:44.619 UTC +8] dT:    0 WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Cockpit/MiG_Textures/Glass.tga'
[2021-10-02 14:19:45.301 UTC +8] dT:    0 Searching for missing resources...
[2021-10-02 14:19:45.301 UTC +8] dT:    0 Done!
[2021-10-02 14:19:45.630 UTC +8] dT:    0 Loading RRR objects resources data...
[2021-10-02 14:19:45.630 UTC +8] dT:    0 Done.
[2021-10-02 14:19:45.640 UTC +8] dT:    0 EventLog Pending Events Checker is running!
[2021-10-02 14:19:45.640 UTC +8] dT:    0 Mission: Quick/CoralSeaOnline/CoralSeaOnlineRedNoneN00.mis is Playing
[2021-10-02 14:19:45.978 UTC +8] dT:    6 Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
[2021-10-02 14:19:45.978 UTC +8] dT:    0
[2021-10-02 14:19:46.829 UTC +8] dT:   33 warning: no files : music/inflight
[2021-10-02 14:20:22.804 UTC +8] dT: 1199 3DO/Effects/Aircraft/Condensation.eff : INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 0.1 (delta = -2.9) to Range 0..0.1
[2021-10-02 14:20:24.814 UTC +8] dT:   66 World - player has died!
[2021-10-02 14:20:24.819 UTC +8] dT:    0 -------------------------------- MISSION FAILED ---------------------
[2021-10-02 14:20:24.820 UTC +8] dT:    0 warning: no files : music/crash
[2021-10-02 14:20:40.777 UTC +8] dT:-1304 Before GC, Memory: total(465305600) free(381969856)
[2021-10-02 14:20:41.561 UTC +8] dT:    0 After GC, Memory: total(465305600) free(405344184)

[Oct 2, 2021 2:20:43 PM UTC +8] -------------- END log session -------------

This is the game log of breaking the sound barrier
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #290 on: October 02, 2021, 12:53:32 AM »

G3M2-11 1935
Missing decals for the two rear machine gun towers are shown as green screen
That's an issue of the underlying mod. Out of scope for me.

Whether it's F86 or MiG17, it will disintegrate and explode immediately after breaking Mach 1.
Under investigation.

The problems continued prior to this flight keys were re-mapped again with the same results.

Code: [Select]
[Oct 2, 2021 4:47:48 AM] Mission: single/un/F4F-3/S05.mis is Playing

Exactly that mission, played from straight UP 3.4 Hotfix 7.
Whatever incompatible mod you have installed on top, it's something on your system and your system only.
Let me stress that for bug reports we accept untouched, JSGME "clean" UP 3.4 only.


(you might have to wait a couple of minutes until this video becomes available in HD... youtube tends to be slow these days)

]cheers[
Mike
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bomberkiller

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Re: Ultrapack bug report thread (all versions)
« Reply #291 on: October 02, 2021, 03:51:16 AM »

Quote
Ultrapack 3.4 Cassie Superpack

Hello,

can't find this. Enybody have a link for the old bk?

Thanks.

Best regards,

 ]cheers[

Gerhard
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #292 on: October 02, 2021, 04:18:27 AM »

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sgt_fresh

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Re: Ultrapack bug report thread (all versions)
« Reply #293 on: October 02, 2021, 09:02:47 PM »

G3M2-11 1935
Missing decals for the two rear machine gun towers are shown as green screen
That's an issue of the underlying mod. Out of scope for me.

Whether it's F86 or MiG17, it will disintegrate and explode immediately after breaking Mach 1.
Under investigation.

The problems continued prior to this flight keys were re-mapped again with the same results.

Code: [Select]
[Oct 2, 2021 4:47:48 AM] Mission: single/un/F4F-3/S05.mis is Playing

Exactly that mission, played from straight UP 3.4 Hotfix 7.
Whatever incompatible mod you have installed on top, it's something on your system and your system only.
Let me stress that for bug reports we accept untouched, JSGME "clean" UP 3.4 only.


(you might have to wait a couple of minutes until this video becomes available in HD... youtube tends to be slow these days)

]cheers[
Mike

Confirmed the issue was some sort of conflict with WxTech's F4F pit mod. I removed it and the Wildcat resumed manual use of gear up and gear down with no landing issues. Thanks to all for looking into this.
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #294 on: October 03, 2021, 12:23:36 AM »

Confirmed the issue was some sort of conflict with WxTech's F4F pit mod. I removed it and the Wildcat resumed manual use of gear up and gear down with no landing issues. Thanks to all for looking into this.

Thanks for the heads up! ;)

Whether it's F86 or MiG17, it will disintegrate and explode immediately after breaking Mach 1.
Under investigation.
Quick update: The reason for this issue has been identified, it's been introduced with Ultrapack 3.3 Patch 6.
Does anyone remember Ultrapack 3.3 Patch 6?
That's been the one released in December 2019.
That much to the number of players being jet addicts 8)

The issue will be fixed in the next hotfix (no. 8 that is).

]cheers[
Mike
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #295 on: October 03, 2021, 04:10:48 AM »

Update: Mach 1 issue fixed, Hotfix 8 released.

]cheers[
Mike
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Knochenlutscher

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Re: Ultrapack bug report thread (all versions)
« Reply #296 on: October 15, 2021, 06:30:44 AM »

Small bug on CFC_Normandy01R in Typhon Mk.Ib Late after RRR,
repairs and engine repairs completed a 2nd static Propeller mesh appeared.
Was pure concidence I flew it, usually I'll take the Base with Tempest and early Tiffi.




Logfile (very long):
https://www.mediafire.com/file/oon7xljfijs89u0/log_Tiffy_Late_Prop_Bug.zip/file

Best wishes
Tobias
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #297 on: October 15, 2021, 11:19:56 AM »

Oh yes, that's a very special thing about the Tiffie.
"She" has got two different props in the 3D model, and depending on the mission date, one of the two is shown.
Problem is: The RRR code statically re-enables the "default" prop - which, depending on mission date, should not be seen at all.

Question is: Does this issue justify another hotfix or shall we wait for Patch 1?

]cheers[
Mike
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Gubi

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Re: Ultrapack bug report thread (all versions)
« Reply #298 on: October 15, 2021, 12:16:41 PM »

wait
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camablake

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Re: Ultrapack bug report thread (all versions)
« Reply #299 on: November 04, 2021, 10:53:43 PM »

Evening, everyone (early morning for the europeans, I think). Ran into an odd bug while working on some stuff in the FMB. On the KTO map, I get a Mission Load Failed: Null whenever I switch it to any time past 19:00 or so. Here's my logfile.

Code: [Select]
[Nov 4, 2021 9:41:31 PM UTC -7] ------------ BEGIN log session -------------

[Nov 4, 2021 9:41:31 PM UTC -7] ----------- Switched to pipe mode ----------
Initializing Random Number Generator, Seed=5937100240874859720
Using new TrackIR: false
OpenGL provider: Opengl32.dll
no GLU provider name available
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 1650/PCIe/SSE2
  Version: 4.6.0 NVIDIA 456.71
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
TrackIRWin create(), useNewTrackIR=false, createSuccess=true
 *** IL-2 Selector 4.0.2.3 Build 21070901 loaded ***
Sound: Native library (build 1.1, target - P IV) loaded.

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[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 : 32768
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
SAS Common Utils Game Version = 4.101
ScreenMode Library Version 0.01 loaded successfully.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
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  - enabled :
  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 16

Loaded camouflage: SUMMER
Loading map.ini defined airfields...
Load bridges
Load static objects
Loading RRR objects resources data...
Done.
Loading mission KTOTEMP1.mis...
Loading mission.mis defined airfields...
Loaded camouflage: SUMMER
Loading map.ini defined airfields...
Load bridges
Load static objects
INTERNAL ERROR: Can't open file '3DO/Effects/GunFire/20mmFlameHidden/mono.sim'
WARNING: object '3DO/Effects/GunFire/20mmFlameHidden/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3DO/Effects/GunFire/20mmFlameHidden/mono.sim
Mission error, ID_04: (wings)com.maddox.il2.engine.GObjException: Mesh 3DO/Effects/GunFire/20mmFlameHidden/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3DO/Effects/GunFire/20mmFlameHidden/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.GunGeneric.set(GunGeneric.java:482)
at com.maddox.il2.engine.GunGeneric.set(GunGeneric.java:433)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2343)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2328)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:1978)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1359)
at com.maddox.il2.ai.Wing.load(Wing.java:170)
at com.maddox.il2.ai.Wing.load(Wing.java:107)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1137)
at com.maddox.il2.game.Mission._load(Mission.java:612)
at com.maddox.il2.game.Mission.access$600(Mission.java:122)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:381)
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:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Searching for missing resources...
Done!
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:460)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:429)
at com.maddox.il2.game.Mission._load(Mission.java:742)
at com.maddox.il2.game.Mission.access$600(Mission.java:122)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:381)
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:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ObjState.finalize: Object of com.maddox.il2.objects.weapons.MGunHispanoMkISkyCorF NOT destroyed
Loaded camouflage: SUMMER
Loading map.ini defined airfields...
Load bridges
Load static objects
Loading RRR objects resources data...
Done.

[Nov 4, 2021 9:42:38 PM UTC -7] -------------- END log session -------------

I have no idea if switching the time to night is actually the problem.

I've also included the mission file I was first found this issue on, in case it can help diagnose the problem.
https://www.mediafire.com/file/wfld6m4gzyp6bm5/KTONIGHTNULL.zip/file
My UP install is unmodded UP 3.4 Hotfix 8

Also, this isn't an end of the world problem for me, so no rush. The other Korea map in UP seems to work just fine at night, so I can use that for now.

Thanks in advance!

EDIT: I think the issue may actually lie with the F4U-5N, as I tried to test it at night on the North Korea Autumn 1950 map and received the same null result when attempting to load a mission. Works jsut fine during the day; however. Still, no rush, I can improvise if needed.
Logged
There are three rules to dogfighting. Unfortunately, nobody knows what they are.
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