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Author Topic: BAT 3.4 Linebacker Jetage stuck at 30% when loading a QMB or Mission  (Read 1625 times)

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OverDhill

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I installed BAT Pathfinder and did a quick check out and everything was fine. I then installed BAT 3.4 Linebacker along with the 3 hotfixes and found that the Jetage gets stuck at 30% when loading a QMB with a F86 against a couple MIGs (same QMB setup I used for Pathfinder). All the install logs showed no errors. 

When I say it is stuck at 30% I mean I have to do a reboot to get it back.

Any ideas how to fix this?
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SAS~Storebror

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Re: BAT 3.4 Linebacker Jetage stuck at 30% when loading a QMB.
« Reply #1 on: September 10, 2018, 02:51:05 AM »

logfile would be cool 8)
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What goes around comes around, you'll see

OverDhill

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Re: BAT 3.4 Linebacker Jetage stuck at 30% when loading a QMB.
« Reply #2 on: September 10, 2018, 05:40:17 AM »

I tried again this morning. Here are the log files

Code: [Select]
[Sep 10, 2018 11:24:11 AM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 980/PCIe/SSE2
  Version: 4.6.0 NVIDIA 398.11
  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_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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_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_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_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_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_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_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render 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_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

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

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

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
BAT Version Info (from BAT.version file): IL-2 1946 · Battlefield-Airborne-Tactical · v3.4 · LINEBACKER
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 600 -> 32 (delta = -568) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/TSPD_ins_Smoke.tga'
WARNING: object '3DO/Effects/TEXTURES/TSPD_ins_Smoke.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/TEXTURES/Raymatch_Shader.mat' of class 'TMaterial' not loaded
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Str2FloatClamp() - Clamped 1111 -> 128 (delta = -983) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 555 -> 500 (delta = -55) to Range 0.01..500
Error on MirageIIIC Loadout: GAttack: 2x100kgTypeAA-Delay+2x2xR550+2x1300LtDroptank
java.lang.ClassNotFoundException
at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:271)
at com.maddox.il2.objects.air.MIRAGEIIICJ.<clinit>(MIRAGEIIICJ.java:453)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke24'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke25'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke26'
No spawner for 'com.maddox.il2.objects.vehicles.planes.PBMStatic$PBM_3C'
No spawner for 'com.maddox.il2.objects.vehicles.planes.PBMStatic$PBM_5'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 8.
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 32
Cannot open audio file samples/infinite 1

fps:60 avg:59 max:63 min:43 #fr:284
fps:60 avg:59 max:63 min:43 #fr:584
fps:60 avg:59 max:63 min:43 #fr:886
fps:60 avg:59 max:63 min:43 #fr:1186
fps:60 avg:59 max:63 min:43 #fr:1486
fps:60 avg:59 max:63 min:43 #fr:1787
fps:60 avg:59 max:63 min:43 #fr:2090
fps:60 avg:59 max:63 min:43 #fr:2394
fps:60 avg:59 max:63 min:43 #fr:2694
fps:60 avg:59 max:63 min:43 #fr:2996
fps:60 avg:59 max:63 min:43 #fr:3296
fps:60 avg:59 max:63 min:43 #fr:3597
fps:60 avg:59 max:63 min:43 #fr:3899
fps:60 avg:59 max:63 min:43 #fr:4199
fps:60 avg:59 max:63 min:43 #fr:4501
fps:60 avg:59 max:63 min:43 #fr:4802
fps:60 avg:59 max:63 min:43 #fr:5102
fps:60 avg:59 max:63 min:43 #fr:5402
fps:60 avg:59 max:63 min:43 #fr:5703
fps:60 avg:59 max:63 min:43 #fr:6003
fps:60 avg:59 max:63 min:43 #fr:6303
fps:60 avg:59 max:63 min:43 #fr:6604
fps:60 avg:59 max:63 min:43 #fr:6904
fps:60 avg:59 max:63 min:43 #fr:7204
fps:59 avg:59 max:63 min:43 #fr:7505
fps:60 avg:59 max:63 min:43 #fr:7808
fps:60 avg:59 max:63 min:43 #fr:8095
fps:60 avg:59 max:63 min:43 #fr:8397
Loading mission QuickQMBPro/BAT_Channel40/BAT_Channel40redairbase00.mis...
Y=1940 / M=7 / H= 12 , Temperature - 0m = 17.0 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 12

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

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *702083080*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
fps:0 avg:57 max:63 min:0 #fr:8668
Load bridges
Load static objects
##### House without collision (3do/Buildings/Furniture/5x1_White/mono.sim)
##### House without collision (3do/Buildings/Furniture/5x1_Red/mono.sim)
##### House without collision (3do/Buildings/French/frenchvillage1/live.sim)
##### House without collision (3do/Buildings/French/rubble_block/live.sim)
##### House without collision (3do/Buildings/French/rubble/live.sim)
##### House without collision (3do/Buildings/England/jetty5/live.sim)
##### House without collision (3do/Buildings/England/jetty3/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/England/phonebox/live.sim)
##### House without collision (3do/Buildings/England/semi2/live.sim)
##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/French/querqueville_fort2/live.sim)
##### House without collision (3do/Buildings/French/querqueville_fort1/live.sim)
##### House without collision (3do/Buildings/England/jetty6/live.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Buildings/England/jetty4/live.sim)
##### House without collision (3do/Buildings/England/signpost/live.sim)
##### House without collision (3do/Buildings/England/stonehenge/live.sim)
##### House without collision (3do/Buildings/Airdrome/Needles/live.sim)
##### House without collision (3do/Buildings/England/westminsterbuttress/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Airdrome/earth_2/live.sim)
##### House without collision (3do/Buildings/Airdrome/earth_1/live.sim)
##### House without collision (3do/Buildings/Russia/Kiev/Hangar_typeG/live.sim)
##### House without collision (3do/Buildings/French/arcdetriumph/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Trains/PRVZb/body.sim)
##### House without collision (3do/Buildings/Trench/Short/live.sim)
##### House without collision (3do/Buildings/Trench/End/live.sim)
##### House without collision (3do/Buildings/Trench/TripleU/live.sim)
##### House without collision (3do/Buildings/Trench/Long/live.sim)
##### House without collision (3do/Buildings/French/eiffeltower/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Trench/SingleU/live.sim)
##### House without collision (3do/Buildings/Trench/Weapons/live.sim)
fps:0 avg:49 max:63 min:0 #fr:8674
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
java.lang.NoSuchFieldError: APreserve
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:716)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:107)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:89)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1684)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1672)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2071)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1288)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
at com.maddox.il2.game.Mission._load(Mission.java:653)
at com.maddox.il2.game.Mission.access$600(Mission.java:123)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Code: [Select]
10/09/2018 07:24:11:751 [02880] | INFO  | Initializing Crosire's ReShade version '0.18.0.832' built on '2015-04-19 20:12:31' loaded from "R:\IL-2 Sturmovik 1946-BAT2\Opengl32.dll" to "R:\IL-2 Sturmovik 1946-BAT2\il2fb.exe" ...
10/09/2018 07:24:11:773 [02880] | INFO  | Registering hooks for "C:\Windows\system32\d3d8.dll" ...
10/09/2018 07:24:11:776 [02880] | INFO  | > Delayed.
10/09/2018 07:24:11:776 [02880] | INFO  | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
10/09/2018 07:24:11:776 [02880] | INFO  | > Delayed.
10/09/2018 07:24:11:776 [02880] | INFO  | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
10/09/2018 07:24:11:777 [02880] | INFO  | > Delayed.
10/09/2018 07:24:11:777 [02880] | INFO  | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
10/09/2018 07:24:11:778 [02880] | INFO  | > Delayed.
10/09/2018 07:24:11:778 [02880] | INFO  | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
10/09/2018 07:24:11:778 [02880] | INFO  | > Delayed.
10/09/2018 07:24:11:778 [02880] | INFO  | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
10/09/2018 07:24:11:778 [02880] | INFO  | > Delayed.
10/09/2018 07:24:11:778 [02880] | INFO  | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
10/09/2018 07:24:11:778 [02880] | INFO  | > Delayed.
10/09/2018 07:24:11:778 [02880] | INFO  | Registering hooks for "C:\Windows\system32\user32.dll" ...
10/09/2018 07:24:11:778 [02880] | INFO  | > Libraries loaded.
10/09/2018 07:24:11:788 [02880] | INFO  | > Found 4 match(es). Installing ...
10/09/2018 07:24:11:833 [02880] | INFO  | > Installed 4 hook(s).
10/09/2018 07:24:11:833 [02880] | INFO  | Registering hooks for "C:\Windows\system32\ws2_32.dll" ...
10/09/2018 07:24:11:833 [02880] | INFO  | > Libraries loaded.
10/09/2018 07:24:11:835 [02880] | INFO  | > Found 8 match(es). Installing ...
10/09/2018 07:24:11:924 [02880] | INFO  | > Installed 8 hook(s).
10/09/2018 07:24:11:924 [02880] | INFO  | Initialized.
10/09/2018 07:24:11:933 [02880] | INFO  | Redirecting 'RegisterClassW(0018F924)' ...
10/09/2018 07:24:11:937 [02880] | INFO  | Installing delayed hooks for "C:\Windows\system32\opengl32.dll" ...
10/09/2018 07:24:11:939 [02880] | INFO  | > Found 360 match(es). Installing ...
10/09/2018 07:24:11:940 [02880] | INFO  | > Installed 360 hook(s).
10/09/2018 07:24:11:950 [02880] | INFO  | Redirecting 'wglChoosePixelFormat(CE011550, 0018F94C)' ...
10/09/2018 07:24:12:128 [02880] | INFO  | Redirecting 'wglSetPixelFormat(CE011550, 11, 0018F94C)' ...
10/09/2018 07:24:12:128 [02880] | WARN  | > Application mistakenly called 'wglSetPixelFormat' directly. Passing on to 'SetPixelFormat':
10/09/2018 07:24:12:128 [02880] | INFO  | Redirecting 'wglSetPixelFormat(CE011550, 11, 0018F94C)' ...
10/09/2018 07:24:12:128 [02880] | INFO  | Redirecting 'wglCreateContext(CE011550)' ...
10/09/2018 07:24:12:129 [02880] | INFO  | Redirecting 'wglMakeCurrent(CE011550, 00010000)' ...
10/09/2018 07:24:12:483 [02880] | INFO  | > Switched to new runtime 3DED9A08.
10/09/2018 07:24:13:171 [02880] | INFO  | Resizing runtime 3DED9A08 on device context CE011550 to 1920x1080 ...
10/09/2018 07:24:13:185 [02880] | INFO  | Recreated effect environment on runtime 3DED9A08.
10/09/2018 07:24:13:253 [02880] | INFO  | Loading effect from "R:\IL-2 Sturmovik 1946-BAT2\ReShade.fx" ...
10/09/2018 07:24:23:437 [02880] | INFO  | > Successfully compiled effect.
10/09/2018 07:27:35:785 [02880] | INFO  | Redirecting 'wglChoosePixelFormatARB(CE011550, 00184098, 00000000, 1024, 4B315F30, 00184094)' ...
10/09/2018 07:27:35:785 [02880] | WARN  | > Single buffered OpenGL contexts are not supported.
10/09/2018 07:27:35:801 [02880] | INFO  | Redirecting 'wglCreatePbufferARB(CE011550, 4, 256, 256, 00184098)' ...
10/09/2018 07:27:35:802 [02052] | INFO  | Redirecting 'wglSetPixelFormat(EA011571, 4, 3D7EFDFC)' ...
10/09/2018 07:27:35:803 [02880] | INFO  | Redirecting 'wglGetPbufferDCARB(95319512)' ...
10/09/2018 07:27:35:803 [02880] | INFO  | Redirecting 'wglCreateContext(EA011571)' ...
10/09/2018 07:27:35:803 [02880] | INFO  | Redirecting 'wglShareLists(00010000, 00010001)' ...
10/09/2018 07:27:35:804 [02880] | INFO  | Redirecting 'wglChoosePixelFormatARB(CE011550, 00184098, 00000000, 1024, 4B315F30, 00184094)' ...
10/09/2018 07:27:35:804 [02880] | WARN  | > Single buffered OpenGL contexts are not supported.
10/09/2018 07:27:35:818 [02880] | INFO  | Redirecting 'wglCreatePbufferARB(CE011550, 4, 512, 512, 00184098)' ...
10/09/2018 07:27:35:819 [02052] | INFO  | Redirecting 'wglSetPixelFormat(150108DF, 4, 3D7EFDFC)' ...
10/09/2018 07:27:35:820 [02880] | INFO  | Redirecting 'wglGetPbufferDCARB(950CC5C2)' ...
10/09/2018 07:27:35:820 [02880] | INFO  | Redirecting 'wglCreateContext(150108DF)' ...
10/09/2018 07:27:35:820 [02880] | INFO  | Redirecting 'wglShareLists(00010000, 00010002)' ...

Code: [Select]
-- new session --
num channels 32
Cannot open audio file samples/infinite 1
Logged

western0221

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Re: BAT 3.4 Linebacker Jetage stuck at 30% when loading a QMB.
« Reply #3 on: September 10, 2018, 05:51:09 AM »

Code: [Select]
java.lang.NoSuchFieldError: APreserve
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:716)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:107)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:89)

FlightModelMain.class might be conflicted.
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OverDhill

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Re: BAT 3.4 Linebacker Jetage stuck at 30% when loading a QMB.
« Reply #4 on: September 10, 2018, 06:30:39 AM »

How do I fix it?
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OverDhill

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Re: BAT 3.4 Linebacker Jetage stuck at 30% when loading a QMB or Mission
« Reply #5 on: September 10, 2018, 01:02:45 PM »

I restored a copy of BAT to another drive and check it and Pathfinder works fine on my system. So not sure what got broke with Linebacker.
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OverDhill

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Re: BAT 3.4 Linebacker Jetage stuck at 30% when loading a QMB or Mission
« Reply #6 on: September 11, 2018, 06:28:17 AM »

Anyone have any ideas? I reloaded Linebacker on a working copy of Pathfinder and the Jetage will not load any mission past 30% (loading aircraft)?

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SAS~Storebror

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Re: BAT 3.4 Linebacker Jetage stuck at 30% when loading a QMB or Mission
« Reply #7 on: September 11, 2018, 07:17:24 AM »

I have no idea what exactly you did, but one thing is for sure:
You have not just installed Linebacker on a working Pathfinder copy.

That's for damn sure because you have a mismatching FlightModelMain class and you are missing weapon classes.

]cheers[
Mike
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OverDhill

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Re: BAT 3.4 Linebacker Jetage stuck at 30% when loading a QMB or Mission
« Reply #8 on: September 11, 2018, 07:27:19 AM »

So can I get back to a clean install of some level before Pathfinder?  According to this "Running the BAT Expansion Install.exe at any time will clean and reset your B.A.T. install to that level." I should be able to and then reinstall the others on top.

As for my Pathfinder is runs fine for Jetage and I have done nothing but install using the installers. All other modules in Linebacker run fine also. Also I thought Linebacker was suppose to fix and issues and clean up an install?

"Even if you have installed 3.3.1 Pathfinder evolution and other stuff - As long as you got as far as Pathfinder, you can install Linebacker and it will tidy up everything else automatically."
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SAS~Storebror

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Re: BAT 3.4 Linebacker Jetage stuck at 30% when loading a QMB or Mission
« Reply #9 on: September 11, 2018, 07:49:44 AM »

You can just install Linebacker again.
And the Hotfixes.
And nothing else.

It definitely works.
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SAS~vampire_pilot

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Re: BAT 3.4 Linebacker Jetage stuck at 30% when loading a QMB or Mission
« Reply #10 on: September 11, 2018, 07:56:30 AM »

if you had a working Pathfinder or 3.3.1 Evolution, just do as Storebror said.

So can I get back to a clean install of some level before Pathfinder?  According to this "Running the BAT Expansion Install.exe at any time will clean and reset your B.A.T. install to that level." I should be able to and then reinstall the others on top.

There is no going back before BAT 3.4  again
It is written in BAT 3.4 Linebacker description that certain inner cleanup can't be taken back.

Therefore I have removed this now misleading quote now from the original BAT base pack post.

OverDhill

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Re: BAT 3.4 Linebacker Jetage stuck at 30% when loading a QMB or Mission
« Reply #11 on: September 11, 2018, 08:01:50 AM »

I have done that three times. I have a Pathfinder copy as a backup which I have tested and all modules work. I have checked all the Linebacker zips and installed it using the Installer and the installer log says it installed with no errors.

I am a retired IT Professional so I am not a novice


So forgive me when I say there is a problem. It is not due to a mistake in the install process.
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