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Author Topic: C.U.P. Module-03 World at War PART-12  (Read 25075 times)

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SAS~Monty27

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C.U.P. Module-03 World at War PART-12
« on: July 04, 2015, 10:59:37 PM »

C.U.P. Module-03 World at War PART-12



**************************************

#WAW Part-12 adds some nice new features and corrects many long-standing issues:

MAINTENANCE - NEW RESTORE POINT - AI MOUNTAIN CRASH FIXED
**************************************

SASEngineMOD and the Stupid 412 AI
Some time ago TD412 introduced many good things and a few problems; such as AI flying into mountains under certain circumstances.  Western0221's latest patch brilliantly fixes this but is incompatible with PAL's Chocks Mod.  There were also a couple of classfiles to rem out (4B598398AD1D180C and 08447B2E29097EB0) regarding the Zero Cannons.

In time we expect the Chocks MOD to be back but presently the EngineMOD and Western's AI Crash Fix must take priority for mission builders.  We have to use the Restore Point Install method this time because this fix involves more than just adding new content, some things have to go...

**************************************

RESTORE POINT INSTALL TYPE:
Make sure you are up-to-date with Parts 09, 10 and 11 from previously.

1) JSGME DISABLE everything prefixed #CUP and #WAW

2) In your Main Il2 directory rem out (rename with a -) your current #WAW to -#WAW.

3) UnZIP/UnRAR 'C.U.P.- Module 03 - World At War Pt-12' direct to your Il2 Main Directory and allow overwrite.

4) ENABLE JSGME Options to taste.

5) Delete old -#WAW at your convenience.

6) Check that you are up to date with the SAS Modular Map Expansion - SASMME PART-12

7) Install SASMME PART-12 - Easy way, just drop it all in...

**************************************

FIXES AND MAINTENANCE

1) SASEngineMOD-2.7 with Western0221's Patch + Carriers + Steam Cats + Beacons + Smarter AI + Tiger33's Sounds

2) The 'David Spit MkIXs' are now properly and fully implemented.

3) Claymore's FW190's feature his improved pilots and corrected armament (long cannons) for the FW190 A-6.

4) Missing APS-4 radar wing-pod on SB2C - a rare bug, difficult to replicate, now fixed here for everyone.

5) D4Y Judy's re-instated and properly labelled in plane.properties.

6) Ship Extension 2.20 'Sailors Disappear' resources added.

7) New style Complete Planelist, minor additions.

All of these issues were down to compiling the mods for CUP and not problems with the original mods.

Now for the extra good stuff added since then...

**************************************



ADDONS NEW AIRCRAFT VEHICLES & FEATURES

SeafangFMk32 Beta SAS~GJE52
https://www.sas1946.com/main/index.php/topic,46763.msg519839.html#msg519839

This aircraft mod, still beta, is one of the most beautiful I have ever seen in Il2.  The 1946 Seafang lost out to the Hawker Fury and only 18 were built.  In an ideal universe this would have seen more action; so we have to have it in CUP.  The late production date, and the sheer perfection of the Seafang, see its entry into #WAW and #JTW simulataneaously.  Not 'what if', more 'if only'.

Bf-109V-48 Thor
Anto, Cpt Farrell, Crazyflak, Freddy, Greif11, JapanCat, Jester's Ink, Maddox:1C, PA-Jeronimo, SAS
https://www.sas1946.com/main/index.php/topic,46749.0.html

Landing & Navigational Lights for Ju-52 Family wcat
https://www.sas1946.com/main/index.php/topic,46496.0.html

Bombsaway's running light update to JapanCats A6M's. SAS~Bombsaway
https://www.sas1946.com/main/index.php/topic,45319.0.html

G3M2 22 type96 bomber NELL ten010
https://www.sas1946.com/main/index.php/topic,46860.msg520969.html#new

New Tanks and Artillery from 413 Epervier
https://www.sas1946.com/main/index.php/topic,46648.0.html

Railway Gun Leopold/class K5 guns 283mm for HSFX 5.01 Epervier
https://www.sas1946.com/main/index.php/topic,14790.msg512991.html#msg512991
The iconic siege gun, with new wagons and trains, is available under 'Trains' and 'Stationary Stock'.

Fairey Firefly by Ectoflyer and CWatson
Il2 Freemodding - Readme included - Already featured in 'The Jet Age' late war introduction also favours inclusion in 'World At War'.

Naval Mines Epervier
https://www.sas1946.com/main/index.php/topic,46588.0.html
Yet another dimension for the more sophisticated mission builders

Ships Su Smolensk - Daidalos Team (4.13) from 413 Epervier
Soviet river gunboat Smolensk



**************************************

NEW JSGME OPTIONS


#WAW_SB2C SKINS
Installs new Default Skins for the SB2C Helldiver.  This is for people who aren't seeing them already.

#WAW_Ju87 NO GEAR COVERS Wcat
Removes Gear Covers from Ju87s - Not compatible with Bomb Release Gear Mod (also JSGME).
https://www.sas1946.com/main/index.php/topic,46403.msg518880.html#msg518880

**************************************

CONTENTS:
Il2/...#WAW - Completely new Master-Folder - replaces everything for up-to-date package.
SFS_WAW/...WAW54.sfs, WAW55.sfs & WAW56.sfs - more 3Do packed into SFS format.
SFS_MAPS/...VLC12.sfs - Vehicle resources.
JSGMEMODS/...Some new options (see above).

SPECIAL THANKS:
SAS~Gerax & Decipher
For so much testing and obsessively tweaking engines, carriers, buttons and reporting everything for our benefit.

PO_MAK_249RIP
Pre-install tests of the Leopold Railgun and Su Smolensk.

RDDR & eMeL
Hangar-19 test pilots, anything, anytime, anywhere...

C.U.P.- Module 03 - World At War Pt-12
https://www.mediafire.com/download/d2s4bv96j0yg88v/waw12.rar

ADDENDUM:

C.U.P.- Module 03 - World At War Pt-12B

Missing classfiles for Blenheim MkIVF

https://www.mediafire.com/?arso00y9kyrj52z

UnZIP/UnRAR to main Il2 install...

(These will be included in #WAW Part-13)

SAS~Monty27
**************************************
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PO_MAK_249RIP

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Re: C.U.P. Module-03 World at War PART-12
« Reply #1 on: July 05, 2015, 02:44:51 AM »

Hi Monty thanks for the mention - where do I find the SU_Smolensk and Leopold Gun in the FMB objects viewer? I've looked in staionary stock/trains/ships...et al (and everywhere else) but cant find either listed?

BTW, Off to Normandy next week sightseeing!!

Mick
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henkypenky

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Re: C.U.P. Module-03 World at War PART-12
« Reply #2 on: July 05, 2015, 04:09:27 AM »

Hi Monty, thanksagain for another great addition to the game, its awesome what you're doing. Can you perhaps brief us on the inclusion of mods requested earlier? Like Spitfire VIIIfb, XIVfr PR XIX, B-25D & J, Ju-88G Night fighter, Karabas' Yak 1's etc?

Edit: the B-25D & J are included  :) only the D-5NC, J-15NA & J-22NA doesn't show up in QMB.  :\'(
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decipher

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Re: C.U.P. Module-03 World at War PART-12
« Reply #3 on: July 05, 2015, 04:40:29 AM »

wohoooooooooo. even more planes i have to edit out of the air.ini to get my performance back!  :P

...

..

while the above is true for my setup, in all seriousness: thanks simon and the others for investing so much time in this and a special thanks to simon for having an open ear for suggestions and bug reports and my endless private messages :)

having everyone in CUP finally with the western patch and modified engine mod running is a great step forward.
i installed this and the map updates, but only had a little testrun with a few QMBs with various new and old planes etc... looks great.

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benson

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Re: C.U.P. Module-03 World at War PART-12
« Reply #4 on: July 05, 2015, 07:08:24 AM »

Aaaarrrrggghhh. I'm on holiday and can't install this for another week! Thanks for all the hard work  guys.
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SAS~Monty27

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Re: C.U.P. Module-03 World at War PART-12
« Reply #5 on: July 05, 2015, 07:46:53 AM »

Hi Monty thanks for the mention - where do I find the SU_Smolensk and Leopold Gun in the FMB objects viewer? I've looked in staionary stock/trains/ships...et al (and everywhere else) but cant find either listed?

BTW, Off to Normandy next week sightseeing!!

Mick

Hi Mick:

[Stationary_Stock]
Leopold (+ wagons)

[Trains]
 Germany_Railgun/CommandStaff
 Germany_PrisonerTrain/AA
 Germany_CivilTrain2
 Germany_CargomixedTrain/AA
 Germany_SanitaryTrain
 Germany_Cargo3Train/AA
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Gaston

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Re: C.U.P. Module-03 World at War PART-12
« Reply #6 on: July 05, 2015, 03:32:01 PM »

Thanks a lot, Monty ! For all additions (JTW, DOF and WAW) !

I have a problem with WAW, which I do not have with DOF or JTW : every time I try to load a mission in QMB, it loads to 100 % perfectly fine, and then, at 100 %, I get the famous error "memory can not be read". Anyone else has this pronlem too ?

This is the end of my logfile :

Code: [Select]
Loading mission QuickQMBPro/CUP-Berlin/CUP-Berlinbluescramble00.mis...
Month = 4 , Hour = 12
Temperature -     0m = 16.0 .
Temperature -  1000m = 9.51001 .
Temperature -  2000m = 3.019989 .
Temperature -  3000m = -3.4700012 .
Temperature -  4000m = -9.959991 .
Temperature -  5000m = -16.450012 .
Temperature -  6000m = -22.940002 .
Temperature -  7000m = -29.429993 .
Temperature -  8000m = -35.92 .
Temperature -  9000m = -42.410004 .
Temperature - 10000m = -48.899994 .
Temperature - 11000m = -55.39 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *120991328*
*** 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!
Load bridges
Load static objects
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
FM called 'FlightModels/Bf-109E-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/DB-600_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 5
Motor resolveFromFile starter = 5
FM called 'FlightModels/Bf-109E-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
FM called 'FlightModels/Bf-109K-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Fw-190D-9.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/He-111H-6.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Pe-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Yak-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/La-7.fmd' is being loaded from Alternative File: 'gui/game/buttons'
ERROR file: File users/duruz/Icons not found
Mission: QuickQMBPro/CUP-Berlin/CUP-Berlinbluescramble00.mis is Playing
java.lang.NoSuchFieldError: listenTACAN
at com.maddox.il2.objects.air.Cockpit.updateBeacons(Cockpit.java:1000)
at com.maddox.il2.objects.air.Cockpit.access$600(Cockpit.java:21)
at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:100)
at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:834)
at com.maddox.il2.game.Main3D$RenderCockpit.preRender(Main3D.java:710)
at com.maddox.il2.engine.Renders.b(Unknown Source)
at com.maddox.il2.engine.Renders.paint(Unknown Source)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

I can not understand what is the problem...
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decipher

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Re: C.U.P. Module-03 World at War PART-12
« Reply #7 on: July 05, 2015, 06:29:34 PM »

Thanks a lot, Monty ! For all additions (JTW, DOF and WAW) !

I have a problem with WAW, which I do not have with DOF or JTW : every time I try to load a mission in QMB, it loads to 100 % perfectly fine, and then, at 100 %, I get the famous error "memory can not be read". Anyone else has this pronlem too ?

I can not understand what is the problem...

did you add or remove anything in the #waw foldeR? like a customized !SAS_engine_mod or anything? if you have a clean install, this either means, you might have some faulty files (from bad download), or there are still some problems with the way SAS_engine_mod is modified for CUP.
the specific error messages about TACAN and beacons are definitely related to engine_mod.. i had similar problems with this elsewhere. 
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SAS~Monty27

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Re: C.U.P. Module-03 World at War PART-12
« Reply #8 on: July 05, 2015, 11:37:16 PM »

Excellent.  Then the explicit instructions guided you towards the correct action.  That's why we have a readme.

In all seriousness; there are many languages spoken here and its easy to misinterpret any action.  That's why it said overwrite, its a necessary step.
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Gaston

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Re: C.U.P. Module-03 World at War PART-12
« Reply #9 on: July 05, 2015, 11:41:45 PM »

Decipher... I followed exactly the instructions as mentioned above (disable JSGME CUP and WAW folders, put a - in front of the WAW folder, etc), before installing the part 12. So I don't know...
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SAS~Monty27

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Re: C.U.P. Module-03 World at War PART-12
« Reply #10 on: July 05, 2015, 11:57:23 PM »

I dunno Gaston, how is it in FMB?  Can you edit the mission in question?
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decipher

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Re: C.U.P. Module-03 World at War PART-12
« Reply #11 on: July 06, 2015, 12:46:18 AM »

gaston, does it happen with any plane? which plane did you try to fly? does it only happen on that specific mission for you?

i tried the bluescramble mission for CUP-berlin with a couple of german planes and it all loaded up normally to cockpit view.

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