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Author Topic: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)  (Read 161712 times)

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Towarisch

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #180 on: June 25, 2013, 08:36:02 AM »

Hello,

i have fix it by myself :P ;)....

Under the category of sound in the conf.ini, i´ve changed the line:  SoundFlags.forceEAX1=0 in  SoundFlags.forceEAX1=1. That´s all..... :).

My little helping hand was the:http://wiki.sturmovik.de/index.php?title=Hall-Effekt_in_Bodenn%C3%A4he

Thanks again, for this great work....

And a great time

Towarisch
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SAS~Storebror

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #181 on: June 25, 2013, 08:58:36 AM »

Hi, Mike. Any thoughts on my initlog I posted in post #141? Thanks.
Sorry, catching up the reports slowly :-\

Code: [Select]
2013-06-23 16:57:08:484 (dinput.dll) : IL-2 Process ID = 00000D88
2013-06-23 16:57:08:484 (dinput.dll) : Starting Watchdog at C:\Copy of IL-2 Sturmovik 1946 4.12m\bin\selector\basefiles\IL-2 Watchdog.exe
2013-06-23 16:57:08:500 (dinput.dll) : Watchdog Process not created
2013-06-23 16:57:08:500 (dinput.dll) : JVM Parameters injector deactivated
Just to be on the safe side: Did you check whether the file "IL-2 Watchdog.exe" exists at all in the folder "C:\Copy of IL-2 Sturmovik 1946 4.12m\bin\selector\basefiles\"?
I'm asking since I don't see any good reason for the line "(dinput.dll) : Watchdog Process not created" which basically means nothing else but the fact that the game couldn't launch "IL-2 Watchdog.exe" and that in turn has just one single good reason which would be that the file is missing (for whatever reason).

So please check whether the file exists. If it doesn't, reinstall Modact 5.10 plus patch 5.11 (you can just install them on top again, make sure to click "yes" when the installer asks you to overwrite existing files).
If it exists already, please report back. I will have to prepare some special debugging dll for you in that case.

Best regards - Mike
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Wulfy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #182 on: June 25, 2013, 09:17:39 AM »

Hey guys i was testing out the LaGG pack and in QMB missions the tail wheel doesn't come down on the LaGG-3 Series 35 and 66. the others are fine. I loaded it up on top and still no use

da log
Code: [Select]
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: ATI Radeon HD 3470 - Dell Optiplex
  Version: 2.1.8870
  Extensions: GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1680x1050
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 8, 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.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] '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 : 8192
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.SFS... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
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 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
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 32
Cannot open audio file samples/infinite 1

Loading mission Records/Intro 04 Ed.trk...
User cancel
java.lang.RuntimeException: User cancel
at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:447)
at com.maddox.il2.game.Mission.loadMain(Mission.java:812)
at com.maddox.il2.game.Mission._load(Mission.java:476)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
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:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
User cancel
java.lang.RuntimeException: User cancel
at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:447)
at com.maddox.il2.game.Mission.loadMain(Mission.java:812)
at com.maddox.il2.game.Mission._load(Mission.java:476)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
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:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Loading mission QuickQMBPro/Stalingrad_Winter/Stalingrad_WinterRedNone00.mis...
Loading vertex/fragment programs: *708309000*
*** 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]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
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
cannot open file for reading
Cannot open audio file samples/dive_1.wav
cannot open file for reading
Cannot open audio file samples/dive_2.wav

cannot open file for reading
Cannot open audio file samples/dive_1.wav
cannot open file for reading
Cannot open audio file samples/dive_2.wav

WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Stalingrad_Winter/Stalingrad_WinterRedNone00.mis is Playing
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.

warning: no files : music/inflight
[Jun 25, 2013 3:19:05 PM] -------------- END log session -------------
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RAECHER

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #183 on: June 25, 2013, 09:22:03 AM »

Hi, Mike. Thanks for your reply.

I just managed to solve my issue after finding this answer at 'stackoverflow.com' : "This is usually result of missing C++ runtime libraries. Find VC++ redistributable package and install it on target computer. It can be downloaded from Microsoft: http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=29 or http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=15336."

 I installed this file: "vcredist_x86.exe" and voila, it now works perfectly!  I can now use this spectacular ModAct of yours, for which I am grateful!
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Wulfy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #184 on: June 25, 2013, 10:28:42 AM »

Um any idea for the LaGG pack?
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SAS~Storebror

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #185 on: June 25, 2013, 11:40:47 AM »

This is usually result of missing C++ runtime libraries.
Eww...


I'm growing old. Sorry, that's been my mistake. I forgot to statically link the VC++ runtimes to the watchdog executable, as a result this exe now dynamically links to msvcrt90.dll which indeed might be missing on some PCs. Silly and stupid mistake of mine, I owe you a can of beer.
Will be fixed with the next patch.

Best regards - Mike
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Wulfy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #186 on: June 25, 2013, 12:17:22 PM »

any help for me?
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Wulfy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #187 on: June 25, 2013, 12:28:44 PM »

I just noticed in FMB its has issues two.. for the Series 39 and 66 it spawns wheels tailwhell down. but then it wont go up
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SAS~Storebror

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #188 on: June 25, 2013, 01:08:23 PM »

Wulfy, as much as we'd like to help you out, please give us a break for a day.
Nobody ever promised that each and every mod would work flawlessly with 4.12.
It's much likely that the issue you encounter simply means that the LaGG pack needs an update for 4.12.

Best regards - Mike
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panzerkeil

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #189 on: June 25, 2013, 02:00:20 PM »

The only thing that bugged me when I upgraded to 4.12 with mod activator was the fact that no matter what sound mod I tried, the Japanese aircraft (and some others) kept sounding like lawn mowers (default sounds).
I found that somewhere along the way an extra motor.merlin.prs has been added to the stock sounds, and once I placed a modified copy to my presets folder the last remaining stock sounds were gone!   :)
Good workaround until jafa has done his magic with 4.12.   :D
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gauderio

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #190 on: June 25, 2013, 05:31:28 PM »

Yes panzerkeil, that's what I said on page 10 of this topic. The sound of LA5, LA7 and Japanese aircraft remained in the original sound (IL2 Stock).

And the sound of the P51 got the same engine sound of Spitfire (Merlin engine sound)
And it's happening to other people too. It sure is a bug in the SAS 5

I have UP3 RC4, I have DBW and SAS 4 (in separate installations) and in them is perfect. This error only happens in SAS 5.


(sorry my english)
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the_woz

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #191 on: June 25, 2013, 08:15:53 PM »

Found a bug on the Pe-2 series with Modact v5.1
Bombsight is unusable, due to too small FOV see:



Uploaded with ImageShack.us

This is the most that can be seen of the bomsight, happens on all the Pe-2 variants.
Tried enabling the FOV mod on JSGME, but it doesnt make a difference in bombsight view.
On the stock game all these planes work fine.
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