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Author Topic: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)  (Read 139221 times)

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western0221

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #192 on: April 18, 2016, 06:12:11 PM »

Sorry for the double post, but that didn't fix the entire problem. Whenever I fire a guided missile such as an AIM-9 or an AIM-7, it gives me this CTD:
(.... )

And when I spawn in the F-18 that comes stock with CUP, it gives me this CTD:
Code: [Select]
[11:36:08 PM] WARNING: ***( GL error: 0x0500 (SetData0)
[11:36:12 PM] java.lang.NoSuchMethodError
[11:36:12 PM] at com.maddox.il2.objects.air.F_18.RWRLaunchWarning(F_18.java:488)
[11:36:12 PM] at com.maddox.il2.objects.air.F_18.update(F_18.java:1682)
[11:36:12 PM] at com.maddox.il2.objects.air.F_18C.update(F_18C.java:290)
[11:36:12 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1057)
I've tested it with the F-16 and it doesn't give me a crash, and all of this worked perfectly fine before installing the new Vis Mod.

This code ? (from F_18.java:488 )
Code: [Select]
List list = Engine.missiles();
Engine.class of 11th/Apr./2016 dated is reverted to too old and not compatible to Engine MOD 2.7 .
In my checking , Engine.class of 27th/Jan./2016 dated Visual MOD V9 one contained ArrayList codes of missile and countermeasure enabling compatible to Engine MOD 2.7 and modern Jets like F-18.
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benitomuso

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #193 on: April 19, 2016, 07:31:45 AM »

Sorry for the double post, but that didn't fix the entire problem. Whenever I fire a guided missile such as an AIM-9 or an AIM-7, it gives me this CTD:
(.... )

And when I spawn in the F-18 that comes stock with CUP, it gives me this CTD:
Code: [Select]
[11:36:08 PM] WARNING: ***( GL error: 0x0500 (SetData0)
[11:36:12 PM] java.lang.NoSuchMethodError
[11:36:12 PM] at com.maddox.il2.objects.air.F_18.RWRLaunchWarning(F_18.java:488)
[11:36:12 PM] at com.maddox.il2.objects.air.F_18.update(F_18.java:1682)
[11:36:12 PM] at com.maddox.il2.objects.air.F_18C.update(F_18C.java:290)
[11:36:12 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1057)
I've tested it with the F-16 and it doesn't give me a crash, and all of this worked perfectly fine before installing the new Vis Mod.

This code ? (from F_18.java:488 )
Code: [Select]
List list = Engine.missiles();
Engine.class of 11th/Apr./2016 dated is reverted to too old and not compatible to Engine MOD 2.7 .
In my checking , Engine.class of 27th/Jan./2016 dated Visual MOD V9 one contained ArrayList codes of missile and countermeasure enabling compatible to Engine MOD 2.7 and modern Jets like F-18.

Western, it depends on how you consider it. The Engine class is not old, it is the v4.13 one, so it is the latest.

In the past it was not used in the VisualMOD. It shouldn't have been present in former versions.

Now I only implemented the Ordinance View as in v4.13 and I incorporated the required "new" Engine.class

Please, if you point me out the required methods for Missiles I can add them to the v4.13 Engine.class to make it compatible.

Regards,
                  Pablo
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western0221

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #194 on: April 19, 2016, 07:49:31 AM »

Western, it depends on how you consider it. The Engine class is not old, it is the v4.13 one, so it is the latest.

In the past it was not used in the VisualMOD. It shouldn't have been present in former versions.

Now I only implemented the Ordinance View as in v4.13 and I incorporated the required "new" Engine.class

Please, if you point me out the required methods for Missiles I can add them to the v4.13 Engine.class to make it compatible.

I decompile both Engine.class contained 11th/Apr./2016 version and 27th/Jan./2016 version (You first released importing 4.13m's Ordinance View into 4.12.2m). In my looking, 27th/Jan./2016 version's Engine.class had compatible codes of Engine MOD's missile and countermeasure ArrayList and 4.13m's Ordinance View ArrayList code. So, 27th/Jan./2016 version might be full compatible to each functions.

I think only reverting 27th/Jan./2016 version's Engine.class makes fully compatible to your latest Visual MOD V9.
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devvvtrain

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #195 on: May 21, 2016, 09:34:43 PM »

 ;D I am so so boned because I don't have a joystick and that's the only way to control your pilot.....

Is there another way?
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mikojan3

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #196 on: June 14, 2016, 04:14:56 AM »

damn i can`t find this option in my controll ,of game menu, and leave plane, because my keybord and menu is all in german language ,i don`t know because my installation is all german boohh.the required file i have downloaded all in sas forum uffff.i have all installation c.u.p, dbw mediapack and modact.
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harpia

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #197 on: June 28, 2016, 01:27:43 PM »

I still can not implement the Visual Mod9, every time is enabled in JSGME the game returns to start. I've done a restore point of JSGME, I'm in the third reinstallation of IL2. I know it's a matter of noob but I'll try with this latest update Visual mod9 ordinance test. Now I'm at work, the night will see what will happen and put the result here for you before giving up the visual mod9. :-[ :-[ :-[
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SAS~Malone

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #198 on: June 29, 2016, 11:46:21 PM »

;D I am so so boned because I don't have a joystick and that's the only way to control your pilot.....

Is there another way?

your first sentence contains the answer, so why even ask the second? lol
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.....taking fun seriously since 1968.....  8)

aerozat

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #199 on: July 11, 2016, 07:19:31 AM »

Hello! While checking some options in visual mod game menu I selected the color set intendet for 3D TVs (I don't have one) and since then my game screen is freezing just as the simulation starts. I can controll the plane (blindly), quit to game menu, pause etc. but the screen is frozen. I tried disabling and reenabling of the mod, then reinstalling the mod but the issue is still present.

What can I do to fix it? Can I reset the VM settings to default somehow?

The Full Mission Builder mouse is frozen aswell
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benitomuso

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #200 on: July 11, 2016, 09:29:42 AM »

Hello! While checking some options in visual mod game menu I selected the color set intendet for 3D TVs (I don't have one) and since then my game screen is freezing just as the simulation starts. I can controll the plane (blindly), quit to game menu, pause etc. but the screen is frozen. I tried disabling and reenabling of the mod, then reinstalling the mod but the issue is still present.

What can I do to fix it? Can I reset the VM settings to default somehow?

The Full Mission Builder mouse is frozen aswell

Yes. Somewhere it is explained somewhere. There is an issue when you select multi-coloured alternate frames for a 3d TV. Typically if you set in the [Mods] section the PAL3dStart to 0, you would be able to start it normally and later reconfigure it as you want.

Regards,
                     Pablo
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aerozat

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #201 on: July 11, 2016, 12:32:44 PM »

Quote

Yes. Somewhere it is explained somewhere. There is an issue when you select multi-coloured alternate frames for a 3d TV. Typically if you set in the [Mods] section the PAL3dStart to 0, you would be able to start it normally and later reconfigure it as you want.

Regards,
                     Pablo

So have I done. It's working. Thank You!
By the way; the mod is great; it makes the old IL2 seem like on the movies!  8)
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Ta183Huckebein

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #202 on: July 18, 2016, 05:13:33 PM »

Hello, I have a potentially stupid question:

How do I get widescreen to work with this mod?

I'm laying out a new 4.12.2 Modact 5.30 game, and without Visual Mod (using the "2 Ecran Wide" mod), I have widescreen working perfectly. However, as soon as I added Visual Mod, the game returned to the "Square display with black bars on the sides" version of "widescreen" that the stock game allows. I looked for a value in the conf.ini and the in-game menu to adjust this, and didn't see anything that popped. Any help would be appreciated.

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western0221

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #203 on: July 18, 2016, 07:20:52 PM »

How do I get widescreen to work with this mod?

I'm laying out a new 4.12.2 Modact 5.30 game, and without Visual Mod (using the "2 Ecran Wide" mod), I have widescreen working perfectly.

I feel strange.

Stock 4.12.2m game has native widescreen function in Hardware Setup menu, and SASModAct 5.30 doesn't inhibit that stock new function.
No No No "Ecran Wide" anymore on 4.12.2m and later.
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