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Author Topic: C.U.P.- Module 03 - World at War Pts-13 & 14  (Read 51176 times)

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Gatrasz

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #132 on: December 16, 2015, 07:29:00 AM »

Since then when I leave the game, I get a message from Windows: "Il-2 6Dof/TIR enabled executable modded Sturmovik 1946 a cessé de fonctionner".
I had the same message with my fist install of CUP ; it disappeared with some reinstall/upgrade. I guess it could come from a corrupted download...
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #133 on: December 17, 2015, 12:07:22 AM »

Help!!!

Downloaded Pt 13 and Pt 14, followed install instructions to the letter, but nothing seems to have taken. None of the new aircraft have appeared.

Back tracked 3 times and tried again but no change :(

Don't panic!  CUP is the safest way to mod and is NEVER broken, either here or at your place.  Let me explain.  There are always 2 components to CUP:

1) The SFS Content.
2) The mod folder to config it

The new SFS content remains dormant and doesn't effect the sim in any way until the mod folder configures it or refers to it.

All problems or crashes have common causes:

1) Incomplete or missing SFS files (Logfile will point the way).
2) A conflict because of something you put in there (Logfile will point the way).
3)  Incomplete or missing data in the mod folder (Logfile will point the way).

So you can easily step back to your mod folder from #WAW Part-12 - Try a test with that one in place instead and confirm that everything is OK.

Next: Get logged.  Launch and crash? - Then read the logfile.  Without it you are guessing and nobody has a clue.  I bet something is missing or in the wrong place but only the Logfile.TXT will tell you, and us, for sure.

Look to the last part of Logfile after a CTD/lockup or crash and the last few lines will indicate the error.  Look for the word error.  With a bit of practice logfile will lift away the veil of mystery.

I install and test hundreds of mods over a month, many of which don't work or effect something else I didn't know about.  At Hangar-19 we smash the sim over and over again, often we get surprised by something we didn't expect.  Without Logfile we can't do anything.

Back up what you are doing.  CUP always enables you to return to the previous step.  Read your logfile and give up guessing.  With a bit of practice you will be in control of events and not be phased by the un-predictable.

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tartenmuche

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #134 on: December 17, 2015, 06:25:07 AM »

Dear Monty,
is the theoretical size in KB of each part available somewhere,so we can directly check if the downloaded part is complete? Such a table was available on page 9 of the CUP thread but without the new parts.
Thank you.
Regards.
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #135 on: December 17, 2015, 02:04:10 PM »

Dear Monty,
is the theoretical size in KB of each part available somewhere,so we can directly check if the downloaded part is complete? Such a table was available on page 9 of the CUP thread but without the new parts.
Thank you.
Regards.

Yes we should get around to that.  Currently a lot of re-structuring is being done, with a lot of testing and building.  After the next (spectacular) new release we can settle down and get all these tasks done.  I have a list!  8)
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KevinHoggard

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #136 on: December 17, 2015, 02:21:29 PM »

Dear Monty,
is the theoretical size in KB of each part available somewhere,so we can directly check if the downloaded part is complete? Such a table was available on page 9 of the CUP thread but without the new parts.
Thank you.
Regards.

Yes we should get around to that.  Currently a lot of re-structuring is being done, with a lot of testing and building.  After the next (spectacular) new elease we can settle down and get all these tasks done. I have a list!  8)

Are you checking it twice? Seeing whose naughty or nice?
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #137 on: December 18, 2015, 04:11:45 AM »

Oh yes Kevin, behave yourself!  8)

For Christmas we are working on something as amazing as those first steps towards CUP a year ago...  ;)
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tartenmuche

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #138 on: December 19, 2015, 10:55:36 AM »

Dear Sirs,
in order to resolve the problem met on my post 128, I installed a brand new game starting from the very beginning to the final part of WAW. It is worse than previously now the game stop in the middle of a mission, the screen shows a fixed image with a load indication of 5% and the message from windows as indicated in my previous post. I looked at the log.text but it is beyond me.
Best regards.
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exhausted

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #139 on: December 20, 2015, 01:17:10 AM »

13 worked fine. Followed the directions for 14 and I get this at about 20%:

Code: [Select]
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.ME_262C3A
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
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:216)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.ME_262SB1A ): com.maddox.il2.objects.air.ME_262SB1A
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.ME_262SB1A
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
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:216)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:218)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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Hairog

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #140 on: December 20, 2015, 08:59:43 PM »

Tried 2 different extractors and downloaded 14 three times. They both say 14 is corrupted. WAW57 always and WAW58 sometimes.
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SAS~Gerax

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exhausted

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #142 on: December 21, 2015, 01:50:55 AM »

13 worked fine. Followed the directions for 14 and I get this at about 20%

forgot the Restore Point?

I have my -#WAW folder still, I just want to get #14 working rather than revert to an older build. Can you help with that?
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Hunter

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #143 on: December 21, 2015, 09:38:51 PM »

Thank you , Monty . WAW 13 and 14 run very well . I use ever 7zip extractor long time and is ever good . Happy becouse my CUP folder whit a bit of skins and whitout golden age era is 67 Gb . !!
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