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Author Topic: BAT V3.2 problem reporting thread  (Read 25918 times)

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Griffon_301

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BAT V3.2 problem reporting thread
« on: October 06, 2017, 04:51:52 AM »

Good afternoon guys!

First of all: this is not the place to report a "I cannot get it to run properly" stuff - the download works and the install works, both manually and automatically - I have tried both-period!

see this thread as a place to report weird things, possible errors, and problems with certain aspects of V3.2;
please attach a log-trouble shooting is not much fun without it; and pls describe which module, which aircraft, which loadout (if necessary) or try to be as precise about the nature of the problem you have encountered...

thanks for reading, now for the funny parts....
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Griffon_301

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Re: BAT V3.2 problem reporting thread
« Reply #1 on: October 06, 2017, 05:01:28 AM »

and the first weirdo I have encountered:

just tried out a P-47D27 with one of the weird loadouts (110lb bomb and a smoke canister?)...and the mission gives me a Mission Loading Null error...
log is here:

Code: [Select]
MissingResourceException: Can't find resource for bundle java.util.PropertyResourceBundle, key 100lb_MkI_MIV
[10:36:33 AM] java.util.MissingResourceException: Can't find resource for bundle java.util.PropertyResourceBundle, key 100lb_MkI_MIV
[10:36:33 AM] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[10:36:33 AM] java.lang.ArrayIndexOutOfBoundsException
[10:36:33 AM] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3095)
[10:36:33 AM] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3063)
[10:36:33 AM] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2702)
[10:36:33 AM] at com.maddox.il2.game.Mission.loadAir(Mission.java:1752)
[10:36:33 AM] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[10:36:33 AM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1430)
[10:36:33 AM] at com.maddox.il2.game.Mission._load(Mission.java:838)
[10:36:33 AM] at com.maddox.il2.game.Mission.access$600(Mission.java:121)
[10:36:33 AM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
[10:36:33 AM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[10:36:33 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[10:36:33 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[10:36:33 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[10:36:34 AM] null
[10:36:34 AM] java.lang.NullPointerException
[10:36:34 AM] at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:627)
[10:36:34 AM] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:567)
[10:36:34 AM] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:531)
[10:36:34 AM] at com.maddox.il2.game.Mission._load(Mission.java:978)
[10:36:34 AM] at com.maddox.il2.game.Mission.access$600(Mission.java:121)
[10:36:34 AM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
[10:36:34 AM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[10:36:34 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[10:36:34 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[10:36:34 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Oct 6, 2017 10:36:39 AM] -------------- END log session -------------
this on an untouched WAW3 module...

I have tried the same setup on a modded V3.2 module to which I have added the P-47 pack and everything works fine, BUT certain loadouts that are available in a stock WAW P-47D are not available when using the P-47 pack;
My guess is that this has something to do with the new ordinance pack but I need to investigate a little more....
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SAS~Storebror

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Re: BAT V3.2 problem reporting thread
« Reply #2 on: October 06, 2017, 05:43:40 AM »

Long story short is that the weapons declaration file shipped with BAT isn't suitable for this version of the plane at all.
The plane's trigger/hook list has a length of 30 while each weapon slot in this cod file is just 20 positions long, and the order and indices aren't matching either.
As a result, none of the loadouts of the P-47D-27 can be loaded successfully, "fancy" or not. Even "default" and "none" trigger errors.

This issue by the way existed at least in Sealion already.

Best regards - Mike
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SAS~Storebror

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Re: BAT V3.2 problem reporting thread
« Reply #3 on: October 06, 2017, 05:52:44 AM »

*bump*
In my point of view, P-47D (which is the D-27 "late") and P-47D-27 should have the same weapons, they should differ in the gunsight only (the late has the "K-14" gyro gunsight).

Therefore, please find a hotfix attached to this post which applies all weapons from the D-27 "late" to the normal D-27 accordingly.
Extract to your BAT 3.2 Angels High folder and overwrite the existing file when being prompted.

Best regards - Mike
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Griffon_301

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Re: BAT V3.2 problem reporting thread
« Reply #4 on: October 06, 2017, 06:13:22 AM »

wow great work Mike!

well, I found that objecting COD file too and just wanted to ask if the one you have posted here is the one from your P-47 mod and is just replacing the one shipped with the aerial weapons mod?

btw, did someone check if the other "modded" aerial weapons aircraft (shades of the TB-3 bomber) are also still working or need fixes?
I might test that myself time permitting :)

in the meantime - thank you very much for the quick fix :)
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SAS~Storebror

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Re: BAT V3.2 problem reporting thread
« Reply #5 on: October 06, 2017, 06:38:51 AM »

This cod file in fact is the P-47D one, decoded and re-encoded as P-47D-27.
I have no idea what the aerial weapons mod touches and which potential incompatibilities could arise.
Obviously, if you drop a new weapon list in cod format in, it has to match the triggers and hooks being declared in the plane's classfile, and this obviously isn't the case here.

Best regards - Mike
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GEORGES44

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Re: BAT V3.2 problem reporting thread
« Reply #6 on: October 06, 2017, 08:30:48 AM »

BAT v3.2 is such a splendid job I hate having to report a problem with the FW190
I got a CTD at 58% loading of missions where I fly a FW190
If I switch to a Me109, no problem

Here is the log
Code: [Select]
[6 oct. 17 14:19:59] ------------ BEGIN log session -------------
Command not found: fps START SHOW
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 750 Ti/PCIe/SSE2
  Version: 4.5.0 NVIDIA 376.53
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture 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_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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness 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_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_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_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_provoking_vertex 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_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_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_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness 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_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render 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_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 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_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float 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_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_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: 1280x1024
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 · v3.2 · ANGELS HIGH
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: Can't open file '3DO/Effects/TEXTURES/JetSmoke.mat'
WARNING: object '3DO/Effects/TEXTURES/JetSmoke.mat' of class 'TMaterial' not loaded
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$Smoke26'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$MustangMkI'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$A_26B'
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 : 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 16
Cannot open audio file samples/infinite 1

fps:60 avg:59 max:61 min:56 #fr:287
fps:60 avg:57 max:65 min:10 #fr:565
fps:60 avg:58 max:65 min:10 #fr:871
Loading mission single/nn/Channel/BOB-Channel_FW190A3-1.mis...
Month = 7 , Hour = 6
Temperature -     0m = 9.0 .
Temperature -  1000m = 2.5100098 .
Temperature -  2000m = -3.980011 .
Temperature -  3000m = -10.470001 .
Temperature -  4000m = -16.959991 .
Temperature -  5000m = -23.449997 .
Temperature -  6000m = -29.940002 .
Temperature -  7000m = -36.429993 .
Temperature -  8000m = -42.92 .
Temperature -  9000m = -49.410004 .
Temperature - 10000m = -55.899994 .
Temperature - 11000m = -56.5 .
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: 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: *704392800*
*** 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:1 avg:51 max:65 min:1 #fr:1137
Load bridges
Load static objects
##### House without collision (3do/Buildings/Russia/Kiev/Hangar_typeG/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Tree/Tree2.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/Buildings/England/semi2/live.sim)
##### House without collision (3do/Buildings/Russia/Kiev/TypeL-beton/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/ToW/wheel_001/mono.sim)
##### House without collision (3do/Buildings/French/frenchvillage1/live.sim)
##### House without collision (3do/Buildings/Furniture/5x1_White/mono.sim)
##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/Troops/uk/uk_officer_jumelles/live.sim)
##### House without collision (3do/Buildings/England/stonehenge/live.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Buildings/England/westminsterbuttress/live.sim)
##### House without collision (3do/Buildings/England/phonebox/live.sim)
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
fps:6 avg:42 max:65 min:1 #fr:1152
java.lang.NoSuchFieldError: printCompassHeading
at com.maddox.il2.objects.air.CockpitFW_190A3.<init>(CockpitFW_190A3.java:87)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3339)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2705)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1752)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1430)
at com.maddox.il2.game.Mission._load(Mission.java:838)
at com.maddox.il2.game.Mission.access$600(Mission.java:121)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Logged

SAS~Storebror

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  • Taking a timeout
    • STFU
Re: BAT V3.2 problem reporting thread
« Reply #7 on: October 06, 2017, 09:27:11 AM »

Oh wow... the good old "printCompassHeading" error.
It means that the Fw-190A-3 which we have here is 4.10 code (or earlier).
Easy fix, just a matter of time...

Best regards - Mike
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Don't split your mentality without thinking twice.

GEORGES44

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Re: BAT V3.2 problem reporting thread
« Reply #8 on: October 06, 2017, 09:53:09 AM »

Thanks for the quick answer Mike
Glad it is not serious
No hurry, I can fly FW190 on other installs

Long live BAT :) :) :)
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lefterisss

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Re: BAT V3.2 problem reporting thread
« Reply #9 on: October 06, 2017, 11:40:23 AM »

Hi.thanks alot for this Super update.. i am sorry that i have to report that the starfighter have no A/G weapons, also the falcon when i use the gun yaw left .
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Griffon_301

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Re: BAT V3.2 problem reporting thread
« Reply #10 on: October 06, 2017, 02:22:22 PM »

new problem: on my WAW untouched, all the 190s I have tested so far crash at 30% mission loading; I have tested the A3, A4, A5 and A8Sturm...

off to bed now...further testing will follow next week when I have two days off again..
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Griffon_301

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Re: BAT V3.2 problem reporting thread
« Reply #11 on: October 06, 2017, 02:28:28 PM »

short update on the 190s: should be easy to solve for Simon, I have tested the WAW2 setup (prior Sealion) and in that one, the 190s work...
I dont know the classfiles interdependency in WAW3 but I have tried to substitute the classfiles in the folders with the ones from the Claymore pack for 4.12 and got no joy...so the root for the problem must sit somewhere deeper...

as said, off to bed now, hope a fix will come in due time... :)

cheers
phil
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