Hello mace!
Sorry to bump this thread a bit but I've run into a problem that I've only seen briefly mentioned on the F7F thread and haven't found a solution for.
Firing the GAM-67 ‘Crossbow’ from the F7F and the R-2U missile from the MiG-15KISh from the Project 85 pack results in the game freezing a couple of seconds after the missile launches and crashing
I am running 4.12.2 with SAS Modact 5.3, with the following mods loaded.
-! SAS Common Utils
-! ZOK Common (Folder merged on top of ZOK common from Project Beartrap)
-!Project_85_Supplemental
-!SAS_Engine_Mod_GuidedMissiles
-!SAS_Engine_Mod_MergeEffects_20151031R
-000_1956_Core_v13 (SFS files placed in SFS_Auto folder)
-24Bit Skins
-Project_85
-Project_Beartrap
Barring this problem with the munitions, everything else seems to work fine and I'm looking forward to seeing what else you will bring to this game.
Log file below.
[Nov 1, 2020 3:52:29 PM] ------------ BEGIN log session -------------
[3:52:29 PM] OpenGL provider: Opengl32.dll
[3:52:30 PM] OpenGL library:
[3:52:30 PM] Vendor: NVIDIA Corporation
[3:52:30 PM] Render: GeForce GTX 1050/PCIe/SSE2
[3:52:30 PM] Version: 4.6.0 NVIDIA 456.71
[3:52:30 PM] Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer 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_fragment_shader_interlock 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_polygon_offset_clamp GL_ARB_post_depth_coverage 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_locations 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_shader_viewport_layer_array 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_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions 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_filter_anisotropic GL_ARB_texture_filter_minmax 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_multiview_texture_multisample GL_EXT_multiview_timer_query 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_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample 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_sparse_texture2 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_filter_minmax 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_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 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_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup 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_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles 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_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough 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_memory_attachment 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_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering 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_rectangle_compressed 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_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence 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_OVR_multiview GL_OVR_multiview2 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
[3:52:30 PM] Size: 1920x1080
[3:52:30 PM] ColorBits: 32
[3:52:30 PM] DepthBits: 24
[3:52:30 PM] StencilBits: 8
[3:52:30 PM] isDoubleBuffered: true
[3:52:30 PM]
[3:52:30 PM] *** Looking for Advanced CPU Instructions...
[3:52:30 PM] [x] PentiumPro
[3:52:30 PM] [x] Multimedia (MMX)
[3:52:30 PM] [x] 3D (SSE)
[3:52:30 PM] [x] 3D (SSE2)
[3:52:30 PM] [-] 3D (3DNow)
[3:52:30 PM] ColourBits 32, ABits 0, ZBits 24
[3:52:30 PM]
[3:52:30 PM] *** Looking for Render API Extensions ...
[3:52:30 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[3:52:30 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[3:52:30 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[3:52:30 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[3:52:30 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[3:52:30 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[3:52:30 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[3:52:30 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[3:52:30 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[3:52:30 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[3:52:30 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[3:52:30 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[3:52:30 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[3:52:30 PM]
[3:52:30 PM] Maximum texture size : 32768
[3:52:30 PM] Maximum simultaneous textures :4
[3:52:30 PM] MaxAnisotropic (1.0 = none) : 16.000000
[3:52:30 PM] java.lang.NoClassDefFoundError: com/maddox/il2ge/HotKeys
[3:52:30 PM] at com.maddox.il2.engine.RenderContext.Begin(Native Method)
[3:52:30 PM] at com.maddox.il2.engine.RenderContext.activate(RenderContext.java:181)
[3:52:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1498)
[3:52:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[3:52:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[3:52:30 PM] at com.maddox.il2.game.Main.exec(Main.java:405)
[3:52:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[3:52:30 PM] 15 Splashscreens available.
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[3:52:31 PM] INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/ShipFrontWave.mat'
[3:52:31 PM] WARNING: object '3DO/Effects/TEXTURES/ShipFrontWave.mat' of class 'TMaterial' not loaded
[3:52:31 PM] INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/ShipFrontWave.mat'
[3:52:31 PM] WARNING: object '3DO/Effects/TEXTURES/ShipFrontWave.mat' of class 'TMaterial' not loaded
[3:52:31 PM] INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/ShipFrontWave.mat'
[3:52:31 PM] WARNING: object '3DO/Effects/TEXTURES/ShipFrontWave.mat' of class 'TMaterial' not loaded
[3:52:46 PM] Initializing DirectSound playback device...
[3:52:46 PM] Primary buffer created.
[3:52:46 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[3:52:46 PM] Not enought hardware buffers (0), hardware disabled
[3:52:46 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[3:52:46 PM] Default speaker config is : 1310724.
[3:52:46 PM] Direct sound audio device initialized successfully :
[3:52:46 PM] DX Version : 7
[3:52:46 PM] Hardware - disabled [buffers : 0]
[3:52:46 PM] Extensions - enabled :
[3:52:46 PM] EAX ver. 1 [ ] - disabled
[3:52:46 PM] EAX ver. 2 [ ] - disabled
[3:52:46 PM] EAX ver. 3 [ ] - disabled
[3:52:46 PM] I3D ver. 2 [ ] - disabled
[3:52:46 PM] ZoomFX [ ] - disabled
[3:52:46 PM] MacroFX [ ] - disabled
[3:52:46 PM] SIMD render [X]
[3:52:46 PM] num channels 16
[3:52:46 PM]
[3:52:47 PM] Loading mission Records/Intro 04 Ed.trk...
[3:52:47 PM] Y=1940 / M=7 / H= 6 , Temperature - 0m = 16.0 .
[3:52:47 PM] Loading map.ini defined airfields:
[3:52:52 PM] Load bridges
[3:52:52 PM] Load static objects
[3:53:02 PM] warning: no files : music/crash
[3:53:24 PM] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F7F-4AJ/USMC VMCJ-1 Golden Hawks.bmp height=1024 width=1024 bpp=24
[3:53:24 PM] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F7F-4AJ/USMC VMO-6 Tomcats.bmp height=1024 width=1024 bpp=24
[3:53:24 PM] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F7F-4AJ/USN VA-35 Night Hecklers.bmp height=1024 width=1024 bpp=24
[3:53:24 PM] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F7F-4AJ/USN VAL-4 Black Ponies.bmp height=1024 width=1024 bpp=24
[3:53:24 PM] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp height=1024 width=1024 bpp=24
[3:53:24 PM] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-33 Firebirds.bmp height=1024 width=1024 bpp=24
[3:53:24 PM] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F7F-4AJ/USN VAW-12 Bats.bmp height=1024 width=1024 bpp=24
[3:53:25 PM] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F7F-4AJ/USN VAW-121 Griffins.bmp height=1024 width=1024 bpp=24
[3:53:25 PM] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F7F-4AJ/USN VS-37 Sawbucks.bmp height=1024 width=1024 bpp=24
[3:53:25 PM] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F7F-4AJ/USN VU-10 Challengers.bmp height=1024 width=1024 bpp=24
[3:53:28 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USMC VMCJ-1 Golden Hawks.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:28 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USMC VMCJ-1 Golden Hawks.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:29 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USMC VMO-6 Tomcats.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:29 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USMC VMO-6 Tomcats.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:30 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VA-35 Night Hecklers.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:30 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VA-35 Night Hecklers.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:34 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAL-4 Black Ponies.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:34 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAL-4 Black Ponies.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:35 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:35 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:36 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-33 Firebirds.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:36 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-33 Firebirds.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:36 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:36 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:37 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-33 Firebirds.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:37 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-33 Firebirds.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:38 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:38 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:38 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-33 Firebirds.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:38 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-33 Firebirds.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:39 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:39 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:41 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:41 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/F7F-4AJ
[3:53:48 PM] Loading mission Quick/Midway/MidwayRedAirbasewheelsupcavu01.mis...
[3:53:48 PM] Y=1946 / M=6 / H= 12 , Temperature - 0m = 23.0 .
[3:53:48 PM] Loading map.ini defined airfields:
[3:53:53 PM] Detected Vertex Shaders 3.0.
[3:53:53 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[3:53:53 PM] Vertex texture units: 32
[3:53:53 PM]
[3:53:54 PM] PBuffer: suitable formats: 12
[3:53:54 PM]
[3:53:54 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[3:53:54 PM] Depth = 24, stencil = 8
[3:53:54 PM] PBuffer: suitable formats: 12
[3:53:54 PM]
[3:53:54 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[3:53:54 PM] Depth = 24, stencil = 8
[3:53:54 PM] Loading vertex/fragment programs: *700198496*
[3:53:54 PM] *** Loading: [vpFogFar2Tex2D]
[3:53:54 PM] *** Loading: [vpFog2Tex2DBlend]
[3:53:54 PM] *** Loading: [vpFogFar4Tex2D]
[3:53:54 PM] *** Loading: [vpFogFar8Tex2D]
[3:53:54 PM] *** Loading: [vpFogNoTex]
[3:53:54 PM] *** Loading: [vpFog4Tex2D]
[3:53:54 PM] *** Loading: [vpFog4Tex2D_UV2]
[3:53:54 PM] *** Loading: [vp4Tex2D]
[3:53:54 PM] *** Loading: [vp6Tex2D]
[3:53:54 PM] *** Loading: [vpTexUVTex2D]
[3:53:54 PM] *** Loading: [vpWaterGrid_NV]
[3:53:54 PM] *** Loading: [vpWaterSunLight_NV]
[3:53:54 PM] *** Loading: [vpWaterSunLight_ATI]
[3:53:54 PM] *** Loading: [vpWaterSunLight_FP]
[3:53:54 PM] *** Loading: [vpTreeSprite]
[3:53:54 PM] *** Loading: [vpTreeTrunk]
[3:53:54 PM] *** Loading: [vpVAObjectsN]
[3:53:54 PM] *** Loading: [vpVAObjectsL0]
[3:53:54 PM] *** Loading: [vpSprites]
[3:53:54 PM] *** Loading: [vpSimpleGL]
[3:53:54 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[3:53:54 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[3:53:54 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[3:53:54 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[3:53:54 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[3:53:54 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[3:53:54 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[3:53:54 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[3:53:54 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[3:53:54 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpSimpleGL]
[3:53:55 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpRiverCoastAA]
[3:53:55 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[3:53:55 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[3:53:55 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[3:53:55 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[3:53:55 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[3:53:55 PM] *** Loading: [vpWaterDM_CPU]
[3:53:55 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[3:53:55 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[3:53:55 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[3:53:55 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[3:53:55 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[3:53:55 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[3:53:55 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[3:53:55 PM] *** Loading: [fpWaterLFogDM]
[3:53:55 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[3:53:55 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[3:53:55 PM] Load bridges
[3:53:55 PM] Load static objects
[3:53:55 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[3:53:55 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[3:53:56 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[3:53:56 PM] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/6146733326319215050
[3:53:56 PM] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F7F-4AJ/USN VAQ-135 Black Ravens.bmp s1=3DO/Plane/F7F-4AJ(Multi1)/summer s2=PaintSchemes/Cache/6146733326319215050
[3:54:02 PM] ERROR file: File users/doe/Icons not found
[3:54:02 PM] Mission: Quick/Midway/MidwayRedAirbasewheelsupcavu01.mis is Playing
[3:54:03 PM] warning: no files : music/inflight
[3:54:45 PM] Time overflow (1500): speed 0.5769231
[3:55:06 PM] java.lang.NoClassDefFoundError: com/maddox/il2/objects/weapons/RocketFlare
[3:55:06 PM] at com.maddox.il2.objects.weapons.Missile.checkChaffFlareLock(Missile.java:2137)
[3:55:06 PM] at com.maddox.il2.objects.weapons.Missile.stepTargetHoming(Missile.java:1914)
[3:55:06 PM] at com.maddox.il2.objects.weapons.Missile.interpolateStep(Missile.java:1196)
[3:55:06 PM] at com.maddox.il2.objects.weapons.Rocket$Interpolater.tick(Rocket.java:53)
[3:55:06 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[3:55:06 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[3:55:06 PM] at com.maddox.il2.objects.weapons.GAM_67A.interpolateTick(GAM_67A.java:46)
[3:55:06 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[3:55:06 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[3:55:06 PM] at com.maddox.rts.Message._send(Message.java:1217)
[3:55:06 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[3:55:06 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[3:55:06 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[3:55:06 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[3:55:06 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[3:55:06 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[3:55:06 PM] at com.maddox.il2.game.Main.exec(Main.java:422)
[3:55:06 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)