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Author Topic: WxTech's Effects v1  (Read 17385 times)

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WxTech

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WxTech's Effects v1
« on: April 25, 2021, 06:16:31 PM »

NOTE: Aug 12, 2021. My v1.1 completely supersedes this version, and is available in this thread:

https://www.sas1946.com/main/index.php/topic,67162.0.html



Works in BAT Red core, and should in 4.12.

Get it here:

https://www.mediafire.com/file/0egahrjba0gf3xx/%25210__WxTech_Effects_v1.7z/file

From the included readme file:

WxTech's effects mod tweaks and additions; an ongoing work in progress. Consider this a WIP. An early teaser. While most everything in the 3do/Effects and Effects folders have been worked over fairly well, some elements have only had a cursory treatment thus far.

At the vesy least you can 'steal' various files and textures to your heart's content, to put into your own 3do/Effects and Effects folders in whatever such mod you might currently use.  ;)

This mod is (or should be) compatible with 4.12 and BAT.

For BAT users, place in #WAW3, and make sure it appears above !SAS_Engine_Mod (where Explosions.class files also reside).

I've made a large number of changes and additions, as well as a few trimmings, to Explosions.class.
These are the 9 class files for Explosions.class (used to be 15, but I discarded the MyDataForSmoke method):
  15E1127AE68FA29C
  32E5D3D88A48E082
  72DCDDF4D2AD25E8
  925C70BA4FFD5BB8
  A7E6F57A31D0D0A4
  B13925F2D613408C
  B160819E84D1291E
  DF2E6CCEA14288D6
  EE4B63FC7A3AE93E

Explosions.java is included, so that all my notations are preserved. I've put in methods appearing in Gurner's FX 4.3, but not currently active, likely to be incorporated in future.


The various tweaks are too numerous to mention in their entirety. Worth pointing out are the main new effects and more important changes which have been added:

- Separated out the bullet hits on aircraft for MG and HMG rounds (formerly bundled together). (Note that hit effects are based on the Power value in the weapon class, and for a given weapon the Power can differ between rounds on the belt.)

- Plane crashes on land don't come off like a 250kg bomb explosion any more, but instead make a less violent firefall.

- Plane crashes into water will randomly result in smoky fireballs, and sometimes flames on the water with smoke columns for a short while. But no more high water columns shared with Bomb250 explosions.

- Bomb250 and larger explosions against watercraft will result in a pattern of water splashes to simulate shrapnel.

- Ordnance bursts in water will result in longer-lasting disturbed patches (as will plane crashes, and bullet/cannon hits.)

- Added additional methods so as to be able to specify bomb explosion effects against objects by bomb size (from 10kg class to 1000kg class).

- Includes Mike Storbror's flak illumination mod (because it involves Explosions.class), but notably toned down so that clouds and ground don't light up like a thunderstorm.  ;)

- Includes the napalm explosion effects by CY6 (??), but altered by me. (Still needs work, especially because the numerous 'tendrils' of individual fire streams tend to terminate in explosions from the Bomb10kg method.)

- Explosions don't light up the surroundings so powerfully nor for so long, generally.


Due to the relatively limited number of 'general purpose' smokes that can be placed on maps, you might find notable differences from older smokes in some missions. This an area in which tighter streamlining can be done.

In this iteration I've applied to essentially all ground based smokes a Wind factor of 15 in the various .mat files. This is a bit on the fast side. I eventually would like to tone this down to 10, or perhaps 7.5. Part of the reason for this rather brisk speed is that so many objects have their damage effect hook oriented horizontally. Oh how I wish these hooks were all oriented upward! Then could I design behavior closer to reality! Because of the way GasResist and VertAccel, in order to reduce the silly appearance of a smoke column starting out more horizontally and then obviously arcing more vertically, I've had to boost the speed in order to obtain a reasonably long column without this upward bending.



As always with my mods, the work is free to use by anyone for any purpose, without restriction.

WxTech
Apr 25, 2021
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WxTech

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Re: WxTech's Effects v1
« Reply #1 on: April 25, 2021, 06:20:43 PM »

Mods,
I just realized my foolishness in not posting this to the Effects sub-Forum, where it more sensibly and rightly should reside. I don't know if I have permission to do so, and therefore shan't try.  ;)  Would you kindly?

Thanks!
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Kopfdorfer

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Re: WxTech's Effects v1
« Reply #2 on: April 25, 2021, 07:21:09 PM »

Thanks for this WX.
Will check it out.

Kopfdorfer
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WxTech

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Re: WxTech's Effects v1
« Reply #3 on: April 25, 2021, 11:52:28 PM »

I recommend to set Effects=1 in conf.ini. I've 'tuned' texture appearance for this, as I pretty near instantly swore to not use Effects=2 after trying it, due to flickering and slower frame rates. If you do prefer Effects=2, note that smokes will tend to be of a lighter tone than intended.
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wave04

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Re: WxTech's Effects v1
« Reply #4 on: April 26, 2021, 12:21:34 AM »

I might be just stupid but my game crashes with this pack:
Code: [Select]
[Apr 26, 2021 6:17:24 AM] ------------ BEGIN log session -------------
[6:17:25 AM] OpenGL provider: dx8wrap.dll
[6:17:27 AM] OpenGL library:
[6:17:27 AM]   Vendor: 1C.Multimedia.Dev/Maddox.
[6:17:27 AM]   Render: DirectX8.
[6:17:27 AM]   Version: 1.1
[6:17:27 AM]   Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
[6:17:27 AM] Size: 1920x1080
[6:17:27 AM] ColorBits: 32
[6:17:27 AM] DepthBits: 24
[6:17:27 AM] StencilBits: 8
[6:17:27 AM] isDoubleBuffered: true
[6:17:27 AM] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[6:17:27 AM]
[6:17:27 AM] *** Looking for Advanced CPU Instructions...
[6:17:27 AM] [x] PentiumPro
[6:17:27 AM] [x] Multimedia (MMX)
[6:17:27 AM] [x] 3D (SSE)
[6:17:27 AM] [x] 3D (SSE2)
[6:17:27 AM] [-] 3D (3DNow)
[6:17:27 AM] ColourBits 32, ABits 0, ZBits 24
[6:17:27 AM]
[6:17:27 AM] *** Looking for Render API Extensions ...
[6:17:27 AM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[6:17:27 AM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[6:17:27 AM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[6:17:27 AM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[6:17:27 AM] [-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[6:17:27 AM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[6:17:27 AM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[6:17:27 AM] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[6:17:27 AM] [-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[6:17:27 AM] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[6:17:27 AM] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[6:17:27 AM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[6:17:27 AM] [-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[6:17:27 AM]
[6:17:27 AM] Maximum texture size : 8192
[6:17:27 AM] Maximum simultaneous textures :8
[6:17:27 AM] MaxAnisotropic (1.0 = none) : 1.000000
[6:17:27 AM] WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
[6:17:27 AM] WARNING: 'Perfect' Mode required pixels shaders
[6:17:27 AM] WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
[6:17:27 AM] WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
[6:17:27 AM] 15 Splashscreens available.
[6:17:28 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:17:28 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:17:28 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:17:28 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:17:28 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:17:28 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:17:28 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:17:28 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:17:29 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
[6:17:30 AM] Error on MirageIIIC Loadout: GAttack: 2x100kgTypeAA+2x2xR550+2x1300LtDroptank
[6:17:30 AM] java.lang.ClassNotFoundException: weapons.BombGun100kgGP_TypeAAGP
[6:17:30 AM] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[6:17:30 AM] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:274)
[6:17:30 AM] at com.maddox.il2.objects.air.MIRAGEIIIC.<clinit>(MIRAGEIIIC.java:350)
[6:17:30 AM] at java.lang.Class.forName0(Native Method)
[6:17:30 AM] at java.lang.Class.forName(Unknown Source)
[6:17:30 AM] at com.maddox.rts.Spawn.get(Spawn.java:39)
[6:17:30 AM] at com.maddox.rts.Spawn.get(Spawn.java:28)
[6:17:30 AM] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[6:17:30 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[6:17:30 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[6:17:30 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:17:30 AM] at com.maddox.il2.game.Main.exec(Main.java:405)
[6:17:30 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:17:30 AM] Error on MirageIIIC Loadout: GAttack: 2x100kgTypeAA+2x2xR550+2x1300LtDroptank
[6:17:30 AM] java.lang.ClassNotFoundException: weapons.BombGun100kgGP_TypeAAGP
[6:17:30 AM] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[6:17:30 AM] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:274)
[6:17:30 AM] at com.maddox.il2.objects.air.MIRAGEIIICJ.<clinit>(MIRAGEIIICJ.java:425)
[6:17:30 AM] at java.lang.Class.forName0(Native Method)
[6:17:30 AM] at java.lang.Class.forName(Unknown Source)
[6:17:30 AM] at com.maddox.rts.Spawn.get(Spawn.java:39)
[6:17:30 AM] at com.maddox.rts.Spawn.get(Spawn.java:28)
[6:17:30 AM] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[6:17:30 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[6:17:30 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[6:17:30 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:17:30 AM] at com.maddox.il2.game.Main.exec(Main.java:405)
[6:17:30 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:17:30 AM] Error on Dagger Loadout: GAttack: 4x130kgM4+2xShafrir+2x1300LtDroptank
[6:17:30 AM] java.lang.ClassNotFoundException: weapons.BombGun130kgGP_Mk4
[6:17:30 AM] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[6:17:30 AM] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:274)
[6:17:30 AM] at com.maddox.il2.objects.air.IAI_Kfir_C2.<clinit>(IAI_Kfir_C2.java:192)
[6:17:30 AM] at java.lang.Class.forName0(Native Method)
[6:17:30 AM] at java.lang.Class.forName(Unknown Source)
[6:17:30 AM] at com.maddox.rts.Spawn.get(Spawn.java:39)
[6:17:30 AM] at com.maddox.rts.Spawn.get(Spawn.java:28)
[6:17:30 AM] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[6:17:30 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[6:17:30 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[6:17:30 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:17:30 AM] at com.maddox.il2.game.Main.exec(Main.java:405)
[6:17:30 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:18:09 AM] SectFile load failed: null
[6:18:09 AM] java.io.FileNotFoundException
[6:18:09 AM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[6:18:09 AM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[6:18:09 AM] at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
[6:18:09 AM] at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
[6:18:09 AM] at com.maddox.rts.SectFile.<init>(SectFile.java:126)
[6:18:09 AM] at com.maddox.rts.SectFile.<init>(SectFile.java:95)
[6:18:09 AM] at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:551)
[6:18:09 AM] at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:518)
[6:18:09 AM] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1069)
[6:18:09 AM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1841)
[6:18:09 AM] at com.maddox.il2.gui.GUI.create(GUI.java:160)
[6:18:09 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
[6:18:09 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[6:18:09 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:18:09 AM] at com.maddox.il2.game.Main.exec(Main.java:405)
[6:18:09 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:18:09 AM] SectFile load failed: null
[6:18:09 AM] java.io.FileNotFoundException
[6:18:09 AM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[6:18:09 AM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[6:18:09 AM] at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
[6:18:09 AM] at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
[6:18:09 AM] at com.maddox.rts.SectFile.<init>(SectFile.java:126)
[6:18:09 AM] at com.maddox.rts.SectFile.<init>(SectFile.java:95)
[6:18:09 AM] at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:551)
[6:18:09 AM] at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:518)
[6:18:09 AM] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1069)
[6:18:09 AM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1841)
[6:18:09 AM] at com.maddox.il2.gui.GUI.create(GUI.java:160)
[6:18:09 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
[6:18:09 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[6:18:09 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:18:09 AM] at com.maddox.il2.game.Main.exec(Main.java:405)
[6:18:09 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:18:12 AM] Initializing DirectSound playback device...
[6:18:12 AM] Primary buffer created.
[6:18:12 AM] Playback format is set : sampling rate = 44100, num channels = 2.
[6:18:12 AM] Not enought hardware buffers (0), hardware disabled
[6:18:12 AM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[6:18:12 AM] Default speaker config is : 1310724.
[6:18:12 AM] Direct sound audio device initialized successfully :
[6:18:12 AM] DX Version : 7
[6:18:12 AM] Hardware    - disabled [buffers : 0]
[6:18:12 AM] Extensions  - enabled :
[6:18:12 AM]   EAX ver. 1 [ ]  - disabled
[6:18:12 AM]   EAX ver. 2 [ ]  - disabled
[6:18:12 AM]   EAX ver. 3 [ ]  - disabled
[6:18:12 AM]   I3D ver. 2 [ ]  - disabled
[6:18:12 AM]   ZoomFX     [ ]  - disabled
[6:18:12 AM]   MacroFX    [ ]  - disabled
[6:18:12 AM] SIMD render [X]
[6:18:12 AM] num channels 16
[6:18:12 AM]
[6:18:24 AM] Loading mission Quick/Bessarabia/BessarabiaRedNoneN00.mis...
[6:18:24 AM] Y=1940 / M=9 / H= 12 , Temperature - 0m = 13.0 .
[6:18:24 AM] Loading map.ini defined airfields:
[6:18:30 AM] Load bridges
[6:18:30 AM] Load static objects
[6:18:30 AM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[6:18:31 AM] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[6:18:36 AM] 1>mp_dotrange FRIENDLY   DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[6:18:36 AM] 1>mp_dotrange FOE  DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[6:18:36 AM] Mission: Quick/Bessarabia/BessarabiaRedNoneN00.mis is Playing
[6:18:36 AM] warning: no files : music/inflight
[6:19:54 AM] java.lang.NoSuchMethodError
[6:19:54 AM] at com.maddox.il2.objects.weapons.Bullet.showExplosion(Unknown Source)
[6:19:54 AM] at com.maddox.il2.objects.weapons.Bullet.collided(Unknown Source)
[6:19:54 AM] at com.maddox.il2.engine.MsgBulletCollision.invokeListener(MsgBulletCollision.java:39)
[6:19:54 AM] at com.maddox.rts.Message._send(Message.java:1217)
[6:19:54 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[6:19:54 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[6:19:54 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[6:19:54 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[6:19:54 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[6:19:54 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[6:19:54 AM] at com.maddox.il2.game.Main.exec(Main.java:422)
[6:19:54 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
All I did was shoot at the water...
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Please be patient, I'm not very smart.

BlackAce7727

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Re: WxTech's Effects v1
« Reply #5 on: April 26, 2021, 12:24:28 AM »

Well all want a big bang don't we?

Brilliant work Tech!  ;D
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WxTech

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Re: WxTech's Effects v1
« Reply #6 on: April 26, 2021, 12:41:34 AM »

Wave04,
Looks like you're flying a jet there. How about trying a WW2 prop job? My games this works in are 4.12.2 modact 5.3 (very heavily modded) and BAT 4.0 Red Core (with only two of my own mods added thus far.)

I trust this mod shows as higher in your list than any others sharing the same class files (which applies for the SAS Engine Mod.)
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wave04

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Re: WxTech's Effects v1
« Reply #7 on: April 26, 2021, 12:54:16 AM »

Good morning! I've tried multiple aircraft, modded and stock, with the same exact outcome. At least the explosions work correctly, they look pretty cool  :)
Here's another log, this time with a Focke-Wulf
Code: [Select]
[Apr 26, 2021 6:51:04 AM] ------------ BEGIN log session -------------
[6:51:04 AM] OpenGL provider: dx8wrap.dll
[6:51:06 AM] OpenGL library:
[6:51:06 AM]   Vendor: 1C.Multimedia.Dev/Maddox.
[6:51:06 AM]   Render: DirectX8.
[6:51:06 AM]   Version: 1.1
[6:51:06 AM]   Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
[6:51:06 AM] Size: 1920x1080
[6:51:06 AM] ColorBits: 32
[6:51:06 AM] DepthBits: 24
[6:51:06 AM] StencilBits: 8
[6:51:06 AM] isDoubleBuffered: true
[6:51:06 AM] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[6:51:06 AM]
[6:51:06 AM] *** Looking for Advanced CPU Instructions...
[6:51:06 AM] [x] PentiumPro
[6:51:06 AM] [x] Multimedia (MMX)
[6:51:06 AM] [x] 3D (SSE)
[6:51:06 AM] [x] 3D (SSE2)
[6:51:06 AM] [-] 3D (3DNow)
[6:51:06 AM] ColourBits 32, ABits 0, ZBits 24
[6:51:06 AM]
[6:51:06 AM] *** Looking for Render API Extensions ...
[6:51:06 AM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[6:51:06 AM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[6:51:06 AM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[6:51:06 AM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[6:51:06 AM] [-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[6:51:07 AM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[6:51:07 AM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[6:51:07 AM] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[6:51:07 AM] [-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[6:51:07 AM] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[6:51:07 AM] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[6:51:07 AM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[6:51:07 AM] [-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[6:51:07 AM]
[6:51:07 AM] Maximum texture size : 8192
[6:51:07 AM] Maximum simultaneous textures :8
[6:51:07 AM] MaxAnisotropic (1.0 = none) : 1.000000
[6:51:07 AM] WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
[6:51:07 AM] WARNING: 'Perfect' Mode required pixels shaders
[6:51:07 AM] WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
[6:51:07 AM] WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
[6:51:07 AM] 15 Splashscreens available.
[6:51:07 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:51:07 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:51:07 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:51:07 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:51:07 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:51:07 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:51:07 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:51:07 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[6:51:08 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
[6:51:08 AM] INTERNAL ERROR: Can't open file '3DO/Effects/Tracers/TEXTURES/flareyellow.mat'
[6:51:08 AM] WARNING: object '3DO/Effects/Tracers/TEXTURES/flareyellow.mat' of class 'TMaterial' not loaded
[6:51:09 AM] Error on MirageIIIC Loadout: GAttack: 2x100kgTypeAA+2x2xR550+2x1300LtDroptank
[6:51:09 AM] java.lang.ClassNotFoundException: weapons.BombGun100kgGP_TypeAAGP
[6:51:09 AM] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[6:51:09 AM] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:274)
[6:51:09 AM] at com.maddox.il2.objects.air.MIRAGEIIIC.<clinit>(MIRAGEIIIC.java:350)
[6:51:09 AM] at java.lang.Class.forName0(Native Method)
[6:51:09 AM] at java.lang.Class.forName(Unknown Source)
[6:51:09 AM] at com.maddox.rts.Spawn.get(Spawn.java:39)
[6:51:09 AM] at com.maddox.rts.Spawn.get(Spawn.java:28)
[6:51:09 AM] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[6:51:09 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[6:51:09 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[6:51:09 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:51:09 AM] at com.maddox.il2.game.Main.exec(Main.java:405)
[6:51:09 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:51:09 AM] Error on MirageIIIC Loadout: GAttack: 2x100kgTypeAA+2x2xR550+2x1300LtDroptank
[6:51:09 AM] java.lang.ClassNotFoundException: weapons.BombGun100kgGP_TypeAAGP
[6:51:09 AM] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[6:51:09 AM] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:274)
[6:51:09 AM] at com.maddox.il2.objects.air.MIRAGEIIICJ.<clinit>(MIRAGEIIICJ.java:425)
[6:51:09 AM] at java.lang.Class.forName0(Native Method)
[6:51:09 AM] at java.lang.Class.forName(Unknown Source)
[6:51:09 AM] at com.maddox.rts.Spawn.get(Spawn.java:39)
[6:51:09 AM] at com.maddox.rts.Spawn.get(Spawn.java:28)
[6:51:09 AM] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[6:51:09 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[6:51:09 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[6:51:09 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:51:09 AM] at com.maddox.il2.game.Main.exec(Main.java:405)
[6:51:09 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:51:10 AM] Error on Dagger Loadout: GAttack: 4x130kgM4+2xShafrir+2x1300LtDroptank
[6:51:10 AM] java.lang.ClassNotFoundException: weapons.BombGun130kgGP_Mk4
[6:51:10 AM] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[6:51:10 AM] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:274)
[6:51:10 AM] at com.maddox.il2.objects.air.IAI_Kfir_C2.<clinit>(IAI_Kfir_C2.java:192)
[6:51:10 AM] at java.lang.Class.forName0(Native Method)
[6:51:10 AM] at java.lang.Class.forName(Unknown Source)
[6:51:10 AM] at com.maddox.rts.Spawn.get(Spawn.java:39)
[6:51:10 AM] at com.maddox.rts.Spawn.get(Spawn.java:28)
[6:51:10 AM] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[6:51:10 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[6:51:10 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[6:51:10 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:51:10 AM] at com.maddox.il2.game.Main.exec(Main.java:405)
[6:51:10 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:51:43 AM] SectFile load failed: null
[6:51:43 AM] java.io.FileNotFoundException
[6:51:43 AM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[6:51:43 AM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[6:51:43 AM] at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
[6:51:43 AM] at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
[6:51:43 AM] at com.maddox.rts.SectFile.<init>(SectFile.java:126)
[6:51:43 AM] at com.maddox.rts.SectFile.<init>(SectFile.java:95)
[6:51:43 AM] at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:551)
[6:51:43 AM] at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:518)
[6:51:43 AM] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1069)
[6:51:43 AM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1841)
[6:51:43 AM] at com.maddox.il2.gui.GUI.create(GUI.java:160)
[6:51:43 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
[6:51:43 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[6:51:43 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:51:43 AM] at com.maddox.il2.game.Main.exec(Main.java:405)
[6:51:43 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:51:43 AM] SectFile load failed: null
[6:51:43 AM] java.io.FileNotFoundException
[6:51:43 AM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[6:51:43 AM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[6:51:43 AM] at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
[6:51:43 AM] at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
[6:51:43 AM] at com.maddox.rts.SectFile.<init>(SectFile.java:126)
[6:51:43 AM] at com.maddox.rts.SectFile.<init>(SectFile.java:95)
[6:51:43 AM] at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:551)
[6:51:43 AM] at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:518)
[6:51:43 AM] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1069)
[6:51:43 AM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1841)
[6:51:43 AM] at com.maddox.il2.gui.GUI.create(GUI.java:160)
[6:51:43 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
[6:51:43 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[6:51:43 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:51:43 AM] at com.maddox.il2.game.Main.exec(Main.java:405)
[6:51:43 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:51:45 AM] Initializing DirectSound playback device...
[6:51:45 AM] Primary buffer created.
[6:51:45 AM] Playback format is set : sampling rate = 44100, num channels = 2.
[6:51:45 AM] Not enought hardware buffers (0), hardware disabled
[6:51:45 AM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[6:51:45 AM] Default speaker config is : 1310724.
[6:51:45 AM] Direct sound audio device initialized successfully :
[6:51:45 AM] DX Version : 7
[6:51:45 AM] Hardware    - disabled [buffers : 0]
[6:51:45 AM] Extensions  - enabled :
[6:51:45 AM]   EAX ver. 1 [ ]  - disabled
[6:51:45 AM]   EAX ver. 2 [ ]  - disabled
[6:51:45 AM]   EAX ver. 3 [ ]  - disabled
[6:51:45 AM]   I3D ver. 2 [ ]  - disabled
[6:51:45 AM]   ZoomFX     [ ]  - disabled
[6:51:45 AM]   MacroFX    [ ]  - disabled
[6:51:45 AM] SIMD render [X]
[6:51:45 AM] num channels 16
[6:51:45 AM]
[6:51:50 AM] Loading mission Quick/Bessarabia/BessarabiaRedNoneN00.mis...
[6:51:50 AM] Y=1940 / M=9 / H= 12 , Temperature - 0m = 13.0 .
[6:51:50 AM] Loading map.ini defined airfields:
[6:51:56 AM] Load bridges
[6:51:56 AM] Load static objects
[6:51:57 AM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[6:51:57 AM] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[6:52:01 AM] 1>mp_dotrange FRIENDLY   DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[6:52:01 AM] 1>mp_dotrange FOE  DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[6:52:01 AM] Mission: Quick/Bessarabia/BessarabiaRedNoneN00.mis is Playing
[6:52:02 AM] warning: no files : music/inflight
[6:52:10 AM] java.lang.NoSuchMethodError
[6:52:10 AM] at com.maddox.il2.objects.weapons.Bullet.showExplosion(Unknown Source)
[6:52:10 AM] at com.maddox.il2.objects.weapons.Bullet.collided(Unknown Source)
[6:52:10 AM] at com.maddox.il2.engine.MsgBulletCollision.invokeListener(MsgBulletCollision.java:39)
[6:52:10 AM] at com.maddox.rts.Message._send(Message.java:1217)
[6:52:10 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[6:52:10 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[6:52:10 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[6:52:10 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[6:52:10 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[6:52:10 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[6:52:10 AM] at com.maddox.il2.game.Main.exec(Main.java:422)
[6:52:10 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Logged
Please be patient, I'm not very smart.

Hans-Joachim Marseille

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Re: WxTech's Effects v1
« Reply #8 on: April 26, 2021, 01:05:27 AM »

Nice. Gonna try ASAP. Are other mods like your "Tracers and Smoke" or "Lightning" incl. or are they still  extra mods!?  :)
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"United we stand against Evil." #FCKPTN. #SlavaUkraini

Andy H

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Re: WxTech's Effects v1
« Reply #9 on: April 26, 2021, 03:00:50 AM »

First impression - the 'Kamikaze 2' ntrk doesn't stutter anymore, I never thought I'd see the day. I like the debris.

Thank you very much.
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Peter Lynn

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Re: WxTech's Effects v1
« Reply #10 on: April 26, 2021, 05:22:59 AM »

Thank you for these marvelous effects WX. They are so realistic....
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Griffon_301

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Re: WxTech's Effects v1
« Reply #11 on: April 26, 2021, 05:41:47 AM »

Great set of effects! just shot down a Betty low over the water - it crashed and left a fireball on the surface of the sea that quickly faded once the Betty sunk below the surface;
the whole sequence looked like some guncam films from the war - great stuff really!
this on BAT 4.1.2 heavily modded

@wave: check these entries:
Quote
[6:51:07 AM]   WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
[6:51:07 AM]   WARNING: 'Perfect' Mode required pixels shaders
[6:51:07 AM]   WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
[6:51:07 AM]   WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.

maybe your conf.ini has something to do with it-there is a good example of a conf.ini that works great for BAT in the release thread here....
; and as WX has stated, make sure to load these effects and classes BEFORE the engine mod in the Mod Folder!


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