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Author Topic: WxTech's Effects Pack v1.1 for 4.12  (Read 4897 times)

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WxTech

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WxTech's Effects Pack v1.1 for 4.12
« on: August 15, 2021, 06:07:15 PM »

NOTE: Sep 24, 2021: This has been superseded by v1.2, available here, in this thread:
https://www.sas1946.com/main/index.php/topic,67409.0.html



Note: Based on the fairly numerous queries for clarification over in the thread for the BAT version of this mod, I decided to make life a bit easier for everyone. I'm now offering this mod as two discrete versions. Here's the one for non-BAT games of version 4.12 (and hopefully later.)

If you've already installed the BAT version, and adapted it for your non-BAT game as instructed, you may wish to delete it and install this version instead. I've now added the BigShipGeneric classes for 4.12, which ensure that you'll have a proper execution of those effects changes and additions I've made for ships.

And I've tailored the folder/file structure so that you don't need to do any of your own moving of classfiles. (You will still need to delete or disable certain files/folders, as before, if you don't like my tracers and/or clouds.)

And the instructions/notes, repeated below, have been appropriately tailored.


Get it here:

https://www.mediafire.com/file/tkexaucl4y1zozd/WxTech_Effects_v1.1_for_4.12.7z/file



From the included readme file:

WxTech's effects pack for 4.12.2 (and perhaps later versions), v1.1.

V1.0 was released Apr 25, 2021.


This is an ongoing work in progress, but it is very comprehensive in its being in a largely satisfactory state by my measure. Effects have a profound impact on the dynamicism and immersion for a combat sim. This project is really a years-long effort that has undergone almost continual evolution. I've striven to keep particle counts reasonable, so as to not badly impact frame rates and to allow lots of effects to be drawn. I highly recommend to use Effects=1 instead of Effects=2 in conf.ini. My smoke textures for the most part have some amount of tonal and color variety in the texture, which gives them a hint of lighting difference that can obviate the resource-stealing calculation of lighting/shadowing upon all those particles as imposed by Effects=2. And this will hugely reduce any instances of particles flickering to boot.

While most everything in the 3do/Effects and Effects folders have been worked over by at least a fair degree, some elements have only had a cursory or no treatment thus far. The emphasis could be said to be focused more to WW2 scenarios, as I fly exclusively WW2 scenarios. Being an adaption from my B.A.T. Effects project, there may be some effects and classfiles present that will be ignored by your game if not invoked by any classes. The few effects dealing exclusively with the more modern jets has not been altered by me, as I can't test them.

My prior mods that are now incorporated here, and thus superseded:
- Effects mod v1.0 (obviously)
- Lightning
- Tracers and tracer smokes (based upon PAL's work)


I've included all effects and files that I could extract. If not complete, it must be 98.5% there. In this way other folk who would like to apply some of their own changes have available at least the very great majority of the material to work with.


In a nutshell, the game aspects more prominently affected by this comprehensive effects mod are:
- Damage fire and smokes, and explosions in air or on land or water for planes.
- Plane damage smoke consistency of behavior, and quicker slowing down in the slipstream.
- Smoke behavior for all ground- and water-based objects and vehicles that suggests a wind carrying them along.
- Fuel-carrying vehicles and tanks have better fireballs.
- Explosions, bullet hits and plane crashes against water have longer-lasting disturbed patches.
- Bomb hits on ships must now explode much nearer to the water in order to make a water geyser (silly to have a bomb explode against a CV flight deck and make a water geyser!).
- Larger bomb/rocket hits against ships and bridges produce a pattern of shrapnel splashes.
- Aircraft gun tracer smokes have 3 intensities randomly selected from, for variety, and are made less obvious at night.
- Gun muzzle flashes are much more realistic and dynamic.
- Lightning flashes and illumination in "Thunder" weather are greatly improved.
- The illumination of surroundings by explosions is notably toned down, and generally made of shorter duration.


###########################################################################################


To install, I recommend a manual drag/drop, or copy/paste.

(1)  Inside the #SAS folder are 6 other folders. Place them all into your game's #SAS folder (or wherever your mods go).

(2)  If you've not done so yet, install into your game the New Train Mod, available here:
  https://www.sas1946.com/main/index.php/topic,40779.0.html
It's *highly* recommended--indeed, necessary to enjoy the better train smokes and behavior!

===========================================================================================

Make sure all these folders appear above any effects mods, weapons mods, and the NEW Train Mod (you just installed  ;) ). If you have to, rename folders accordingly in order to achieve this. Mods listed above others are the ones read first and used.

===========================================================================================

If after a while you've decided on which of the content contained in the additional 5 folders you wish to keep, you can simply move all the files contained in all those folders into the one main folder:

  !0_WxTech_Effects_v1.1

Then the now superfluous folders can be jettisoned, tidying things up and obviating having to keep track of multiple folders. I separated this stuff out so as to make it easier to identify and handle that stuff you may or may not want in the long (or short) term.


###########################################################################################


I've made a large number of changes and additions, as well as a few trimmings, to Explosions.class. Its classfiles are located in this folder, which hereafter I will call the [MAIN EFFECTS MOD] folder (which contains a TON of files!):

  !0_WxTech_Effects_v1.1

These are the 9 class files for Explosions.class (there used to be 15 files, but I discarded the MyDataForSmoke method):

  15E1127AE68FA29C
  32E5D3D88A48E082
  72DCDDF4D2AD25E8
  925C70BA4FFD5BB8
  A7E6F57A31D0D0A4
  B13925F2D613408C
  DF2E6CCEA14288D6
  DF60469CAA814682
  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, hopefully to be incorporated in future.


===========================================================================================


New for v1.1: AircraftState.class controls numerous aspects specific to aircraft operation, and its classfiles are located in the [MAIN EFFECTS MOD] folder. For example, the state of damage, and the related effects for fire and smoke, for engines and fuel tanks is set here. As well as the color and intensity of the illumination for nav and landing lights. Plus a LOT of other stuff!

AircraftState.class comprises these two files (compiled 2021-04-30 1:30 AM):

  562CFC148AD509E2
  B27261D242F3990A

They are located with the Explosions.class files. The AircraftState.java file is included.

The changes to this class:

- Addition of a height check, so that engine and tank damage effects for the slow speed threshold of 10 m/s (where normally the crate would be on the ground), are not invoked unless the plane is within 15m of the surface. (Formerly these GND effects could be invoked at any altitude, such as during a zoom climb stall, which looked odd because of the very different appearance and behavior.)

- Added new effects for the engine explosion method, which formerly were the same ones used for the tank explode effects.

- Toned down the illumination of the nav and landing lights, so that the plane is not so brightly lit up by them (particularly the nav lights!), and tweaked the colors a bit.

- Added a new effect; 3do\Effects\Aircraft\EngineBlackHeavySPD.eff (to be used instead of the 'recycled' BlackHeavySPD, which is for tank damage).

===========================================================================================

New for v1.1: I've included my lightning mod, with its classfiles located in the [MAIN EFFECTS MOD] folder. It makes a longer bolt that extends some distance up into the clouds. The ground and cloud illumination is handled in a scaled manner based on time of day. If you've already installed this mod as released separately, you may delete that old version; this is the very same. The Zip.java file is included.

The 6 Zip.class files (compiled 2020-09-03 3:00 AM)are:

  4C8081F057BF1BDA
  8E8F3AF2A3EBEB62
  91B71E38629A7D70
  9174A3BAA9F8138E
  801820A8BAF8822C
  854903640794C270

===========================================================================================

New for v1.1: I include my tweaks to PAL's tracer and tracer smoke mod, in its own folder named:

  !0_WxTech_tweak_PAL_SmokeTrails

The readme file in that folder explains what it does, and what additions to make in tour conf.ini [Mods] section. If you installed this when released separately, you may delete that older one; this is identical, and all the related .eff, .mat and .tga files are present in the [MAIN EFFECTS MOD] folder. If you don't like it, delete this folder or rename it with a preceding "-" character.

===========================================================================================

New for v1.1: I include the BigShipGeneric.class files, in its own folder given an obvious name. In that folder's readme are some potential warnings. If ship related issues crop up, delete or rename this folder with a preceding "-" character.

The changes to this class:

- Increased the duration of fire and smoke effects for destroyed ship guns.

- Altered the bow wave from an expanding 'V' to a constant-width side slpash, in 4 sizes based essentially on the ship turn radius.

===========================================================================================

New for v1.1: I include some of the classfiles for the New Train Mod (which you are highly encouraged to install). The changes to these classes:

- Where formerly certain wagons would destroy themselves like a chain of firecrackers just because one of their neighbor got destroyed, now they cannot blow themselves up in this silly manner.

- Where fire and smoke from destroyed wagons would often issue forth from the couplers (!?), now these effects are more sensibly located mid-car. And the smokes are directed upward instead of horizontally.


###########################################################################################


The various effects 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 and bridges will result in a pattern of water splashes to simulate shrapnel.

- Where until now bomb hits against watercraft too often still made water geysers, now the bombs must detonate much nearer to the water in order to do so. No more hits on CV flight decks creating a tall water geyser.

- 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.  ;)

- Explosions don't light up the surroundings so powerfully nor for so long, generally. (Crazy to have a 250kg bomb explosion light up one's cockpit from a kilometer or more away on a sunny day.)


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/water-based object and vehicle smokes a Wind factor of 10 in the various .mat files, altered from the value of 15 in v1.0. And in the relevant class files I've oriented the particle emit vector to vertical. This has allowed to give the longer lasting smoke columns a behavior more resembling reality when a wind carries them along.


NEW for v1.1: Other general tweaks:

- Added a bit more variety to explosions of bombs and rockets against the ground.

- Added completely new textures for gun muzzle flashes.

- For MGun and Cannon classes having entries of zero Power values for some rounds in the belt, a new substitute value of 0.0011 has been inserted. This is the lowest Power value, the important fact being that it's no longer zero, which formerly had what I coinsider undesirable (silly, actually) consequences. Now all hits against water will leave disturbed patches. And there will be some probability of these formerly zero-Power rounds now creating hit flashes and smokes against planes.

- Reduced the Wind value for ground based smokes from 15 (meters/second) in my v1.0 release to 10. This is a better, more stately speed, which moreover suffers less from large changes in speed.

- Applied a wide ranging overhaul to the damage effect hooks for vehicles and objects, for the control of longer-lasting smokes, making them be emitted vertically instead of the all too common horizontally. This has permitted the application of a uniform scheme to get these smokes behaving more like they do in reality.


###########################################################################################


Knowing that not all players share the same tastes, I realize that at least some of you will not like my simple treatment of tracers, probably preferring that good old favorite, the Guncam Tracers. If mine are too boring:

     Ensure your preferred tracer mod lies above the [MAIN EFFECTS FOLDER]. If your preferred mod deals ONLY with the tracers, and NOT the tracer smokes, and moreover also contains the colored tracer textures to go with it, this should be fine, and you're done. Skip the alternate scenario below.

If your tracer mod deals also with TRACER SMOKES, and you would like to retain MY improved tracer smokes:

(1)  Make sure your preferred tracer mod lies below my [MAIN EFFECTS FOLDER].

(2)  Delete or rename with a preceding "-" character the 12 folders starting with "7mm" and 20mm" inside of:

  !0_WxTech_Effects_v1.1/3do/Effects/Tracers/

(2)  Rename with a preceding "-" character the Textures folder located here:

  !0_WxTech_Effects_v1.1/3do/Effects/Tracers/Textures



Additionally, my new, preferred clouds may seem to be too simple as well. If so, delete or rename with a preceding "-" character the Clouds folder, found here:

  !0_WxTech_Effects_v1.1/Effects/Clouds


###########################################################################################


I must put here a potential warning. My decompiler sometimes makes strange interpretations that outputs bad Java code. The BigShipsGeneric.class in particular is very worrisome in this respect. My fixes are best assumed to be suspect! If a Java coder should see any errors, or the player suffer any console errors, please let me know. And any assistance on the Java end would be very much appreciated!



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


WxTech

Apr 25, 2021 (v1.0)
Aug 14, 2021 (v1.1)
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WxTech

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Re: WxTech's Effects Pack v1.1 for 4.12
« Reply #1 on: August 16, 2021, 01:45:50 AM »

A heads up... I'm off to the fart sack at the moment, because I have to get up for work in 5 hours. But I wanted to provide this quick advisory. A fix will follow tomorrow.

I supplied the BAT guns and rocket classes, given that they tend to be fundamentally the same, if not identical.

HOWEVER! The Rocket class has differences which may be problematic. Try firing some rockets to see if any Java errors show up in the console, or in log.lst.

There is code for some new BAT-specific spin parameter; this could be an issue.

As well, a couple of rocket smokes will not be generated, because in BAT they were inexplicably removed.

I'll provide the proper 4.12 version of this class tomorrow. And perhaps some other stuff. Ah, the perils of trying to maintain more than one version of an extensive mod...
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WxTech

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Re: WxTech's Effects Pack v1.1 for 4.12
« Reply #2 on: August 26, 2021, 08:17:45 PM »

I just figured out how to get fires and smokes from planes crashing into forests (the 'layer cake' forest, that is) to not to be generated from a point on the topmost forest layer, but instead to be located on the forest floor (the terrain ground level.) This is so much better, with more distant fires either being not visible or barely so, with essentially only the smoke emerging from the crash site.

The flames' visibility will depend very much on the degree of clear 'cutouts' in one or more of the forest layer textures. Particularly the lowest, which often has the least transparency cutout area. If a forest texture set were to have no clear cutouts at all in the lowest layer, only the top part of the largest flames could ever be seen. If the next up texture also had little or no transparency cutouts, the flames would be invisible. But this is not normally the case, and so for most forests on all maps the flames should at least be partially visible. Often only when getting fairly close.

Anyway, this is much better than fires sitting on the very top of the forest canopy. A screenie of a crash site very near the edge of a forest, from two different angles. Pay attention to the appearance of the flames as permitted by the transparency cutouts.

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rogeroger

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Re: WxTech's Effects Pack v1.1 for 4.12
« Reply #3 on: August 26, 2021, 08:26:06 PM »

The fire and smoke at ground level is looking good.]thumbsup[
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WxTech

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Re: WxTech's Effects Pack v1.1 for 4.12
« Reply #4 on: August 26, 2021, 10:28:53 PM »

Nothing is different for fires on open ground (that is, ground not under the 'layer cake' forest textures.)

But I just discovered an annoying aspect. When a fire under the forest lies at a distance beyond the limit for the drawing of the 'layer cake' forest textures, the fires are now well visible, as though on open ground. That's because the forest cover is replaced with a "ForestFar" texture for longer distances, presumably as a means of reducing resource consumption. This ForestFar texture lies on the terrain surface, and so does not hide the fire at all.

A cure would be to reduce the draw distance for the fire, at least for planes. This distance limit could be just a bit nearer than the 'layer cake' forest texture draw limit. In this way the fire will not suddenly pop into good visibility as one reaches a distance equal the forest cover draw limit.

If vehicles and other burnable objects were to be commonly enough destroyed under forest cover, for at least the smaller fires the draw limit could also be made just small enough to meet this condition also.

Off to experiment!

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WxTech

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Re: WxTech's Effects Pack v1.1 for 4.12
« Reply #5 on: August 27, 2021, 08:58:14 AM »

OK. The fires will not pop into visibility beyond the draw distance for the 'layer cake' forests if the fire visibility distance limit does not exceed about 6,000m. I had originally set this to 10,000m, hence my dismay at seeing the fires when I had hoped to not do so. I did try 8,000m, but there was still a wide zone of unwanted fire visibility. If the fire distance can be increased beyond 6,000m, it won't be by much. I'll stick with 6k.

I also got well along with the task of better rationalizing the Explosions.class code for the handling of bullet/cannon hit effects, and tweaking the Power values in the gun classes (which directly control which effects are invoked.)
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Re: WxTech's Effects Pack v1.1 for 4.12
« Reply #6 on: August 27, 2021, 03:51:00 PM »

If anyone has a suggestion or recommendation for improvement, I'm all ears. If some existing effect from another mod impresses you, I'd like to check it out. In the area of effects there's a lot of stuff to consider, and in some cases my imagination might fail me.

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kukulo

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Re: WxTech's Effects Pack v1.1 for 4.12
« Reply #7 on: August 29, 2021, 12:29:23 PM »

Well if I can ask for HSFX compatibily. I know  it is old and outdated pack in comparation to UP enhancement and BAT. Just asking. Ladt effects pack caused game crash when rockets and bombs exploded.
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WxTech

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Re: WxTech's Effects Pack v1.1 for 4.12
« Reply #8 on: August 29, 2021, 04:46:16 PM »

Having never used HSFX, I have no idea where incompatibilities lie. I would hope that a modder who is familiar with this game 'environment', and feels it's worth the effort, would do a 'conversion' or at least pipe up about what might be required...
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urmel

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Re: WxTech's Effects Pack v1.1 for 4.12
« Reply #9 on: August 30, 2021, 06:05:45 AM »

Great addition many thanks for your work.
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Matz

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Re: WxTech's Effects Pack v1.1 for 4.12
« Reply #10 on: August 30, 2021, 09:28:54 AM »

Hi WxTech,

Could I ask if you, or any of the SAS modders could have a look at the problem I am having with the Effects mod. I can only think it's something to do with my mod build as no-one else seems to have any problems.

I have tested the process by running a single mission and a QMB mission without the Effects mod installed – my logfile has a few errors noted but there does not seem be any noticeable impact on how the missions run.

Code: [Select]
45 Splashscreens available.
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
….
Load static objects
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
##### House without collision (3do/Buildings/FordIslandTower/dead.sim)
##### House without collision (3do/Buildings/addobjects/ArrowWhiteBig2/mono.sim)
##### House without collision (3do/Buildings/addobjects/ArrowRedBig2/mono.sim)
##### House without collision (3do/Buildings/Catalunya/RB_RED_RB/live.sim)
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/Buildings/Troops/aircrew/pilot/glasses1.tga'
##### House without collision (3do/Buildings/Troops/aircrew/pilot/live.sim)
##### House without collision (3do/Buildings/Troops/aircrew/mecano/live.sim)
INTERNAL ERROR: HierMesh: Can't find chunk 'GearC64_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'GearC64_D0'
ERROR file: File users/1/Icons not found
Mission: Single/GB/2384_Pilot_Singles/Matz_Pilot_Training002.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
Time overflow (0): speed 0.74626863
warning: no files : music/takeoff
Loading mission QuickQMBPro/Balaton/BalatonRedNone00.mis...
…..
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 535,  Vert 11266,  Ind 48051
WARNING: * Buf1 : Obj: 1598,  Vert 109055,  Ind 226692
WARNING: * Buf2 : Obj: 94,  Vert 85313,  Ind 151215
PBuffer: suitable formats: 12
….
Load static objects
##### House without collision (3do/Trains/PRVZb_B/body.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/chiatta_piena/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/rimorchiatoreP/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/Chiatta_cava/live.sim)
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:47)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1124)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1104)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1091)
at com.maddox.il2.game.Mission._load(Mission.java:655)
at com.maddox.il2.game.Mission.access$600(Mission.java:123)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:411)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/Do-335A-0/Default Generic Blank 1.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/Do-335A-0/Default Generic Blank 1.bmp' size: 0 != 512 | 1024
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
Hook '_MGUN02' NOT found in mesh of class com.maddox.il2.objects.air.YAK_3_VK107_3B20
Hook '_MGUN02' NOT found in mesh of class com.maddox.il2.objects.air.YAK_3_VK107_3B20
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
ERROR file: File users/1/Icons not found
Mission: QuickQMBPro/Balaton/BalatonRedNone00.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'

With Effects installed and folder names edited to place them above Engine Mod and other effects my mod folder looks like this:



With the Effects mod installed, IL-2 loads ok but trying either the Single or QMB – the mission loads to 100% and then CTD.

The logfiles start identically. The first difference in the new logfile is more FloatClamp errors:

Code: [Select]
45 Splashscreens available.
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32

But the bottom of the log seems significant:
Code: [Select]
Mission: Single/GB/2384_Pilot_Singles/Matz_Pilot_Training002.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
java.lang.NoSuchFieldError: listenTACAN
at com.maddox.il2.objects.air.Cockpit.updateBeacons(Cockpit.java:816)
at com.maddox.il2.objects.air.Cockpit.access$600(Cockpit.java:52)
at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:104)
at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:690)
at com.maddox.il2.game.Main3D$RenderCockpit.preRender(Main3D.java:676)
at com.maddox.il2.engine.Renders.b(Unknown Source)
at com.maddox.il2.engine.Renders.paint(Unknown Source)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
        at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

My rig: AMD FX8370 3.99GHz, RAM 16Gb, GeForce GTX 1060 3GB, Version: 4.6.0 NVIDIA 471.68, Windows 10 Pro, 64bit

Any thoughts or suggestions would be most welcome and thanks for all hard work.
Matz
(P.S. - will edit using Pastebin if needed)
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WxTech

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Re: WxTech's Effects Pack v1.1 for 4.12
« Reply #11 on: August 30, 2021, 12:48:20 PM »

Matz,
Does a crash occur even when loading a very simple QMB mission having only planes? If so, that's likely a deeper problem...


Do you have the handy little utility called classcheck.exe? Run it from the game's root directory to see where there are any potentially conflicting classfiles. Get it if you haven't already.


To start with, though, try this. Disable my folder having the BigShipGeneric classfiles. I have a suspicion this is the most likely candidate. If this fixes things, you can live without these classfiles because the changes here are minor. They being the lengthening of the duration of the smoke and fire for damaged ships' guns, and the altering of the front wave effect.

This is a big class, and my decompiler has created some oddities that I've likely not properly fixed. As I keep reminding everyone, I'm barely a Java monkey.  ;)  Perhaps someone a tad nearer to guru status could help out...


But do a classcheck run, and see in which mods there are the same classes as in mine.
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