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Chess100

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No engine sounds
« on: December 08, 2023, 07:31:35 AM »

Good day for everyone!
 
  I found out that I have no sounds to some types of aircraft.. Many of them. But, lets give Me-110 as an example, C4 ,D1, E1,F2... There is only starting engine sound but later I can hear only the wind, like in glider.

Log file according to forum rules:
Version: BAT 4.2.2 hotfix 4 WAW module (but there are missing engine sounds in TJA too)
Code: [Select]
il2]
title=Il2-Sturmovik 1946
hotkeys=HotKey game

[window]
width=1680
height=1050
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=0
FullScreen=1
DrawIfNotFocused=1
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=rnd

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
disableNetStatStatistics=0
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
TypeClouds=1
Arcade=0
HighGore=1
mapPadX=0.87357163
mapPadY=0.004761905
viewSet=49
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=0
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
IconUnits=0
MapPadSmall=1
MapIconLarge=0
MapPadAlpha=0.4
hudMode=1



[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.2
LeanS=0.2
Raise=0.089999996
RubberBand=0.04

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=1
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=1
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=5
SoundMode=1
SamplingRate=2
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=14
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=US
UseSmartAxis=0
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0
Flyby=1
FlybyFov=60.0
ToggleMusic=1
RandomSplash=1
PALHUDMode=1
SpeedbarTAS=1
SpeedbarSIToo=1
SpeedbarShowExtraInfo=1
netCallsign=
Stab4all=1
PALShowChocks=1
PALShowCatGear=1
DumpFuel=1
SpeedbarUnits=0
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.01
PAL3DConvAimR=-0.01
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DDOFfNumber=0.0
PAL3DDOFFocus=28.27506
PAL3DAdjustVariable=1
PAL3DFullColorFrames=0
PAL3DRenderStereo=1
PAL3DFilterLeft=R___
PAL3DFilterRight=_GB_
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=0
PAL3DExternalMouseInertia=1

[DGen]
HistoricalRanks=1
CampaignLength=Medium
[Mods]
ngHUDposition=0,0,0,0
ngHUDsector=1
ngHUDsubtitles=8
ngHUDmaptime=0
ngHUDpause=0
ngHUDfpsbar=0
ngHUDlogbottom=1
ngHUDloglines=3
ngHUDshiftmsg=5
PALMODsColor=1
ngMAPfriendly=1
ngMAPhostile=0
ngMAPfilters=0
ngMAPnoise=1
RandomSplash=1
netCallsign=0
[QMB]
PlaneList=0

Kindly asking for help
Thank You in advance!
Logged

WhiteSnake1976

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  • Posts: 218
Re: No engine sounds
« Reply #1 on: December 08, 2023, 12:04:36 PM »

We need to know what sound setup you use.
What Speakers etc.

Speakers=0 is Default (what ever that means), 1 is Headphones, 2 is Stereo Speakers, 3 Quad (4) Speaker setup, and 5 is Surround, so 5 or more speakers (not counting subwoofer)
Placement=0 is Default (what ever that means), 1 is Near you and Close Together (for example Laptop), 2 is normal desktop speaker distance, 3 is far away placment like Stereo set or Surround set.

Unless you got pretty old hardware NumChannels=3 (up to 32 diferend sounds
 at the same time) should be fine, on old hardware (say AMD Socket AM2 / Intel Socket 775 you might need to set it to 2 (up to 16 diferend sounds at the same time) but still that would have to be a pretty weak CPU and Crappy audio chip for that time.

Also make sure your Windows Sound settings are correct including quality and bitrate.

Here are my settings in the Conf.ini wich i use with HDMI Output to a HDMI Surround Receiver:
Code: [Select]
[sound]
SoundUse=1
SoundEngine=1
Speakers=4
Placement=3
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=14
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=14
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0
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FL2070

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  • FAC #87
Re: No engine sounds
« Reply #2 on: December 08, 2023, 12:27:39 PM »

There is only starting engine sound but later I can hear only the wind, like in glider.

This sounds like a broken motor sound preset. It most likely won't be a quick fix.

By the way, that the file you've posted is your game's configuration file. The log file is called "log.lst" (although you might see it as just "log"). Just in case: know that the log and the initlog are not the same thing. This is a common mistake that many people make when they're new to IL-2 modding.
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Chess100

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Re: No engine sounds
« Reply #3 on: December 09, 2023, 12:31:52 AM »

Thank You for Your answers!!
Yes, It can be broken motor present. I think, it can change due to my ,,actions'' into making better game the best.(Making it worse, of course)
@FL2070 This is the correct file
Code: [Select]
[Dec 8, 2023 4:07:14 PM UTC +1] ------------ BEGIN log session -------------

[Dec 8, 2023 4:07:14 PM UTC +1] ----------- Switched to pipe mode ----------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2
  Version: 4.6.0 NVIDIA 536.23
  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_NV_memory_object_sparse 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_NV_timeline_semaphore 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_uniform_buffer_std430_layout 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
Size: 1680x1050
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 32768
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
mount failed, see error below:
BadHeader: BAT00\XUPMOT23.SFS
ScreenMode Library Version 0.01 loaded successfully.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1

Loading mission QuickQMBPro/BAT_Channel/BAT_Channelredbridge00.mis...
Y=1940 / M=6 / H= 12 , Temperature - 0m = 15.0 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 12

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 12

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *1274293896*
*** Loading: [vpFogFar2Tex2D]
WARNING: ***( GL error: 0x0500 (glProgramStringARB)
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Russia/Kiev/Hangar_typeG/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/England/semi2/live.sim)
##### House without collision (3do/Buildings/Russia/Kiev/TypeL-beton/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/ToW/wheel_001/mono.sim)
##### House without collision (3do/Buildings/French/frenchvillage1/live.sim)
##### House without collision (3do/Buildings/Furniture/5x1_White/mono.sim)
##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/Troops/uk/uk_officer_jumelles/live.sim)
##### House without collision (3do/Buildings/England/stonehenge/live.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Buildings/England/westminsterbuttress/live.sim)
##### House without collision (3do/Buildings/England/phonebox/live.sim)
cannot open file for reading
Cannot open audio file samples/xmerlin1.wav
cannot open file for reading
Cannot open audio file samples/xmerlin2.wav
cannot open file for reading
Cannot open audio file samples/xmerlin_far.wav

cannot open file for reading
Cannot open audio file samples/DB605_tb_1000.wav
cannot open file for reading
Cannot open audio file samples/DB605_tb_1500.wav
cannot open file for reading
Cannot open audio file samples/DB605_tb_2000.wav
cannot open file for reading
Cannot open audio file samples/DB605_tb_2700.wav
cannot open file for reading
Cannot open audio file samples/DB605_tb_2701.wav
cannot open file for reading
Cannot open audio file samples/xdb605_tb_whistle.wav
cannot open file for reading
Cannot open audio file samples/xdb605_tb.wav
cannot open file for reading
Cannot open audio file samples/xdb605_tb_far.wav
cannot open file for reading
Cannot open audio file samples/xdb605_tb_side.wav
cannot open file for reading
Cannot open audio file samples/xDB605_tb_1000.wav
cannot open file for reading
Cannot open audio file samples/xDB605_tb_1500.wav
cannot open file for reading
Cannot open audio file samples/xDB605_tb_2000.wav
cannot open file for reading
Cannot open audio file samples/xDB605_tb_2700.wav
cann
ot open file for reading
Cannot open audio file samples/xDB605_tb_2701.wav
cannot open file for reading
Cannot open audio file samples/xDB605_tb_2702.wav
cannot open file for reading
Cannot open audio file samples/xdb605_tb_sidespeed1.wav

cannot open file for reading
Cannot open audio file samples/xR-2000_whistle.wav
cannot open file for reading
Cannot open audio file samples/xR-2000.wav
cannot open file for reading
Cannot open audio file samples/xR-2000_side.wav
cannot open file for reading
Cannot open audio file samples/xR-2000_far.wav
cannot open file for reading
Cannot open audio file samples/xR-2000_starter.wav
cannot open file for reading
Cannot open audio file samples/xR-2000_1000.wav
cannot open file for reading
Cannot open audio file samples/xR-2000_1500.wav
cannot open file for reading
Cannot open audio file samples/xR-2000_2000.wav
cannot open file for reading
Cannot open audio file samples/xR-2000_2700.wav
cannot open file for reading
Cannot open audio file samples/xR-2000_2701.wav
cannot open file for reading
Cannot open audio file samples/xR-2000_sidespeed1.wav

Mission: actor '81_Static' alredy exist
Mission: actor '82_Static' alredy exist
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
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
Mission: QuickQMBPro/BAT_Channel/BAT_Channelredbridge00.mis is Playing
warning: no files : music/takeoff

[Dec 8, 2023 4:08:27 PM UTC +1] -------------- END log session -------------


@WhiteSnake1976 I made changes in confi.ini as You suggest - Thank You!
Logged

FL2070

  • Modder
  • member
  • Offline Offline
  • Posts: 1304
  • FAC #87
Re: No engine sounds
« Reply #4 on: December 09, 2023, 01:54:11 AM »

According to the log, the game is missing just about every sound file it needs for the engines. How did this happen? Who knows.

You will need to reinstall VSM (V.S.M. is Victor's Sound Mod, the sound mod that is native to BAT).

Download the latest VSM here: https://www.sas1946.com/main/index.php/topic,63977.0.html

Put the "! VSM Sound Mod v7.5" into your game's "#WAW3" folder. That should fix it.
Logged
On average, the average average averages, averagely, the average average of all averages.

Chess100

  • member
  • Offline Offline
  • Posts: 67
Re: No engine sounds
« Reply #5 on: December 09, 2023, 03:20:07 AM »

Unfortunately, it didn't solve the problem (VSM 7.5 inside #WAW3 folder.)
Inside #WAW3 folder, I don't have any other VSM mods.
JSGME isn't too. (I was trying but without positive result)
BAT 4.2.2 Hotfix 4.

Is there a possibility of some kind data conflict?


Code: [Select]
[Dec 9, 2023 11:10:34 AM UTC +1] ------------ BEGIN log session -------------

[Dec 9, 2023 11:10:34 AM UTC +1] ----------- Switched to pipe mode ----------
[2023-12-09 11:10:34.542 UTC +1] dT:    0 OpenGL provider: Opengl32.dll
[2023-12-09 11:10:34.891 UTC +1] dT:    0 OpenGL library:
[2023-12-09 11:10:34.891 UTC +1] dT:    0   Vendor: NVIDIA Corporation
[2023-12-09 11:10:34.891 UTC +1] dT:    0   Render: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2
[2023-12-09 11:10:34.891 UTC +1] dT:    0   Version: 4.6.0 NVIDIA 536.23
[2023-12-09 11:10:34.891 UTC +1] dT:    0   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_NV_memory_object_sparse 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_NV_timeline_semaphore 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_uniform_buffer_std430_layout 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
[2023-12-09 11:10:34.892 UTC +1] dT:    0 Size: 1680x1050
[2023-12-09 11:10:34.892 UTC +1] dT:    0 ColorBits: 32
[2023-12-09 11:10:34.892 UTC +1] dT:    0 DepthBits: 24
[2023-12-09 11:10:34.892 UTC +1] dT:    0 StencilBits: 8
[2023-12-09 11:10:34.892 UTC +1] dT:    0 isDoubleBuffered: true
[2023-12-09 11:10:35.025 UTC +1] dT:    0
[2023-12-09 11:10:35.025 UTC +1] dT:    0 *** Looking for Advanced CPU Instructions...
[2023-12-09 11:10:35.025 UTC +1] dT:    0 [x] PentiumPro
[2023-12-09 11:10:35.025 UTC +1] dT:    0 [x] Multimedia (MMX)
[2023-12-09 11:10:35.025 UTC +1] dT:    0 [x] 3D (SSE)
[2023-12-09 11:10:35.025 UTC +1] dT:    0 [x] 3D (SSE2)
[2023-12-09 11:10:35.025 UTC +1] dT:    0 [-] 3D (3DNow)
[2023-12-09 11:10:35.025 UTC +1] dT:    0 ColourBits 32, ABits 0, ZBits 24
[2023-12-09 11:10:35.027 UTC +1] dT:    0
[2023-12-09 11:10:35.027 UTC +1] dT:    0 *** Looking for Render API Extensions ...
[2023-12-09 11:10:35.027 UTC +1] dT:    0 [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2023-12-09 11:10:35.027 UTC +1] dT:    0 [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2023-12-09 11:10:35.027 UTC +1] dT:    0 [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2023-12-09 11:10:35.028 UTC +1] dT:    0 [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2023-12-09 11:10:35.028 UTC +1] dT:    0 [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2023-12-09 11:10:35.028 UTC +1] dT:    0 [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2023-12-09 11:10:35.028 UTC +1] dT:    0 [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2023-12-09 11:10:35.028 UTC +1] dT:    0 [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2023-12-09 11:10:35.028 UTC +1] dT:    0 [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2023-12-09 11:10:35.028 UTC +1] dT:    0 [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2023-12-09 11:10:35.028 UTC +1] dT:    0 [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2023-12-09 11:10:35.028 UTC +1] dT:    0 [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[2023-12-09 11:10:35.028 UTC +1] dT:    0 [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2023-12-09 11:10:35.028 UTC +1] dT:    0
[2023-12-09 11:10:35.028 UTC +1] dT:    0 Maximum texture size : 32768
[2023-12-09 11:10:35.028 UTC +1] dT:    0 Maximum simultaneous textures :4
[2023-12-09 11:10:35.028 UTC +1] dT:    0 MaxAnisotropic (1.0 = none) : 16.000000
[2023-12-09 11:10:35.160 UTC +1] dT:    0 15 Splashscreens available.
[2023-12-09 11:10:35.491 UTC +1] dT:    0 mount failed, see error below:
[2023-12-09 11:10:35.491 UTC +1] dT:    0 BadHeader: BAT00\XUPMOT23.SFS
[2023-12-09 11:10:42.898 UTC +1] dT:    0 ScreenMode Library Version 0.01 loaded successfully.
[2023-12-09 11:10:46.913 UTC +1] dT:   42 Initializing DirectSound playback device...
[2023-12-09 11:10:46.913 UTC +1] dT:    0 Primary buffer created.
[2023-12-09 11:10:46.913 UTC +1] dT:    0 Playback format is set : sampling rate = 44100, num channels = 2.
[2023-12-09 11:10:46.913 UTC +1] dT:    0 Not enought hardware buffers (0), hardware disabled
[2023-12-09 11:10:46.913 UTC +1] dT:    0 Buffer caps : Transfer rate = 0, CPU overhead = 0.
[2023-12-09 11:10:46.913 UTC +1] dT:    0 Default speaker config is : 1310724.
[2023-12-09 11:10:46.913 UTC +1] dT:    0 Direct sound audio device initialized successfully :
[2023-12-09 11:10:46.913 UTC +1] dT:    0 DX Version : 7
[2023-12-09 11:10:46.913 UTC +1] dT:    0 Hardware    - disabled [buffers : 0]
[2023-12-09 11:10:46.913 UTC +1] dT:    0 Extensions  - enabled :
[2023-12-09 11:10:46.913 UTC +1] dT:    0   EAX ver. 1 [ ]  - disabled
[2023-12-09 11:10:46.913 UTC +1] dT:    0   EAX ver. 2 [ ]  - disabled
[2023-12-09 11:10:46.913 UTC +1] dT:    0   EAX ver. 3 [ ]  - disabled
[2023-12-09 11:10:46.913 UTC +1] dT:    0   I3D ver. 2 [ ]  - disabled
[2023-12-09 11:10:46.913 UTC +1] dT:    0   ZoomFX     [ ]  - disabled
[2023-12-09 11:10:46.913 UTC +1] dT:    0   MacroFX    [ ]  - disabled
[2023-12-09 11:10:46.913 UTC +1] dT:    0 SIMD render [X]
[2023-12-09 11:10:46.913 UTC +1] dT:    0 num channels 32
[2023-12-09 11:10:46.913 UTC +1] dT:    0 Cannot open audio file samples/infinite 1
[2023-12-09 11:10:46.913 UTC +1] dT:    0
[2023-12-09 11:10:50.845 UTC +1] dT:  -42 Loading mission QuickQMBPro/BAT_Channel/BAT_Channelredbridge00.mis...
[2023-12-09 11:10:50.879 UTC +1] dT:    0 Y=1940 / M=6 / H= 12 , Temperature - 0m = 15.0 .
[2023-12-09 11:10:50.880 UTC +1] dT:    0 Loading map.ini defined airfields:
[2023-12-09 11:10:50.884 UTC +1] dT:    0 Detected Vertex Shaders 3.0.
[2023-12-09 11:10:50.884 UTC +1] dT:    0 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[2023-12-09 11:10:50.884 UTC +1] dT:    0 Vertex texture units: 32
[2023-12-09 11:10:50.884 UTC +1] dT:    0
[2023-12-09 11:10:52.453 UTC +1] dT:    0 PBuffer: suitable formats: 12
[2023-12-09 11:10:52.453 UTC +1] dT:    0
[2023-12-09 11:10:52.462 UTC +1] dT:    0 Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[2023-12-09 11:10:52.462 UTC +1] dT:    0 Depth = 24, stencil = 8
[2023-12-09 11:10:52.506 UTC +1] dT:    0 PBuffer: suitable formats: 12
[2023-12-09 11:10:52.506 UTC +1] dT:    0
[2023-12-09 11:10:52.516 UTC +1] dT:    0 Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[2023-12-09 11:10:52.516 UTC +1] dT:    0 Depth = 24, stencil = 8
[2023-12-09 11:10:53.688 UTC +1] dT:    0 Loading vertex/fragment programs: *1274293896*
[2023-12-09 11:10:53.688 UTC +1] dT:    0 *** Loading: [vpFogFar2Tex2D]
[2023-12-09 11:10:53.688 UTC +1] dT:    0 WARNING: ***( GL error: 0x0500 (glProgramStringARB)
[2023-12-09 11:10:53.688 UTC +1] dT:    0 *** Loading: [vpFog2Tex2DBlend]
[2023-12-09 11:10:53.688 UTC +1] dT:    0 *** Loading: [vpFogFar4Tex2D]
[2023-12-09 11:10:53.689 UTC +1] dT:    0 *** Loading: [vpFogFar8Tex2D]
[2023-12-09 11:10:53.689 UTC +1] dT:    0 *** Loading: [vpFogNoTex]
[2023-12-09 11:10:53.689 UTC +1] dT:    0 *** Loading: [vpFog4Tex2D]
[2023-12-09 11:10:53.689 UTC +1] dT:    0 *** Loading: [vpFog4Tex2D_UV2]
[2023-12-09 11:10:53.689 UTC +1] dT:    0 *** Loading: [vp4Tex2D]
[2023-12-09 11:10:53.689 UTC +1] dT:    0 *** Loading: [vp6Tex2D]
[2023-12-09 11:10:53.690 UTC +1] dT:    0 *** Loading: [vpTexUVTex2D]
[2023-12-09 11:10:53.690 UTC +1] dT:    0 *** Loading: [vpWaterGrid_NV]
[2023-12-09 11:10:53.690 UTC +1] dT:    0 *** Loading: [vpWaterSunLight_NV]
[2023-12-09 11:10:53.690 UTC +1] dT:    0 *** Loading: [vpWaterSunLight_ATI]
[2023-12-09 11:10:53.690 UTC +1] dT:    0 *** Loading: [vpWaterSunLight_FP]
[2023-12-09 11:10:53.691 UTC +1] dT:    0 *** Loading: [vpTreeSprite]
[2023-12-09 11:10:53.691 UTC +1] dT:    0 *** Loading: [vpTreeTrunk]
[2023-12-09 11:10:53.691 UTC +1] dT:    0 *** Loading: [vpVAObjectsN]
[2023-12-09 11:10:53.691 UTC +1] dT:    0 *** Loading: [vpVAObjectsL0]
[2023-12-09 11:10:53.691 UTC +1] dT:    0 *** Loading: [vpSprites]
[2023-12-09 11:10:53.692 UTC +1] dT:    0 *** Loading: [vpSimpleGL]
[2023-12-09 11:10:53.692 UTC +1] dT:    0 *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[2023-12-09 11:10:53.692 UTC +1] dT:    0 *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[2023-12-09 11:10:53.692 UTC +1] dT:    0 *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[2023-12-09 11:10:53.692 UTC +1] dT:    0 *** Loading: [fpCoastBump] -> NV3X Optimized!
[2023-12-09 11:10:53.693 UTC +1] dT:    0 *** Loading: [fpCoastFoam] -> NV3X Optimized!
[2023-12-09 11:10:53.693 UTC +1] dT:    0 *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[2023-12-09 11:10:53.693 UTC +1] dT:    0 *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[2023-12-09 11:10:53.693 UTC +1] dT:    0 *** Loading: [fpCausticSimple] -> NV3X Optimized!
[2023-12-09 11:10:53.693 UTC +1] dT:    0 *** Loading: [fpCaustic] -> NV3X Optimized!
[2023-12-09 11:10:53.694 UTC +1] dT:    0 *** Loading: [fpSprites] -> NV3X Optimized!
[2023-12-09 11:10:53.694 UTC +1] dT:    0 *** Loading: [fpObjectsL0] -> NV3X Optimized!
[2023-12-09 11:10:53.694 UTC +1] dT:    0 *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[2023-12-09 11:10:53.694 UTC +1] dT:    0 *** Loading: [fpSimpleGL]
[2023-12-09 11:10:53.694 UTC +1] dT:    0 *** Loading: [fpNearLandFog] -> NV3X Optimized!
[2023-12-09 11:10:53.694 UTC +1] dT:    0 *** Loading: [fpFarLandFog] -> NV3X Optimized!
[2023-12-09 11:10:53.694 UTC +1] dT:    0 *** Loading: [fpRiverCoastAA]
[2023-12-09 11:10:53.695 UTC +1] dT:    0 *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[2023-12-09 11:10:53.695 UTC +1] dT:    0 *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[2023-12-09 11:10:53.695 UTC +1] dT:    0 *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[2023-12-09 11:10:53.695 UTC +1] dT:    0 *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[2023-12-09 11:10:53.696 UTC +1] dT:    0 *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[2023-12-09 11:10:53.696 UTC +1] dT:    0 *** Loading: [vpWaterDM_CPU]
[2023-12-09 11:10:53.696 UTC +1] dT:    0 *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[2023-12-09 11:10:53.697 UTC +1] dT:    0 *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[2023-12-09 11:10:53.697 UTC +1] dT:    0 *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[2023-12-09 11:10:53.697 UTC +1] dT:    0 *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[2023-12-09 11:10:53.697 UTC +1] dT:    0 *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[2023-12-09 11:10:53.697 UTC +1] dT:    0 *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[2023-12-09 11:10:53.698 UTC +1] dT:    0 *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[2023-12-09 11:10:53.698 UTC +1] dT:    0 *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[2023-12-09 11:10:53.698 UTC +1] dT:    0 *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[2023-12-09 11:10:53.698 UTC +1] dT:    0 *** Loading: [fpWaterLFogDM]
[2023-12-09 11:10:53.698 UTC +1] dT:    0 *** Loading: [fpIceWater] -> NV3X Optimized!
[2023-12-09 11:10:53.698 UTC +1] dT:    0 *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[2023-12-09 11:10:53.699 UTC +1] dT:    0 *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[2023-12-09 11:10:53.699 UTC +1] dT:    0 *** Loading: [fpNearBlend] -> NV3X Optimized!
[2023-12-09 11:10:53.699 UTC +1] dT:    0 *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[2023-12-09 11:10:53.699 UTC +1] dT:    0 *** Loading: [fpFarBlend] -> NV3X Optimized!
[2023-12-09 11:10:53.699 UTC +1] dT:    0 *** Loading: [fpForestPlane] -> NV3X Optimized!
[2023-12-09 11:10:53.699 UTC +1] dT:    0 *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[2023-12-09 11:10:53.699 UTC +1] dT:    0 *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[2023-12-09 11:10:53.699 UTC +1] dT:    0 *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[2023-12-09 11:10:53.912 UTC +1] dT:    0 Load bridges
[2023-12-09 11:10:54.006 UTC +1] dT:    0 Load static objects
[2023-12-09 11:10:54.978 UTC +1] dT:    0 ##### House without collision (3do/Buildings/Russia/Kiev/Hangar_typeG/live.sim)
[2023-12-09 11:10:55.504 UTC +1] dT:    0 ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[2023-12-09 11:10:55.511 UTC +1] dT:    0 ##### House without collision (3do/Buildings/England/jetty1/live.sim)
[2023-12-09 11:10:55.518 UTC +1] dT:    0 ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[2023-12-09 11:10:55.743 UTC +1] dT:    0 ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[2023-12-09 11:10:55.758 UTC +1] dT:    0 ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[2023-12-09 11:10:56.102 UTC +1] dT:    0 ##### House without collision (3do/Buildings/England/semi2/live.sim)
[2023-12-09 11:10:56.125 UTC +1] dT:    0 ##### House without collision (3do/Buildings/Russia/Kiev/TypeL-beton/live.sim)
[2023-12-09 11:10:56.140 UTC +1] dT:    0 ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[2023-12-09 11:10:56.539 UTC +1] dT:    0 ##### House without collision (3do/Buildings/ToW/wheel_001/mono.sim)
[2023-12-09 11:10:56.614 UTC +1] dT:    0 ##### House without collision (3do/Buildings/French/frenchvillage1/live.sim)
[2023-12-09 11:10:56.890 UTC +1] dT:    0 ##### House without collision (3do/Buildings/Furniture/5x1_White/mono.sim)
[2023-12-09 11:10:56.971 UTC +1] dT:    0 ##### House without collision (3do/Buildings/England/memorial/live.sim)
[2023-12-09 11:10:57.357 UTC +1] dT:    0 ##### House without collision (3do/Buildings/Troops/uk/uk_officer_jumelles/live.sim)
[2023-12-09 11:10:57.400 UTC +1] dT:    0 ##### House without collision (3do/Buildings/England/stonehenge/live.sim)
[2023-12-09 11:10:57.423 UTC +1] dT:    0 ##### House without collision (3do/Buildings/England/jetty2/live.sim)
[2023-12-09 11:10:57.450 UTC +1] dT:    0 ##### House without collision (3do/Buildings/England/westminsterbuttress/live.sim)
[2023-12-09 11:10:57.543 UTC +1] dT:    0 ##### House without collision (3do/Buildings/England/phonebox/live.sim)
[2023-12-09 11:10:58.351 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.351 UTC +1] dT:    0 Cannot open audio file samples/xmerlin1.wav
[2023-12-09 11:10:58.351 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.351 UTC +1] dT:    0 Cannot open audio file samples/xmerlin2.wav
[2023-12-09 11:10:58.351 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.351 UTC +1] dT:    0 Cannot open audio file samples/xmerlin_far.wav
[2023-12-09 11:10:58.351 UTC +1] dT:    0
[2023-12-09 11:10:58.604 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.604 UTC +1] dT:    0 Cannot open audio file samples/DB605_tb_1000.wav
[2023-12-09 11:10:58.604 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.604 UTC +1] dT:    0 Cannot open audio file samples/DB605_tb_1500.wav
[2023-12-09 11:10:58.604 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.604 UTC +1] dT:    0 Cannot open audio file samples/DB605_tb_2000.wav
[2023-12-09 11:10:58.604 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.604 UTC +1] dT:    0 Cannot open audio file samples/DB605_tb_2700.wav
[2023-12-09 11:10:58.604 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.604 UTC +1] dT:    0 Cannot open audio file samples/DB605_tb_2701.wav
[2023-12-09 11:10:58.604 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.605 UTC +1] dT:    0 Cannot open audio file samples/xdb605_tb_whistle.wav
[2023-12-09 11:10:58.605 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.605 UTC +1] dT:    0 Cannot open audio file samples/xdb605_tb.wav
[2023-12-09 11:10:58.605 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.605 UTC +1] dT:    0 Cannot open audio file samples/xdb605_tb_far.wav
[2023-12-09 11:10:58.605 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.605 UTC +1] dT:    0 Cannot open audio file samples/xdb605_tb_side.wav
[2023-12-09 11:10:58.605 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.605 UTC +1] dT:    0 Cannot open audio file samples/xDB605_tb_1000.wav
[2023-12-09 11:10:58.605 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.605 UTC +1] dT:    0 Cannot open audio file samples/xDB605_tb_1500.wav
[2023-12-09 11:10:58.605 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.605 UTC +1] dT:    0 Cannot open audio file samples/xDB605_tb_2000.wav
[2023-12-09 11:10:58.605 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.605 UTC +1] dT:    0 Cannot open audio file samples/xDB605_tb_2700.wav
[2023-12-09 11:10:58.605 UTC +1] dT:    0 cann
[2023-12-09 11:10:58.606 UTC +1] dT:    0 ot open file for reading
[2023-12-09 11:10:58.606 UTC +1] dT:    0 Cannot open audio file samples/xDB605_tb_2701.wav
[2023-12-09 11:10:58.606 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.606 UTC +1] dT:    0 Cannot open audio file samples/xDB605_tb_2702.wav
[2023-12-09 11:10:58.606 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:10:58.606 UTC +1] dT:    0 Cannot open audio file samples/xdb605_tb_sidespeed1.wav
[2023-12-09 11:10:58.607 UTC +1] dT:    0
[2023-12-09 11:11:09.255 UTC +1] dT:    0 Mission: actor '81_Static' alredy exist
[2023-12-09 11:11:09.289 UTC +1] dT:    0 Mission: actor '82_Static' alredy exist
[2023-12-09 11:11:09.523 UTC +1] dT:    0 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
[2023-12-09 11:11:09.525 UTC +1] dT:    0 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
[2023-12-09 11:11:09.540 UTC +1] dT:    0 Mission: QuickQMBPro/BAT_Channel/BAT_Channelredbridge00.mis is Playing
[2023-12-09 11:11:10.348 UTC +1] dT:   27 warning: no files : music/takeoff
[2023-12-09 11:11:35.842 UTC +1] dT:  -27 Loading mission QuickQMBPro/BAT_Channel/BAT_Channelredbridge00.mis...
[2023-12-09 11:11:35.876 UTC +1] dT:    0 Y=1940 / M=6 / H= 12 , Temperature - 0m = 15.0 .
[2023-12-09 11:11:35.876 UTC +1] dT:    0 Loading map.ini defined airfields:
[2023-12-09 11:11:35.876 UTC +1] dT:    0 WARNING: ObjectVACache_Clear()
[2023-12-09 11:11:35.876 UTC +1] dT:    0 WARNING: * Buf0 : Obj: 111,  Vert 3749,  Ind 17688
[2023-12-09 11:11:35.877 UTC +1] dT:    0 WARNING: * Buf1 : Obj: 522,  Vert 66521,  Ind 126672
[2023-12-09 11:11:35.877 UTC +1] dT:    0 WARNING: * Buf2 : Obj: 83,  Vert 89145,  Ind 142065
[2023-12-09 11:11:36.026 UTC +1] dT:    0 Load bridges
[2023-12-09 11:11:36.112 UTC +1] dT:    0 Load static objects
[2023-12-09 11:11:42.768 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:11:42.768 UTC +1] dT:    0 Cannot open audio file samples/xdb6051.wav
[2023-12-09 11:11:42.768 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:11:42.768 UTC +1] dT:    0 Cannot open audio file samples/xdb6052.wav
[2023-12-09 11:11:42.768 UTC +1] dT:    0 cannot open file for reading
[2023-12-09 11:11:42.768 UTC +1] dT:    0 Cannot open audio file samples/xdb605_far.wav
[2023-12-09 11:11:42.768 UTC +1] dT:    0
[2023-12-09 11:11:52.355 UTC +1] dT:    0 Mission: actor '81_Static' alredy exist
[2023-12-09 11:11:52.388 UTC +1] dT:    0 Mission: actor '82_Static' alredy exist
[2023-12-09 11:11:52.587 UTC +1] dT:    0 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
[2023-12-09 11:11:52.589 UTC +1] dT:    0 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
[2023-12-09 11:11:52.607 UTC +1] dT:    0 Mission: QuickQMBPro/BAT_Channel/BAT_Channelredbridge00.mis is Playing
[2023-12-09 11:11:53.412 UTC +1] dT:   27 warning: no files : music/takeoff

[Dec 9, 2023 11:12:12 AM UTC +1] -------------- END log session -------------
Logged
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