Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => Effects => Topic started by: *Steppenwolf* on December 29, 2011, 11:01:41 PM

Title: LowerParticleEffects/V2/V2.1/V3 [4.09]
Post by: *Steppenwolf* on December 29, 2011, 11:01:41 PM
Hello, everyone! My name is Steppenwolf and I'd like to present to you my LowerParticleEffects mod. I'm calling it LowerParticleEffects because my intention was to design an effects mod using the minimum number of particles while still trying to maintain an immersive and unique look.

LowerParticleEffects is based mostly upon the textures and code of the seminal Plutonium mod. Additional textures were borrowed from CinemaFX, Battle-Sights, and Effects of circles mods. Battle-Sights also provided the code for the extended rocket trails.

This mod was tested on, and intended for, a 4.09m/UP2.01 install only with effects=0. Effects=1 will still work fine, but your effects will have ground shadows. Generating ground shadows will be a little bit more demanding on your system that's all. Try an fps test to see which setting in your conf(effects=0/effects=1) works better on your computer.

***CONFLICTS***

Any mod(or mod pack) that has the class file 8CFCD632574D5B72(Extended rocket smoke trail for LowerParticleEffects). So any mod that has missiles or side winders that use 8CFCD632574D5B72 class file will most likely crash your game when used along side LowerParticleEffects mod.   


What this mod changes:

Aircraft damage smoke(3d)
Aircraft full throttle exhaust(3d)
Aircraft high altitude contrails(2d)
Wingtip stall smoke trails(2d)
Aircraft/ground ballistic impacts and shrapnel
Ground/water explosions
Destroyed vehicle/structure smokes and fires
Full Mission Builder smokes and fires
Ships smoke, gunfire, and damage smoke
Flaks
Rocket/guided rocket smoke
V-1 and V-2 rocket effects
Napalm
Tank dust***tanks no longer create dust while other vehicles don't***
Train smoke ***Disabled train smoke entirely!*** Train smoke is partially rendered/visible when either a fuel truck or static aircraft is destroyed, so it was disabled to save resources. If you want train smoke back just overwrite "SmokeBlack_Locomotive" with whatever substitute you have. File path is Effects/Smokes. With that said, I should probably clarify that ANY file swapping could impair the performance of this mod!

To install:

Just drop the extracted LowerParticleEffects folder into your 'MODS' folder and rename it to whatever will give it loading priority over other, possibly conflicting, effects mods.

Example: _00_LowerParticleEffects

See also: "Using Mods Tutorials" at this site(sas1946).

A very special thank you to:

1C
Carmaster
HolyGrail
Potenz
Sani
SAS
SAS~CirX
Slikk
Socorrista22198
and Wolfighter

Please inform me of any bugs that you might experience with this mod and I'll do my best to fix them.

Best wishes,

Steppenwolf

Here's a preview video of LowerParticleEffects:

http://www.youtube.com/watch?v=J7_SlT0vtmk

Download it here:

https://www.mediafire.com/?ggp7blkv8vc9l51


VERSION 2

Preview video of LowerParticleEffectsV2:

http://www.youtube.com/watch?v=IGOj2b14d08

Download LowerParticleEffectsV2 here:

https://www.mediafire.com/?h0n63zfjdvuxou1


VERSION 2.1

This version adds a faster shock wave to the explosions, also a reduced water ring effect(I saw a nice FPS increase here.), and a slightly larger flash effect on aircraft to help with sighting shots at medium to long distances. I also tweaked a few colors on things, but other than that the bulk of this is identical to V2. Most of the changes are very minor, but I thought I'd share it anyway.

Short preview video of the additions in LowerParticleEffectsV2.1:

 http://www.youtube.com/watch?feature=player_embedded&v=ge419GOnVr0

Download LowerParticleEffectsV2.1 here:

https://www.mediafire.com/?eh37c1ywz46crc5


VERSION 3

In this version I tried to compensate for the low particles in contrails by slightly increasing the overall effect sizes. I think this has helped to somewhat minimize the 'beads on a string' look to damage smokes. Also new to this version is:
darker ejected shells and animations
muzzle flashes/smokes for planes and vehicles
disables tracer smoke trails for AA(unfortunately this includes some 20mm equiped aircraft)
disables armor main gun smoke trail
and tweaking of other effects

I have also included HG & P's ricochet/2D smoke trail code for .50s, with the smoke parts tweaked by me. Aircraft tracer smoke is now very faint. This is my remedy for the squaring off of the effect by the windscreen. This mod is still only intended for and tested on a 4.09m/UP2.01 install. This mod does NOT change tracers.

Here is a short preview video.

http://www.youtube.com/watch?v=xruZiVa-0NY&feature=player_embedded

Download here:

https://www.mediafire.com/?v4ii75dozvlkkhm

Title: Re: LowerParticleEffects
Post by: CWMV on December 29, 2011, 11:10:14 PM
Beautiful...NEEDED for DBW!
Title: Re: LowerParticleEffects
Post by: Ribs on December 29, 2011, 11:34:15 PM
Absolutely brilliant! I echo what CWMV said , very much needed for DBW!

Ribs
Title: Re: LowerParticleEffects
Post by: wingflyr on December 30, 2011, 12:15:47 AM
WOW,great effects.
Title: Re: LowerParticleEffects
Post by: Mick on December 30, 2011, 01:42:48 AM
Such a beautiful mod is one of the best ways to put an end to 2011 Steppenwolf ...!!  :D

THX a lot for sharing and all the best to you and your next mods in 2012 ...!!  :P
Title: Re: LowerParticleEffects
Post by: Königstiger on December 30, 2011, 02:24:32 AM
Simply brilliant  8)
Amazing effects, and they seem very realistic

for V2 : In my opinion the smoke could be a bit darker/ black  ;)

Greetings,
Hendrik
Title: Re: LowerParticleEffects
Post by: Roger Smith on December 30, 2011, 02:29:15 AM
awesome will probably need it myself
Title: Re: LowerParticleEffects
Post by: crimar on December 30, 2011, 06:38:48 AM
Hi, Steppenwolf: thanks for your work and sharing with us.

I have found a bug when readind the Black Death track: the game freezes exactly at 1:17 (tracers of IL-2 attacking are seen).

Before testing your mod, I have disabled all other mods with effects, and set effects=0 in conf.ini. I am using IL2 selector 3.06 from SAS on a custom install (not UP2.01).

Not tested further yet.

Cheers.

EDIT: I think that the problem is with the rockets because the IL-2 is firing rockets just after 1:17.
Title: Re: LowerParticleEffects
Post by: GilB57 on December 30, 2011, 07:05:52 AM
Hi there ! great mod !

Also found another bug:
Tested on IL2-UP2.01+MDS1.13.
Loaded a mission in  cooperative mode (as host) and game freezed at 100% loading mission.

I finally found that deleting all Front Markers from mission file allowed the mission to be fully loaded and playable... ?!?
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on December 30, 2011, 07:23:46 AM
Hi crimar,
I'm not sure what that could be??? I've watched The Black Death a thousand times and have had no issues. Are you able to look in the log file? I believe the il2 is also firing its cannons too, so that could be something, but again not sure. I see that you are using selector 3.06. This mod was not tested on that selector or any other. See also below, possibly related???

Hi GilB57,
Have you used Plutonium with MDS1.13? If that worked then the only thing I can think of right now is maybe the extended rocket code is doing something. This might help crimar too. The code is 8CFCD632574D5B72, put a minus in front of it then reload the game. Let me know what happens.

Steppenwolf
Title: Re: LowerParticleEffects
Post by: crimar on December 30, 2011, 09:17:24 AM
By disabling 8CFCD632574D5B72, the game is ok with black Death.
I have found an old mod in conflict with your mod (it uses 8CFCD632574D5B72 too): Armement Aléatoire from Josse (random weapons).
When I disable this one, your mod works well. As I want Josse's mod, I will disable all concerning rocket in your mod to keep all working together.

You made a good work with LowerParticleEffects. Many thanks again.

Cheers.
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on December 30, 2011, 09:27:43 AM
crimar,
I'm glad to hear you got it working and thank you for the kind words.

CWMV, Ribs, Wingflyr, Mick, Konigstiger, Solo_wing_Pixy, GilB57 - thank you gentlemen.

Best wishes,

Steppenwolf 

Title: Re: LowerParticleEffects
Post by: zack on December 30, 2011, 10:11:50 AM
Hello Steppenwolf!
It is absolutely must-have-amazing mod!
Any chance to implement for DBW?
Thanks for Your work.

Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on December 30, 2011, 10:37:18 AM
Hi, Zack.
Thank you! As far as DBW concerned, I'm just not sure yet. 

Thanks again,

Steppenwolf
Title: Re: LowerParticleEffects
Post by: MANYSH on December 30, 2011, 11:13:32 AM
*Steppenwolf* why effects=0 ? i just use sanka files, to get this work with Up3 ( i don't have 4.09m ) and seems fine with effects=1, so why 0 ? it is few things with i don't like, but apart from that, it is great mod. Thank you
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on December 30, 2011, 11:56:57 AM
Hi, Manysh.
I've never really been fond of the shadows for effects in IL2, they flicker too much, so I don't use them. I was just stating that I "only" tested it on a 4.09m/UP2.01 install with effects=0, but I believe the mod will function fine with effects=1. Sorry for the confusion.

Steppenwolf
Title: Re: LowerParticleEffects
Post by: shardana on December 30, 2011, 11:59:06 AM
I love it! the only thing i would change is the shape of damaged engine smoke, sort of balls of smoke one after the other, like in a necklace.... but the colour is just amazing... thanks indeed!
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on December 30, 2011, 12:35:42 PM
Hi, shardana.
I'm glad you like the colors! Yeah, I know what you mean all to well about the smoke. That's were particle count comes into play. Increasing the particle and emit frequency(relatively) of the effect will make the smoke contrail fuller and continuous, but with all four engines smoking on a bomber you'll most likely get fps loss or screwy textures. What you speak of becomes more noticeable the faster an aircraft travels, especially when it's falling fast toward the ground. I tried to keep things running as smoothly as possible and balanced looks wise. I for one would rather have smooth combat and take the lower particle smoke than vice versa. Check out the aircraft smoke damage in BattleField 3! Apparently, high particle smoke is still a problem - even for new games! Run the f4f vs. Gm??, forgot the name, .trk and watch it with fraps from the cockpit view. On my rig my fps dips to 56 with that .trk. That's about as low as I'd like the fps to get.

Thanks again,

Steppenwolf



Title: Re: LowerParticleEffects
Post by: shardana on December 30, 2011, 12:51:28 PM
Thank you Steppenwolf! anyway great job yours! I'll check that video you talk about...
Title: Re: LowerParticleEffects
Post by: GilB57 on December 31, 2011, 05:49:33 AM
Quote
Have you used Plutonium with MDS1.13? If that worked then the only thing I can think of right now is maybe the extended rocket code is doing something. This might help crimar too. The code is 8CFCD632574D5B72, put a minus in front of it then reload the game. Let me know what happens.

I disabled all other effects mods before... except "stock clouds" (don't like newer ones)
(I previously used Uranium, Plutonium, and other effects mods without problem)

I did disabled the file you specify without success : mission loading keeps freezing the game at 100%.  :(
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on December 31, 2011, 08:09:24 AM
Hi, GilB57.
I've tested with 'quick mission' and 'full mission' builder and everything seems okay over here. 'Single missions' seem okay too mostly. I do get some errors with 'Single Missions'(Bf109G-6Late/"String Index out of range:4"???), but that happens with or without this mod so I don't think it's the cause in that situation. The only other thing I can think of is renaming it so it loads first. As far as 'Front Markers go', I have no idea what that's about! I'm stumped here. Everything else in the mod is .mat, .tga's, and .eff's, so I don't see why those files should cause problems with loading. Can you access the log file from the mission loading failed screen? I've forgotten what version of Plutonium I started with(v1.3?), but could it be that there's a class file conflict with one of the other class files in another mod you're using. I would do a search for, gulp, every class file in the mod to see if that could be it. Sorry.

Pondering,

Steppenwolf 
Title: Re: LowerParticleEffects
Post by: GilB57 on January 01, 2012, 05:39:45 AM
Quote
Can you access the log file from the mission loading failed screen?

Unfortunately no, because the only way to escape when the game is freezed is to kill the process !

(info: this problem occured on a mission I made for one my biggest mod-maps : Westfront40... didn't had time to make other tests until now ...)
Title: Re: LowerParticleEffects
Post by: zack on January 01, 2012, 09:05:27 AM
Generaly speaking - is it possible to install this mod over 4.10/Dark Blue World?
Title: Re: LowerParticleEffects
Post by: hguderian on January 01, 2012, 09:09:27 AM
No cause it's for 409 patch and not for 410.1 so you go into classes incompatiblity.

You can use only those effects of it which not depends from class files.

Cheers
Title: Re: LowerParticleEffects
Post by: zack on January 01, 2012, 09:23:59 AM
Thank You Guderian!
Any chance in the future for conversion into v. 4.10?
Happy New Year!
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 01, 2012, 09:51:44 AM
Thank you hguderian. Yes, Plutonium mod has MANY class files and I have no idea what they do or even how to make sense of them. I have not looked into 4.10 yet, but I see sanka has brought Plutonium v2 to 4.10. If they're similar then I don't see why not. But if they're not similar then the effects will not look right. It will be a bit before I can look into it though.

Happy New Year to everyone!

Steppenwolf
Title: Re: LowerParticleEffects
Post by: Bee on January 02, 2012, 01:21:03 AM
I don't run 409 any more sadly, but I overwrote all the folders/textures in sanka's Plutionum pack with the low-particle mod stuff (not the class files though) and it worked. 
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 02, 2012, 12:17:02 PM
Thanks for the heads up Bee. 
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 02, 2012, 02:16:53 PM
Hello ~Jagdwaffe~. Yeah, I only tested on 4.09m. I tried to keep the particle count and emit frequency for all the effects at the minimum I thought I could get away with. Classfiles I haven't altered. Effects=0 helps, because it gets rid of effects shadows.
Title: Re: LowerParticleEffects
Post by: Alex T. on January 09, 2012, 06:03:12 PM
please please please make this available for 4.10! It just kicks ass compared to any other fx mod!!!
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 11, 2012, 06:12:10 AM
Thanks Alex T.! I'm glad you like the mod. I'm going to wait a little bit longer before I start up again though. I'd like to see what's going to happen with the new 4.11 patch first.

All the best,

Steppenwolf
Title: Re: LowerParticleEffects
Post by: MANYSH on January 11, 2012, 06:19:01 AM
please please please make this available for 4.10! It just kicks ass compared to any other fx mod!!!

 i may be wrong, but Plutonium Universal Max Effects is available for 4.10 so if you just swap class files from 4.10 to Steppenwolf effects, it may work ;)
Title: Re: LowerParticleEffects
Post by: gianluca on January 13, 2012, 08:08:40 AM
Hi Steppenwolf, thks a lot for this mod! It works perfectly in my 409UP201 and also in my Histomod install: finally no more fps drops with rockets!!!
Best regards,
Gianluca
Title: Re: LowerParticleEffects
Post by: Roger Smith on January 13, 2012, 08:42:47 AM
crashes whenever I use Sidewinders

EDIT: putting "--" in front of the 8CFCD632574D5B72 file fixed it. what does that file do?
Title: Re: LowerParticleEffects
Post by: Epervier on January 13, 2012, 03:18:33 PM
crashes whenever I use Sidewinders
EDIT: putting "--" in front of the 8CFCD632574D5B72 file fixed it. what does that file do?
Rocket.class !
Logic!  ;)
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 13, 2012, 06:46:19 PM
Thank you gianlucabagatti!
Yes, the class file that will cause compatiblity issues for some is for the extended rocket smoke trails. Any other mod that uses that class file, see first post for class file name, will probably not work right. Disabling the class file will make your rockets only have a smoke trail for about 1-2 seconds, instead of all the way to their target. This one class file is the only major difference, code wise, between Plutonium and LowerParticleEffects. I haven't tested with Histomod, but if Plutonium works with that mod pack then disabling that one class file should make things okay...I think.

Best regards,

Steppenwolf 
Title: Re: LowerParticleEffects
Post by: Epervier on January 14, 2012, 04:42:49 AM
Currently I'm testing in my UP2.01 your mod with the effects of pack French C6.
A strange mixture! No ?  :D
Everything works fine... for now!  ;)

Very nice work! thank you very much !  :) :)
Title: Re: LowerParticleEffects
Post by: gianluca on January 14, 2012, 11:00:58 AM
I did something similar mixing some Histo effects (and to avoid class conflicts I simply disabled all java classes!) with these ones and all is working very very well!
Gianluca

PS: of course this is only for my personal use Steppenwolf!
Title: Re: LowerParticleEffects
Post by: joycecaster on January 15, 2012, 01:58:20 PM
Sorry! I got the following after a couple of 30% CTD's loading the Defence of the Reich DCG campaign after installing this mod before Plutonium in DBW 1.6...


WARNING: ****( Unexpected txr reload (tfTranspBorder): '3DO/Effects/TEXTURES/WhiteSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped -1 -> 0 (delta = 1) to Range 0..32
INTERNAL ERROR: Can't open file 'Effects/TEXTURES/burnfire0.mat'
WARNING: object 'Effects/TEXTURES/burnfire0.mat' of class 'TMaterial' not loaded
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$MustangMkI'
Initializing DirectSound playback device...
Primary buffer created.

Title: Re: LowerParticleEffects
Post by: zack on January 15, 2012, 02:28:15 PM
Sorry! I got the following after a couple of 30% CTD's loading the Defence of the Reich DCG campaign after installing this mod before Plutonium in DBW 1.6...

Hi Joyster, please mind that this mod is dedicated for 4.09 ONLY.
DBW is based on 4.101m.
Title: Re: LowerParticleEffects
Post by: ben_wh on January 15, 2012, 03:24:16 PM
I don't run 409 any more sadly, but I overwrote all the folders/textures in sanka's Plutionum pack with the low-particle mod stuff (not the class files though) and it worked. 

Did what Bee suggested and it worked.  Very impressive.  Do hope some day that there will be a 4.1x version but for now this delivers great visual with relatively small impact on FPS.  Thank you very much for this work.
Title: Re: LowerParticleEffects
Post by: joycecaster on January 15, 2012, 04:43:06 PM
 :-[

Oops

Schoolboy error

RTFM

etc...
Title: Re: LowerParticleEffects
Post by: ben_wh on January 19, 2012, 04:28:55 AM
Steppenwolf,

Thank you for this effect pack.  I got it to work under DBW together with plutonium effect by only replacing the .eff, .mat and the texture but leaving the class files alone in that effect pack.

I have a question regarding one of the effect:  sometimes when an aircraft got hit by gunfire (prob. large caliber or cannon), a strange thick black smoke 'cloud' appears and just suspended in the sky - do you know which file govern that effect and how can I disable just that effect?  I suspect that it is something within effect/aircraft/ *.eff but would like to leverage your expertise.  Your help very much appreciated.

Thank you,
Title: Re: LowerParticleEffects
Post by: Mick on January 19, 2012, 04:44:09 AM
... I have exactly the same "bug", black cloud that stays a very long time suspended in the sky (4.09m, no pack, all java classes deleted otherwise the mod wouldn't work)
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 19, 2012, 07:23:19 AM
That's probably the BlackMediumSPD .eff. The file path is 3DO/Effects/Aircraft. To find out what and where an effect happened, I made things strange colors and sizes so they would stand out for me to change. I was never able to get that effect to pop up anywhere. What Plane(s) were you guys flying? I suspect though that the issue has to do with class files being different with DBW. There's other .effs within Plutonium that don't seem to show up anywhere too. But with the class file changing/swapping they might show up as strange looking effects with other MOD packs. I left them strange in the hopes that I'd see them one mission. The .effs in the Aircraft folder with "SPD" or "TSPD" in the names are damage smoke trail effects, or sometimes jet exhaust(in the case of BlackMediumTSPD)...at least this is case with Plutonium.

First step: record an instance of the effect happening.

Second step:
To be sure BlackMediumSPD .eff is it, change the RGB lines from this:

Color0 0.1 0.1 0.1 1.0             
Color1 0.1 0.1 0.1 0.00

To this:

Color0 1.0 0.0 0.0 1.0
Color1 1.0 0.0 0.0 0.00

That should make the black thing hanging in the sky be red. If that happens then we've got the right .eff!

If you don't care to mess around with changing the effect into something usable just change the same lines to this:

Color0 0.0 0.0 0.0 0.0
Color1 0.0 0.0 0.0 0.0    (this will render the effect invisible)

For those that want to change the effect into a usable contrail let me know if we've got the right .eff. It's 9am here and I've got to go to work now. I'll check this today to see what's happening. Thanks.

Steppenwolf


Title: Re: LowerParticleEffects
Post by: ben_wh on January 19, 2012, 10:13:14 AM
Steppenwolf,

Thank you for the quick response and useful advice.

The test worked perfectly. It is indeed BlackMediumSPD.eff.  I can see that this can be an useful effect, but perhaps with some tweaking.   Would love to find out what the parameters within these files mean - will experiment more once I have time to test.

Question: I trust that turning this invisible would not affect other effects in your pack?

Thanks again,
Title: Re: LowerParticleEffects
Post by: gianluca on January 19, 2012, 10:58:42 AM
Hi Steppenwolf, tried the second option, it works! Thks a lot!
Gianluca
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 19, 2012, 11:10:32 AM
You're welcome, ben_wh. And changing the visibilty on that .eff will only alter that effect. Though there are some instances where that isn't the case. I'm not sure if this is happening because of something I missed or because DBW is accessing an .eff that Plutonium class files don't. I can't be sure what swapping tga's, effs, and mat files will change because I haven't tested this mod on DBW. Though I imagine many things could get goofed up through class file omission. Still, I left that one .eff black so I could see/identify it clearly, but I could never get it to show up. Do you mind telling me what plane it happened with so I can test this issue further? Thanks.

Steppenwolf
Title: Re: LowerParticleEffects
Post by: ben_wh on January 19, 2012, 11:32:08 AM
Thank you again, Steppenwolf.

I've only had the chance to test this in limited number of planes.  Two of these are B-25C-25NA, and P-47D-10.  This is especially visible with the B-25, and when attacking in a cannon-armed plane (hypothesis: due to damage incurred?)

Cheers,
Title: Re: LowerParticleEffects
Post by: Mick on January 19, 2012, 11:55:19 AM
... same with me, tried :

Color0 0.0 0.0 0.0 0.0
Color1 0.0 0.0 0.0 0.0    (this will render the effect invisible)

... and gone is the black long lasting cloud ...  :P

Thanks for the "after sales service" Steppenwolf ...!!  :D
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 19, 2012, 12:02:42 PM
Okay, ben_wh. That helps! Then it looks like DBW ***MIGHT*** be using that effect differently because of class file omission. As it goes with 4.09m/UP2.01/LowerParticleEffects, BlackMediumSPD.eff was not used at all as far as I'm aware(but I'll still have to test that with the planes you've suggested). And its sister effect("damage contrails" have two parts), BlackMediumTSPD.eff, is a jet exhaust contrail! Each damage contrail has a ground version too, not sure about that one because I'm not at my computer right now. If anyone wants to try an easy experiment/contrail tutorial I'll post a suggestion later tonight(I'm at work on lunch right now). Thanks.

Steppenwolf
Title: Re: LowerParticleEffects
Post by: ben_wh on January 19, 2012, 12:59:53 PM
Steppenwolf,

Thank you for all the help.  I have for now disabled those black cloud but I'm intrigued by the inner workings of these files.

Since I adapted your low particles effect to work in the Plutonium effect pack for DBW environment, my hypothesis is that this has something to do with how plutonium pack handles the effect in question as well.  So I took a look at both files - the first one is from your BlackMediumSPD.eff, and second one from the plutonium pack:

Low Particle Effects:

[ClassInfo]
   ClassName TParticlesSystemParams 
[General]
  MatName ../TEXTURES/JetSmoke.mat   
  Color0 0.1 0.1 0.1 1.0
  Color1 0.1 0.1 0.1 0.00 
  nParticles 8
  FinishTime -1.0
  MaxR 0.0
  PhiN 0.0
  PsiN 0.0
  LiveTime 100.0 
  EmitFrq 10.0 
  EmitVelocity 5.0 0.0 
  EmitTheta 0.0 0.0
  GasResist 1.0
  VertAccel 0.25
  Wind 0.0
  Size 50.0 100.0
  Rnd 0.1

Plutonium Pack for DBW

[ClassInfo]
   ClassName TParticlesSystemParams 
[General]
  MatName ../TEXTURES/JetSmoke.mat   
  Color0 0.50 0.50 0.50 0.0
  Color1 0.50 0.50 0.50 0.00 
  nParticles 2
  FinishTime -1.0
  MaxR 0.0
  PhiN 0.0
  PsiN 0.0
  LiveTime 0.1 
  EmitFrq 0.2 
  EmitVelocity 0.0 0.0 
  EmitTheta 0.0 0.0
  GasResist 1.0
  VertAccel -0.5
  Wind 0.0
  Size 0.0 0.0
  Rnd 0.1

The differences in Livetime and EmitFrq parameter between the two caught my eyes ...

I also checked the file they called - Jetsmoke.mat - the .mat files in both case have the same entries, although the texture file (.tga) they called are different in sizes.  I trust that you have reduced the size of the low particle effect tga file to improve performance?

Fascinating ...

Thank you again,

Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 19, 2012, 01:12:50 PM
Mick and gianlucabagatti - you're welcome very much.
ben_wh - In both instances the effect was meant to be invisible or void. I'll explain the parameters tonight. Are the class files(number of class files and names) the same in LowerParticleEffects(LPE) as in Plutonium for DBW? I really think something must be different there. Thanks.

Steppenwolf
Title: Re: LowerParticleEffects
Post by: ben_wh on January 19, 2012, 01:37:49 PM
Are the class files(number of class files and names) the same in LowerParticleEffects(LPE) as in Plutonium for DBW? I really think something must be different there. Thanks.

Steppenwolf

In my case it has got to be (and I verified - number of files and names), since I used the class files in the plutonium pack, but replaced effects and textures files from, that pack with yours to avoid a conflict with the 4.10.1m installation.

Thanks,

Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 19, 2012, 02:21:29 PM
When I get home I'll DL the DBW Plutonium effects and swap the class files into the 4.09m/Up2.01 LPE mod and see what happens.

Steppenwolf
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 20, 2012, 01:00:03 AM
I tried installing Plutonium Effects for DBW and UP3.0 on a 4.09m/UP2.01 install tonight by swapping the 3DO and Effects folders only(keeping the UP3.0 and DBW class files unchanged). Both attempts, unfortuneately, caused freezes when trying to load .ntrks or missions. I was hoping to get some insight into what you guys are seeing in DBW, but it didn't work. My rig's not set up for another install of IL2 right now, so I can only guess at what effects a DBW install produces using LowerParticleEffect(LPE).


If anyone is interested in trying to make their own effects for IL2 though, please read on. I'll do my best to describe what I know of the .eff and its nuances.


First off, the .eff files control the effects - explosion, debris, smoke, sparks...what have you. The .eff draws from the .mat file. The .mat file basically determines what's done with the .tga file. The .tga file is the single image that the effect(.eff) is made from. I hope that makes sense.

.mats are really mostly beyond me! I just looked at what other people did with their .mats and experimented by swapping. Grey scale .tgas and those with alpha channels come into play here. This is a whole other subject though.


Here's what the BlackMediumSPD.eff looks like when you open it with Notepad. Set Notepad as your default program to open .effs. For DBW users new to effects this is a great place to start since you know what the effect produces already - a big black patch! So any changes you make will be quite noticeable. Again, LPE is not intended for DBW - I'm just using it for example purposes.

File path - 3DO/Effects/Aircraft/BlackMediumSPD.eff

[ClassInfo]
   ClassName TParticlesSystemParams 
[General]
  MatName ../TEXTURES/JetSmoke.mat   
  Color0 0.1 0.1 0.1 1.0
  Color1 0.1 0.1 0.1 0.00 
  nParticles 8
  FinishTime -1.0
  MaxR 0.0
  PhiN 0.0
  PsiN 0.0
  LiveTime 100.0 
  EmitFrq 10.0 
  EmitVelocity 5.0 0.0 
  EmitTheta 0.0 0.0
  GasResist 1.0
  VertAccel 0.25
  Wind 0.0
  Size 50.0 100.0
  Rnd 0.1

Here's a breakdown for the BlackMediumSPD.eff(most .effs follow the same rules, but there are some exceptions though):

[ClassInfo]
   ClassName TParticlesSystemParams...rarely have I messed with this one.
[General]
  MatName ../TEXTURES/JetSmoke.mat...determines what(and where) .mat(texture/.tga) to pull from. This is the single image that will be generated as an effect.   
  Color0 0.1 0.1 0.1 1.0.....controls first half of the color of the effect (Red/Green/Blue/Tranparency scale)
  Color1 0.1 0.1 0.1 0.00.....controls second half-the 0.00/0.0 makes eff fade away smoothly because transparency is zero. 
  nParticles 8...important-body of the effect/tga genereated!
  FinishTime -1.0...time before effect stops emitting particles(particles=.tga!). A negative one(-1.0) makes the effect emit continuously. A 0.5 would make the effect emit for half a second...roughly. All contrails/fire for inflight aircraft damage/smoke most have a -1.0 in them! Failure will result in odd things. Non SPD and TSPD effects don't have to have -1.0 as FinishTimes. Compare the effects for EngineStart2 with others to get an idea of what timings can do. See also ground explosions and vehicle smokes.
  MaxR 0.0...rotation of the .tga as far as I know.
  PhiN 0.0...not sure, could never really see any change with this one. It's got to do something though???
  PsiN 0.0...rotation of the .tga as far as I know. An internal error will tell you when you've entered to high a value here.(20.0-30.0 if I remember correctly???)
  LiveTime 100.0...amount of time the effect is totally visible. 
  EmitFrq 10.0...how many times the .tga/particle is replicated. Changing this value can result in breaks in your contrail, or make it continuous! It's used in conjunction with nParticle, FinishTime, and LiveTime. Higher numbers will bunch your particles together, lower values do the opposite.
  EmitVelocity 5.0 0.0...speed at which the particles emit- beginging/end. Think of it as a bullet leaving the barrel. +or- values 
  EmitTheta 0.0 0.0...this controls the spread(like a shotgun blast)-beginging/end.
  GasResist 1.0...this is the force pushing back/down upon the effect-important! I like to picture it as an invisible dome.
  VertAccel 0.25...how fast the effect climbs vertically(positive value) or gets pulled back down(negative value).
  Wind 0.0...how far and fast the effect moves sideways - like a wind gust.
  Size 50.0 100.0...this is an easy one- beginging/end
  Rnd 0.1...this puts stops in the effect, like pauses or stripes in a candy cane.

The more you experiment with the above parameters the more you'll see how closely and similarily they react with, and depend upon/void, one another. Sorry to sound so cryptic, but I don't have the language to describe their behaviors fully. And any experimentation you do would probably be worth a thousand of my words. Key things to pay attention to are nParticle count, EmitFrq, and the effect timings! These will have the most affect on FPS!!! The three are crucial in making a long contrail effect too. Negative values also come into play in some parameters, like ground smokes. Cross reference ground explosions for more value options. File path for those is - Effects/Explodes/...
If you get a clamp error in the log then you most likely don't have enough particles in your effect to match the LiveTime you entered.

To isolate an effect(s): change color values and sizes into something more noticeable(see example below). ***This is the method I used to figure out what everything did in Plutonium.***

Color0 1.0 0.0 0.0 1.0...=red
Color1 1.0 0.0 0.0 0.0

Color0 0.0 1.0 0.0 1.0...=green
Color1 0.0 1.0 0.0 0.0

Color0 0.0 0.0 1.0 1.0...=blue
Color1 0.0 0.0 1.0 0.0

Color0 0.1 0.1 0.1 1.0...=black
Color1 0.1 0.1 0.1 0.0

Color0 1.0 1.0 1.0 1.0...=white
Color1 1.0 1.0 1.0 0.0

Contrail Example: The BlackMedium damage contrail is made up of three parts(.effs)-
first two parts(BlackMediumSPD.eff and BlackMediumTSPD.eff) these control the contrail "in flight".
second part(BlackMediumGND) controls the effect once the plane has landed and is moving without much speed on the ground.

Try to isolate the effects BlackMediumSPD.eff and BlackMediumTSPD.eff by changing their color values into some of the above examples. Use this method to pin point any effect you want to change later on as well. This is for DBW users only. 4.09ers, keep reading for an experiment you can try.

Record a .trk of the effects happening once you've isolated them.

Look at the parameters that myself and other modders have used for .effs with SPD and TSPD in the name to give you an idea of what numbers produce the contrail shape. Also, cross reference color values to get an idea of what color numbers produce what colors. And, try experimenting with other .tgas. Use FRAPS to test the FPS of your effects. The nParticles for LPE effects are at what I think is the minimum level already- the timings might be a bit confusing, but the particles are at a low starting point. Increase in the nParticle and EmitFrq will be the biggest FPS eaters. Large .tga files also affect game performance.

An easy way to see the contrail effect, for any install(4.09 or DBW) with LPE, is to change the color values of BlackHeavySPD and BlackHeavyTSPD to some of the above examples then watch the fourth allied plane in P38vsKI84 .ntrk. This will show you the basic layout of the two heavy smoke effects in LPE simultaneously, with one highlighted in the colors you specified. I think this will make things clearer for anyone reading this. And it's an easy thing to try if you've been interested in messing with effects.


Like anything else, IL2 has many limits - kind of like this tutorial! Check the effect you're working on by hitting Shift-Tab in game to bring up the log file. If you see an INTERNAL ERROR, then something you entered is wrong or out of parameter for the game. Distinguishing between Internal Errors is also something to study further on down the line. Use the color trick to find what .effs control what effects and use .trks to record the effects you are trying to isolate. Make changes one at a time and reload your game to see what happened. This is where having a .trk with the effect you're testing will come in handy. I wouldn't be surprised if I loaded my game a thousand times while trying to make LPE. I hope some of this information can help others in bringing more to our beloved IL2. Contact me via PM, or just ask here so others can read, for any further info. Good luck!

Steppenwolf





Title: Re: LowerParticleEffects
Post by: ben_wh on January 20, 2012, 01:11:46 AM
Steppenwolf,

This is great help - and let me go from just enjoying the end result of a mod to understanding what's behind the scene, with the knowledge to begin experimenting.  Thank you again - not only for the mod but also an education.


Cheers, 
Title: Re: LowerParticleEffects
Post by: Verhängnis on January 20, 2012, 01:57:29 AM
I reference you to my topic, with this and other help I have finally filled all the entries with some brief explanation:

https://www.sas1946.com/main/index.php/topic,21098.0.html

Also are links to every other topic on effects subject.  ;)
Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 20, 2012, 08:34:28 AM
You're welcome ben_wh. Please post any questions here if you have any.
Verhangnis, thank you for sharing on this topic. I hope our information will be useful to other modders.

Good luck!



Title: Re: LowerParticleEffects
Post by: *Steppenwolf* on January 23, 2012, 12:00:02 AM
Version 2 available for download, see first post. In this version I reworked the heavy and light aircraft damage smoke, flaks, explosions, and V1 and V2 contrail. I was unable to get my video capturing software to record at a high FPS, but the mod itself performs relatively well.

Best regards,

Steppenwolf
Title: Re: LowerParticleEffects
Post by: CWMV on January 23, 2012, 12:45:15 AM
Fuel tank fires at 1:30
Air bursts at 1:40
Small flak puffs and the thick, oily smoke from heavily burning aircraft. The dirtier nature of explosions and impacts. Less hollywood effects!

Just Wow. Seriously this is beautiful stuff.
Title: Re: LowerParticleEffects/V2
Post by: ben_wh on January 23, 2012, 05:50:47 PM
Steppenwolf,

Congratulation on this new version - agree that it is very realistic looking and works well without huge FPS sacrifice.

Cheers,

Title: Re: LowerParticleEffects/V2
Post by: *Steppenwolf* on January 23, 2012, 07:57:52 PM
CWMV & ben_wh,
I'm glad you guys like it. And thank you both for the kind words.

Steppenwolf
Title: Re: LowerParticleEffects/V2
Post by: CWMV on January 23, 2012, 09:19:14 PM
Well I liked the video.
Still cant use it... :(
But I wait patiently!
Title: Re: LowerParticleEffects/V2
Post by: PO_MAK_249RIP on January 27, 2012, 02:58:33 AM
Installed this over Plutonium for DBW without the classfiles - works a treat for me !!
Title: Re: LowerParticleEffects/V2
Post by: CWMV on January 28, 2012, 09:07:14 PM
Well if you really wanted to you could just replace the TGA's/textures in plutonium with these and probably have a pretty good approximation.
I however will opt for waiting for the 4.10 version. its just too beautiful for me to foul up!
but I will ask this, whats the tga for the aircrat burning/flame effects? I really like them!
Title: Re: LowerParticleEffects/V2
Post by: Roger Smith on January 29, 2012, 12:21:17 AM
dude, your filming skills are kick ass. I assume the camera shaking is from the TrackIR/FaceTrack mod.
Title: Re: LowerParticleEffects/V2
Post by: *Steppenwolf* on January 29, 2012, 05:33:56 PM
Thanks CWMV! Actually, the tga for the fires is from Plutonium. The fire effects for burning aircraft, inflight and on the ground, are at: 3DO/Effects/Aircraft...FireSPD and FireGND. Sadly, swapping .tgas will only replace the single image that the effect is made from. While this is very important, it is only half the effect though. The rest is the .eff parameters. This controls everything that makes the .tga "perform", for lack of a better word, the way you want it to. Either way, I'm glad you're digging it!

Solo_wing_Pixy,
Thanks for the compliment! I use TrackIR, but my videos were recorded with a mouse. I think it's being zoomed in that makes it look shaky.
Title: Re: LowerParticleEffects/V2
Post by: ben_wh on January 29, 2012, 09:17:37 PM
Thanks CWMV! Actually, the tga for the fires is from Plutonium. The fire effects for burning aircraft, inflight and on the ground, are at: 3DO/Effects/Aircraft...FireSPD and FireGND. Sadly, swapping .tgas will only replace the single image that the effect is made from. While this is very important, it is only half the effect though. The rest is the .eff parameters. This controls everything that makes the .tga "perform", for lack of a better word, the way you want it to. Either way, I'm glad you're digging it!


Indeed, I used the Plutonium pack as the base and overwrote with Steppenwolf's texture (.tga) and effect (.eff) files.  It is working very well so far.  The low particles effects enable a very dense 'smoke-filled' environment in ground attack missions and still allows a smooth frame rate, which gives a strong - but not overblown - feeling of carnage in the battlefield.   Very nice work.

Thanks again,
Title: Re: LowerParticleEffects/V2
Post by: zack on January 31, 2012, 02:49:42 AM
Indeed, I used the Plutonium pack as the base and overwrote with Steppenwolf's texture (.tga) and effect (.eff) files.  It is working very well so far.  The low particles effects enable a very dense 'smoke-filled'(...)

Hi Ben,
Could You upload somewhere this merged mod? Steppenwolf's mod is amazing, but I'm running DBW only, no more 4.09 m version...
Actually - I'm desperately looking for this kind of heavier smokes (which I do really miss a lot in Plutonium!):

(https://www.sas1946.rocks/images/imageshit/img811/1618/smokes.png)

Thanks a lot in advance.
Title: Re: LowerParticleEffects/V2
Post by: ben_wh on January 31, 2012, 04:11:32 AM

Hi Ben,
Could You upload somewhere this merged mod? Steppenwolf's mod is amazing, but I'm running DBW only, no more 4.09 m version...
Actually - I'm desperately looking for this kind of heavier smokes (which I do really miss a lot in Plutonium!):

Thanks a lot in advance.

Zack,

Here's what I did - actually very simple. 

1)  Download the plutonium pack from here (make sure you select the right version, depending on whether you use the AI mod in DBW):

https://www.sas1946.com/main/index.php/topic,19849.0.html

2) Extract the files and set up a folder structure to use JSGME.exe in DBW (i.e. create the necessary folder, e.g.  #DBW_Plutonium_Effect_with_Low_Particles/#DBW/__0_Plutonium_Effect_w_Low_Particles/... within the jsgmemods folder in your DBW install)

3)  Download the latest low particles effect pack from the first page of this thread.  Extract to somewhere.

4)  Copy and merge the '3DO' and 'Effects' folders from the low particles pack to folders with the same names in the DBW plutonium effect folder you created in (2).  Overwrite when prompted.  (You can always re-extract the plutonium effect files from your original download).  Do _not_ copy any of the class file - those with names like '00B509F2DD168B52' - from the low particles pack.

5) Use JSGME.exe to activate your mod

This worked for me in a DBW 1.6 install.  Now, you may want to experiment with mixing and matching the effects in plutonium and low particles pack, and editing the .eff files as discussed by Steppenwolf in this thread. 

Hope this helps.

Cheers,
Title: Re: LowerParticleEffects/V2
Post by: zack on January 31, 2012, 05:12:18 AM
Thank You Ben,

4)  Copy and merge the '3DO' and 'Effects' folders from the low particles pack to folders with the same names in the DBW plutonium effect folder you created in (2).  Overwrite when prompted.  (You can always re-extract the plutonium effect files from your original download).  Do _not_ copy any of the class file - those with names like '00B509F2DD168B52' - from the low particles pack.

I don't understand this point - should I just simply move (copy/paste) folders "3DO" and "Effects" from "Lower Particles Pack" folder to "Plutonium" folder?

Thank You.
Title: Re: LowerParticleEffects/V2
Post by: ben_wh on January 31, 2012, 12:04:12 PM
Thank You Ben,

4)  Copy and merge the '3DO' and 'Effects' folders from the low particles pack to folders with the same names in the DBW plutonium effect folder you created in (2).  Overwrite when prompted.  (You can always re-extract the plutonium effect files from your original download).  Do _not_ copy any of the class file - those with names like '00B509F2DD168B52' - from the low particles pack.

I don't understand this point - should I just simply move (copy/paste) folders "3DO" and "Effects" from "Lower Particles Pack" folder to "Plutonium" folder?

Thank You.

Zack,

(Credit goes to Bee and MANYSH who suggested this approach)

1) Please look into the plutonium pack and you should find the '3DO' and 'Effects' folders.  they should be at the same level as a bunch of class files.

2)  Then look into the low particle effects pack and you should find two folders named '3DO' and 'Effects' respectively.  Again at the same level as a bunch of class files.

3)  Copy and paste those only two folders from (2) to (1), overwrite if prompted.  Leave the class files alone.

You are essentially replacing the texture effect from plutonium pack with those from low particles pack (in theory more FPS friendly).  See whether this works.

Cheers,
Title: Re: LowerParticleEffects/V2
Post by: zack on January 31, 2012, 01:36:09 PM
Thanks a lot Guys!
Works like a charm in DBW!
All the best.
z.
Title: Re: LowerParticleEffects/V2/V2.1
Post by: Roger Smith on February 01, 2012, 08:35:20 PM
I wonder why it's still having problems with my sidewinders. BUT that's the only problem with this awesome FPS AND Immersion booster
Title: Re: LowerParticleEffects/V2/V2.1
Post by: bertrand on February 19, 2012, 07:53:36 AM
Hi, Steppenwolf
First of all thanks a lot for your MOD. I find it……. awesome.

It works perfectly for now on my game v 4.09 m, even with the MOD pack C6, except when planes launch bombs. The game crash immediately.  Not tested further yet.
Before testing your mod, I have set effects=0 in conf.ini.
I suppose it’s a compatibility issue and more exactly the cause of this bug is a class file but which one?
Other thing: my log.file is ineffective. So I need your help.

Thank you in advance
Title: Re: LowerParticleEffects/V2/V2.1
Post by: *Steppenwolf* on February 19, 2012, 09:01:17 AM
Hello, bertrand. Thank you for the compliment.
Effects=0 is really just a suggestion. Effects=1 will give your IL2 effects ground shadows. I simply prefer no shadows(effects=0) because on my setup the shadows flicker a bit, especially with ground smoke on hills or mountains. And, 'no shadows' will give your computer a little boost when rendering effects.

I'm not sure if I understand what you mean by 'launching' bombs. Do you mean ground explosions specifically?

Unfortunately, you will have to go through your mods one by one to find any conflict, could be any effects mod however obscure. And like you suspected, anything with a class file in it could be the problem.

I believe you have to enable the log file first to help you pin point issues. https://www.sas1946.com/main/index.php/topic,9756.0.html)?

Here's a copy of my conf. Let me know if any of this helps, and please let me know of any mod conflicts and I'll add them to the first post. Thanks.


Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0

[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

[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]
Arcade=0
HighGore=1
mapPadX=0.6744792
mapPadY=-0.087037034
viewSet=57
Intro=0
NoSubTitles=1
NoChatter=1
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=0
TypeClouds=2


[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

[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=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=1
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=1
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=1
MusState.crash=0
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=2
SamplingRate=0
NumChannels=2
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=1
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=1
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=1

[rts]
ProcessAffinityMask=2
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=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

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
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=0

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=15
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Water=1
Effects=1

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
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=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=2

Sky=1
Forest=3
LandShading=3
LandDetails=2

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

VideoSetupId=17
Water=2
Effects=0
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0


Title: Re: LowerParticleEffects/V2/V2.1
Post by: bertrand on February 20, 2012, 05:30:59 AM
Hi Steppenwolf

Yes I did understand that effect=0 was just an option.
But that’s not the issue. I’ve the same trouble yet with the explosion effects (bombs or torpedoes impacts). Launching bombs is not of course the cause of it.

As I said already, my log.lst is ineffective because, according the “experts”, my game was installed on the wrong place on my hardware (program files).Though I need it. I use Windows 7. I must move the IL2 game to make the log.lst work and know at last why this MOD crashes my game.

Testing blindly every class file one by one seems to me very tiresome and finally hazardous.
Title: Re: LowerParticleEffects/V2/V2.1
Post by: *Steppenwolf* on February 20, 2012, 08:33:57 AM
Hey, bertrand.
You don't have to test blindly all the class files. Just look for any other mods that alter effects first(exhaust smoke, missile contrails, etc...). Then look to see which ones have class files in them. If any(mods) have similar class files to LowerParticleEffects then you'll probably have a conflict. Simply put a "-" in front of whatever mod is in question(example: -LowerParticleEffects), this will disable it, then load your game to see if that mod was the conflict. Also, know that everything in the MODS folder is loaded alphabetically. See first page for install instructions. All this you might already know, but it's where I have to start. Someone else will have to chime in on the log thing. Good luck.

Steppenwolf
Title: Re: LowerParticleEffects/V2/V2.1
Post by: bertrand on February 20, 2012, 10:07:53 AM
ok steppenwolf. Thanks for your advices. I'm going to do that.  ;)
Title: Re: LowerParticleEffects/V2/V2.1
Post by: bertrand on February 23, 2012, 05:09:02 AM
Hi Steppenwolf

This is what's giving my last log.lst about the bug in my game.
I do not understand anything in it. In your opinion, does it matter?

Certainly it's a conflict between your MOD and my Mod packC6 but where?
Please, can you help me?

Code: [Select]
[22.02.2012 8:25:01] ------------ BEGIN log session -------------
[8:25:01] OpenGL provider: Opengl32.dll
[8:25:02] OpenGL library:
[8:25:02]   Vendor: NVIDIA Corporation
[8:25:02]   Render: GeForce GTX 560M/PCI/SSE2
[8:25:02]   Version: 4.1.0
[8:25:02]   Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture 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_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_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
[8:25:02] Size: 1920x1080
[8:25:02] ColorBits: 32
[8:25:02] DepthBits: 24
[8:25:02] StencilBits: 8
[8:25:02] isDoubleBuffered: true
[8:25:02]
[8:25:02] *** Looking for Advanced CPU Instructions...
[8:25:02] [x] PentiumPro
[8:25:02] [x] Multimedia (MMX)
[8:25:02] [x] 3D (SSE)
[8:25:02] [x] 3D (SSE2)
[8:25:02] [-] 3D (3DNow)
[8:25:02] ColourBits 32, ABits 0, ZBits 24
[8:25:02]
[8:25:02] *** Looking for Render API Extensions ...
[8:25:02] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[8:25:02] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[8:25:02] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[8:25:02] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[8:25:02] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[8:25:02] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[8:25:02] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[8:25:02] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[8:25:02] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[8:25:02] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[8:25:02] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[8:25:02] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[8:25:02] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[8:25:02]
[8:25:02] Maximum texture size : 16384
[8:25:02] Maximum simultaneous textures :4
[8:25:02] MaxAnisotropic (1.0 = none) : 16.000000
[8:25:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 0.95 (delta = -4.05) to Range 0..0.95
[8:25:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[8:25:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[8:25:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[8:25:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 300 -> 100 (delta = -200) to Range 0..100
[8:25:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 300 -> 100 (delta = -200) to Range 0..100
[8:25:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 100 (delta = -100) to Range 0..100
[8:25:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 300 -> 100 (delta = -200) to Range 0..100
[8:25:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 300 -> 100 (delta = -200) to Range 0..100
[8:25:05] INTERNAL ERROR: Str2FloatClamp() - Clamped 1e+006 -> 16384 (delta = -983616) to Range 0.1..16384
[8:25:05] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 100 (delta = -400) to Range 0..100
[8:25:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 50000 -> 10000 (delta = -40000) to Range -1..10000
[8:25:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 50000 -> 8 (delta = -49992) to Range 0..8
[8:25:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 128 (delta = -4872) to Range 0.01..128
[8:25:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+009 -> 128 (delta = -2e+009) to Range 0..128
[8:25:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 300000 -> 15 (delta = -299985) to Range 0..15
[8:25:06] INTERNAL ERROR: Can't open file 'Effects/TEXTURES/burnfire0.mat'
[8:25:06] WARNING: object 'Effects/TEXTURES/burnfire0.mat' of class 'TMaterial' not loaded
[8:25:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 6 (delta = -4994) to Range 0..6
[8:25:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 128 (delta = -4872) to Range 0.01..128
[8:25:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+009 -> 128 (delta = -2e+009) to Range 0..128
[8:25:27] SectFile load failed: null
[8:25:27] java.io.FileNotFoundException
[8:25:27] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[8:25:27] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[8:25:27] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[8:25:27] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[8:25:27] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[8:25:27] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[8:25:27] at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:49)
[8:25:27] at com.maddox.sound.SoundPreset.get(SoundPreset.java:65)
[8:25:27] at com.maddox.il2.engine.Pre.loading(Pre.java:92)
[8:25:27] at com.maddox.il2.engine.cmd.CmdPreload.exec(CmdPreload.java:37)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:408)
[8:25:27] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[8:25:27] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[8:25:27] at com.maddox.il2.game.Main.exec(Main.java:419)
[8:25:27] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[8:25:27] Cannot load sound preset aeroflyby (java.lang.Exception: Invalid preset format)
[8:25:27] SectFile load failed: null
[8:25:27] java.io.FileNotFoundException
[8:25:27] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[8:25:27] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[8:25:27] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[8:25:27] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[8:25:27] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[8:25:27] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[8:25:27] at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:49)
[8:25:27] at com.maddox.sound.SoundPreset.get(SoundPreset.java:65)
[8:25:27] at com.maddox.il2.engine.Pre.loading(Pre.java:92)
[8:25:27] at com.maddox.il2.engine.cmd.CmdPreload.exec(CmdPreload.java:37)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:408)
[8:25:27] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[8:25:27] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[8:25:27] at com.maddox.il2.game.Main.exec(Main.java:419)
[8:25:27] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[8:25:27] Cannot load sound preset amflyby (java.lang.Exception: Invalid preset format)
[8:25:27] SectFile load failed: null
[8:25:27] java.io.FileNotFoundException
[8:25:27] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[8:25:27] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[8:25:27] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[8:25:27] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[8:25:27] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[8:25:27] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[8:25:27] at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:49)
[8:25:27] at com.maddox.sound.SoundPreset.get(SoundPreset.java:65)
[8:25:27] at com.maddox.il2.engine.Pre.loading(Pre.java:92)
[8:25:27] at com.maddox.il2.engine.cmd.CmdPreload.exec(CmdPreload.java:37)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:408)
[8:25:27] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[8:25:27] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[8:25:27] at com.maddox.il2.game.Main.exec(Main.java:419)
[8:25:27] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[8:25:27] Cannot load sound preset b17flyby (java.lang.Exception: Invalid preset format)
[8:25:27] SectFile load failed: null
[8:25:27] java.io.FileNotFoundException
[8:25:27] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[8:25:27] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[8:25:27] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[8:25:27] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[8:25:27] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[8:25:27] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[8:25:27] at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:49)
[8:25:27] at com.maddox.sound.SoundPreset.get(SoundPreset.java:65)
[8:25:27] at com.maddox.il2.engine.Pre.loading(Pre.java:92)
[8:25:27] at com.maddox.il2.engine.cmd.CmdPreload.exec(CmdPreload.java:37)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:408)
[8:25:27] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[8:25:27] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[8:25:27] at com.maddox.il2.game.Main.exec(Main.java:419)
[8:25:27] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[8:25:27] Cannot load sound preset b25flyby (java.lang.Exception: Invalid preset format)
[8:25:27] SectFile load failed: null
[8:25:27] java.io.FileNotFoundException
[8:25:27] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[8:25:27] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[8:25:27] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[8:25:27] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[8:25:27] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[8:25:27] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[8:25:27] at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:49)
[8:25:27] at com.maddox.sound.SoundPreset.get(SoundPreset.java:65)
[8:25:27] at com.maddox.il2.engine.Pre.loading(Pre.java:92)
[8:25:27] at com.maddox.il2.engine.cmd.CmdPreload.exec(CmdPreload.java:37)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:408)
[8:25:27] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[8:25:27] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[8:25:27] at com.maddox.il2.game.Main.exec(Main.java:419)
[8:25:27] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[8:25:27] Cannot load sound preset b29flyby (java.lang.Exception: Invalid preset format)
[8:25:27] SectFile load failed: null
[8:25:27] java.io.FileNotFoundException
[8:25:27] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[8:25:27] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[8:25:27] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[8:25:27] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[8:25:27] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[8:25:27] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[8:25:27] at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:49)
[8:25:27] at com.maddox.sound.SoundPreset.get(SoundPreset.java:65)
[8:25:27] at com.maddox.il2.engine.Pre.loading(Pre.java:92)
[8:25:27] at com.maddox.il2.engine.cmd.CmdPreload.exec(CmdPreload.java:37)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:27] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:27] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:408)
[8:25:27] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[8:25:27] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[8:25:27] at com.maddox.il2.game.Main.exec(Main.java:419)
[8:25:27] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[8:25:27] Cannot load sound preset bf109flyby (java.lang.Exception: Invalid preset format)
[8:25:27] SectFile load failed: null
[8:25:27] java.io.FileNotFoundException
Title: Re: LowerParticleEffects/V2/V2.1
Post by: Verhängnis on February 23, 2012, 05:45:24 AM
Not sure what the hell you did wrong but here is the problem it seems:

[8:25:28]   Cannot load sound preset tempflyby (java.lang.Exception: Invalid preset format)[8:25:28]   SectFile load failed: null
[8:25:28]   java.io.FileNotFoundException
[8:25:28]      at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[8:25:28]      at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[8:25:28]      at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[8:25:28]      at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[8:25:28]      at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[8:25:28]      at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[8:25:28]      at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:49)
[8:25:28]      at com.maddox.sound.SoundPreset.get(SoundPreset.java:65)
[8:25:28]      at com.maddox.il2.engine.Pre.loading(Pre.java:92)
[8:25:28]      at com.maddox.il2.engine.cmd.CmdPreload.exec(CmdPreload.java:37)
[8:25:28]      at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:28]      at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:28]      at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:28]      at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
[8:25:28]      at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
[8:25:28]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:408)
[8:25:28]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[8:25:28]      at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[8:25:28]      at com.maddox.il2.game.Main.exec(Main.java:419)
[8:25:28]      at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[8:25:28]   Cannot load sound preset tigerflyby (java.lang.Exception: Invalid preset format)[8:25:28]   SectFile load failed: null
[8:25:28]   java.io.FileNotFo[

And so on.... So disable whatever sound mod you are using, as it seems to be causing many problems. Can we get a good descritption of the game install you are using aswell, and when it crashes (%).
Title: Re: LowerParticleEffects/V2/V2.1
Post by: *Steppenwolf* on February 23, 2012, 11:42:54 AM
bertrand - The only thing I recognize is the 'INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 0.95 (delta = -4.05) to Range 0..0.95' stuff. As far as I know that happens when an effect's live time and particle count/emit frq are out of sink with each other. LPE should run without all that, so there's definitely a conflict with your mods setup. Is C6 pack the only other effects mod that could be conflicting? What is C6 by the way, what effects does it change? The rest of that log looks like graphics card and sound problems to me. I'm sorry, but I don't know what to do about that. Please post more info on your setup so more people can try to help with that.

Steppenwolf
Title: Re: LowerParticleEffects/V2/V2.1
Post by: Epervier on February 24, 2012, 01:22:22 AM
'INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 0.95 (delta = -4.05) to Range 0..0.95' stuff.
This is not a fatal error.
Just a warning that the program modifies some data itself.
Title: Re: LowerParticleEffects/V2/V2.1
Post by: *Steppenwolf* on February 24, 2012, 07:06:09 AM
Yes, Epervier is exactly right. Internal Errors will not crash your game. It is the game resolving an efficiency issue. My apologies, I was being proud.

Steppenwolf
Title: Re: LowerParticleEffects/V2/V2.1
Post by: CWMV on March 01, 2012, 12:30:25 AM
So I PM'd Steppenwolf, but figured Id ask the majority here too.

I'm having a peculiar effect with the combo of Plutonium and LPE.

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Sometimes when an aircraft is hit by gunfire it spews this block of smoke. In this shot the aircraft happens to be burning but that isn't always the case. When it does happen this block-o-smoke will just hang in the air, as is, forever.

Cant figure out why...

Title: Re: LowerParticleEffects/V2/V2.1
Post by: ben_wh on March 01, 2012, 01:05:06 AM
CWMV,

I had that experience before.  Can't remember exactly what I did to solve this but seem to remember that it was a class file related issue. 

1)  Make sure that you use the right plutonium pack (with or without AI version depending on whether you activate AI Mod in DBW).  Don't use the class files in LPE since they're for 4.09m.  DBW 1.71 comes with AI Mod as standard so you may have to use the plutonium for AI mode

2) check whether it has something to do with conflict with 'SAS AI, Engines, Hotkeys & Carriers Mod'

3) If those actions don't work, then compare the class files in plutonium with class files in other mods you have.  Or as last resort disable all other mods and enable them one-by-one to test.

With Best Regards,
Title: Re: LowerParticleEffects/V2/V2.1
Post by: *Steppenwolf* on March 01, 2012, 02:12:34 PM
Hey, CWMV. The test and possible fix for the black cloud is toward the bottom of page 4. I'll get back to you about what .effs control what as I'm not at my home computer right now.

Steppenwolf
Title: Re: LowerParticleEffects/V2/V2.1
Post by: zack on March 02, 2012, 01:52:09 PM
To be sure BlackMediumSPD .eff
Hi Steppenwolf,
Got the same annoying black cloud...
I would like to change it into invisible, but - isn't BlackMediumSPD.eff responsible for JET SMOKE?
Thank You.
Title: Re: LowerParticleEffects/V2/V2.1
Post by: slipper on March 03, 2012, 08:11:18 AM
Steppenwolf

Could you tell me please what files cause the burning oil tank fires/smokes and stationary plane fires/smokes?

Thanks mate

slipper
Title: Re: LowerParticleEffects/V2/V2.1
Post by: *Steppenwolf* on March 03, 2012, 09:37:40 AM
Hey, zack.
I can't remember which one it is right now. The colors should look something like this though-
0.1 0.1 0.1 1.0
0.1 0.1 0.1 0.0(maybe1.0)
This would make black.
I believe there's an answer to that on page 4 of this thread though.

slipper-
I'll have to get back to you when I'm at my computer.

Steppenwolf
Title: Re: LowerParticleEffects/V2/V2.1
Post by: zack on March 03, 2012, 10:08:33 AM
Hi Steppenwolf,
I've managed this already.
Works like charm, I mean - no black cloud anymore!
Thank You.
Title: Re: LowerParticleEffects/V2/V2.1
Post by: slipper on March 03, 2012, 01:21:14 PM
Ok thanks mate


slipper
Title: Re: LowerParticleEffects/V2/V2.1
Post by: *Steppenwolf* on March 03, 2012, 07:16:20 PM
Hey, slipper. Look in Effects/Explodes/Objects/House/Fuel & FuelS for the oil tanks and drums. Look in Effects/Explodes/Objects/Vags/Fire - Fire_Smoke - and Pieces for stationary plane effects. Also under Smokes try SmokeBlack_plane, and Ammovag_expl under 3DO/Effects/Fireworks. I honestly have to test them myself when I work on them because I forget which ones do what. There's too many .effs to keep up with and it's been awhile since I worked on those. Try those and let me know what happens.
Title: Re: LowerParticleEffects/V2/V2.1
Post by: slipper on March 04, 2012, 08:59:19 AM
Thanks steppenwolf, just having a mess about. Will let you know if i come up with anything usefull.

regards

slipper
Title: Re: LowerParticleEffects/V2/V2.1
Post by: bertrand on March 05, 2012, 04:52:25 AM
Hi Steppenwolf  :(
Sorry to come back for annoying you with my trouble. My investigation is at standstill. Honestly I don't understand of it anything. I uninstalled reinstalled my pack then. but the results are the same. everything that I know, it is that the problem occurs at the time of the explosions of bombs or torpedos. Not of the rockets.  the game immediately crashes. the log.lst doesn't teach me anything. the MOD that manages the effects of explosion comes from vp media in my pack; I would like to try to neutralize it but I don't know where he/it is. I didn't add any other MOD of effect visual, just some planes. the origin of the problem must be all simple and I would not like to choose between my pack and your MOD because it is precisely what I search for.

Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 05, 2012, 11:54:05 PM
I have posted a link to Version 3 of this mod on the first post.

Best regards,

Steppenwolf
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Mick on March 06, 2012, 12:39:18 AM
THX a lot Steppenwolf, the vid is very convincing, but it looks like you forgot to post the DL link ...  ;)
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: zack on March 06, 2012, 04:36:46 AM
THX a lot Steppenwolf, the vid is very convincing, but it looks like you forgot to post the DL link ...  ;)
I have a little more testing to do, but DL should be coming shortly.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Donor13 on March 06, 2012, 08:26:24 AM
Hi Steppenwolf...

would like to use the mod V3 with IL2-1946 4.10.1 and UP3 + DBW 1.71.

could you be so kind, tell me what I have do do to make it work in this constellation.

Big REP for your Work.

THX
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 07, 2012, 07:57:47 AM
Hi, Donor13. Unfortunately, it was made on a 4.09m install. But check out the previous posts in this thread, some guys have reported bringing it over to 4.10. Thanks.

Steppenwolf
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Gurner on March 07, 2012, 09:26:26 AM
Donor 13

Take the versions you need from here https://www.sas1946.com/main/index.php/topic,20929.0.html or here https://www.sas1946.com/main/index.php/topic,19849.0.html

Then copy paste the 3do and effects files from Steppenwolf's effects into the folder containing the 3do and effects files in the mods I posted above.  Replace of course.

I think that works!
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: EnemyiswatchingYOU on March 07, 2012, 10:27:36 AM
Hi there.

Ok, I have installed IL2 1946 with 4.09 patch.

Which mod's or programs I need to activate Lower Particle Effects Mod?
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 07, 2012, 10:49:47 AM
Thanks Gurner.

EnemyiswatchingYOU -

I tested this mod on 4.09m running UltraPack 2.01. Check out the UltraPack website for info on UP2.01. Then you should be ready to go. That's the only way I know. If there's a way to activate mods on 4.09m outside of UP2.01 it's news to me. Maybe someone else can chime in on that? Thanks.

Steppenwolf
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: EnemyiswatchingYOU on March 07, 2012, 11:08:51 AM
Thanks Gurner.

EnemyiswatchingYOU -

I tested this mod on 4.09m running UltraPack 2.01. Check out the UltraPack website for info on UP2.01. Then you should be ready to go. That's the only way I know. If there's a way to activate mods on 4.09m outside of UP2.01 it's news to me. Maybe someone else can chime in on that? Thanks.

Steppenwolf

Thanks for fast answer.

Well, I also thinking to download UltraPack 2.01, but it seems that this Pack is not exist anymore... I mean, I was looking for download it, but links always been broken or not existing... I don't know what to do...

By the way, maybe this mod is working on UltraPack 3.0? Did you tested on it?
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 07, 2012, 12:34:08 PM
I'll see if I have the Zip of UP2 when I get home tonight.

Steppenwolf
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 07, 2012, 07:57:33 PM
EnemyiswatchingYOU -
Sorry. It's a no go on the UP2. I get an error message when trying to upload it. Hopefully someone else can help though.

Steppenwolf
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Epervier on March 08, 2012, 12:59:14 AM
Well, I also thinking to download UltraPack 2.01, but it seems that this Pack is not exist anymore... I mean, I was looking for download it, but links always been broken or not existing... I don't know what to do...
If you want to download the UP2, I only know one site that have yet.
Attention is French site!

- http://france-seow.fr/forum/phpbb3/viewtopic.php?f=5&t=9
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: EnemyiswatchingYOU on March 08, 2012, 08:29:38 AM
Well, I also thinking to download UltraPack 2.01, but it seems that this Pack is not exist anymore... I mean, I was looking for download it, but links always been broken or not existing... I don't know what to do...
If you want to download the UP2, I only know one site that have yet.
Attention is French site!

- http://france-seow.fr/forum/phpbb3/viewtopic.php?f=5&t=9

Thank you so much for this!!!

Downloading right now. :P

By the way, after 4.09 patch install, I can install UltraPack 2.01, right? And then Lower Particle Effects Mod?
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 08, 2012, 09:12:48 AM
I believe so, yes. You might have to make a new folder and name it MODS, if you don't see one in the game folder already that is. Then just drop whatever new mods you DL into that folder and you're good to go. That's how it should work anyway. There's more info(loading priority and compatability) about installing mods in tech help too. Good luck!

Steppenwolf
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: EnemyiswatchingYOU on March 08, 2012, 09:16:56 AM
I believe so, yes. You might have to make a new folder and name it MODS, if you don't see one in the game folder already that is. Then just drop whatever new mods you DL into that folder and you're good to go. That's how it should work anyway. There's more info(loading priority and compatability) about installing mods in tech help too. Good luck!

Steppenwolf

Ok, understood. ;)

Once again, thanks!
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: EnemyiswatchingYOU on March 08, 2012, 11:20:38 AM
Hi there once again.

I have a problem...

I installed UltraPack 2.01 and it works great. I created a MODS folder and also installed some other effect mods, they are working well, but... not the DSM (Distant Sound Mod)...

What I have to do? This mod is not working anymore...

With SAS ModActivator Beta 2.3 this sound mod was working, but now...

Please help me.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 08, 2012, 01:57:07 PM
Glad to hear you got Up2 running! I'm not familiar with DSM though, but when I get new mods I try and load them one at a time first to check for problems with compatability. Also, consult the thread from which you downloaded the mod and read what others have done or had problems with. Usually, it's just a bit of reading. Sorry that I can't lend more help than that. Again, good luck!

Steppenwolf
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: GrzegorzM on March 20, 2012, 01:54:48 PM
Welcome. I see a very nice mod by photos in total. But unfortunately I have no chance to test it. I il 2 Sturmovik 1946 UP2.01 v4.09 running a game the game is loading a partition around But still when I'm flying a plane and going to shoot or fire a rocket. Game Crashes to Desktop ... Please consider the resulting error.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: jean1 on April 05, 2012, 12:28:31 PM
Hi, how i can make this mod work i have standard installation with 4.11 patch, and i fly online.

thanks for advance.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on April 05, 2012, 02:44:36 PM
I'm sorry jean1, but it's only for 4.09 right now.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: jean1 on April 09, 2012, 02:14:15 PM
Stephen and some mod that work in 4.11 to fly online?
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: bertrand on December 19, 2012, 11:53:32 AM
hi Steppenwolf

could you tell me if this mod is compatible with JsGME?
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: bertrand on December 19, 2012, 03:08:18 PM
if anyone else can answer......
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on December 19, 2012, 03:50:32 PM
Hello. Sorry, but I have only tested effects with 4.09 using MODS folder.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: ben_wh on December 19, 2012, 04:52:42 PM
I have been able to use this with JSGME.  However, my set-up for this is a bit unusual - I used 4.10 classfiles but the effect from Steppenwolf.  I remembered that I had to do minor tweaking due to this set up but it worked.

(DBW 1.71 install)

Cheers,
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: rhinofilms on January 03, 2013, 11:39:53 PM
Can someone tell me the origins of these great looking WIP effects mods?


www.youtube.com/watch?v=rv6JqDXUQrg
www.youtube.com/watch?v=e_RBy9ThTwA
www.youtube.com/watch?v=DNFBjJDlSOo

4.12?  Combination of existing effects mods?

Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: squiffy on January 04, 2013, 07:30:41 AM
Can someone tell me the origins of these great looking WIP effects mods?


www.youtube.com/watch?v=rv6JqDXUQrg
www.youtube.com/watch?v=e_RBy9ThTwA
www.youtube.com/watch?v=DNFBjJDlSOo

4.12?  Combination of existing effects mods?



I believe that is the work of *Steppenwolf*, so I think you're in the right place, but to my knowledge no release has been posted...

Hey Steppenwolf, those are your WIP videos right?  If so, they look great!  Need some testers?
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on January 04, 2013, 11:26:47 AM
Thanks, guys! I was working with members of TD as 3rd party support on possible effects for 4.12, but I have had to stop work because of real life responsibilities. And the Java guy I was working with has had a child! So, he is even more busy than me. What TD will do with the effects that were worked on I don't know. I hope they are able to progress with things further for they are able to implement big changes, but it is so much work. I am waiting to see what happens with things too, so I often check in here at SAS to see about new patches and mods! Thank you for showing interest in things...fingers crossed!

Kevin

Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: rhinofilms on January 04, 2013, 01:11:35 PM
I hope you continue... those videos look fantastic and I'm sure we will be all over it when it's released.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: ben_wh on January 05, 2013, 01:51:58 AM
Steppenwolf,

I do hope that your effects get wider adoption - personally I think that yours strike an almost perfect balance between visual realism and performance.

Cheers,
 
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: bomberkiller on January 05, 2013, 06:26:59 AM
Hi Rhino,

thank you for sharing the videos!


Hi Squiffy,

thank you for declaration!


Hi Steppenwolf,

these mods are outstanding!


Now I need some drinks for better dreaming...

wbr, Gerhard  ;D
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: rhinofilms on January 07, 2013, 11:56:39 PM
I'm using plutonium 4.3 on v4.10, UP3, and I'm happy with it except that the ground explosions kill my FPS.  Could I just drop the effects files from effects/explodes (without the class files) into my plutonium effects files?  Or am I oversimplifying?

I think that's what ben_wh did?
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on January 08, 2013, 06:32:20 PM
Please, before you change anything - back it up!

No, you're not oversimplifying. This mod was built upon the files of Plutonium. Files are(smallest to biggest explosions):
RS82..........rockets, usually.
Bomb250....common bomb explosion(250, 500 lbs types).
Bomb1000...bigger bombs.

each one has a 'Land' and 'Water' folder.

Here's the work part though.
Bomb250 'Land'(as an example) has the following .effs in it.

Burn
Burn_Fog
Fontain
Peaces
Shock

Each of the above .effs contain the 'animation' for each of the Bomb250's layers, as well as call the textures.

If you open 'Burn' for Bomb250 you will find the following information:

[ClassInfo]
  ClassName TParticlesSystemParams
[General]
  MatName ..\..\..\Materials\ExplosionDamageSmoke10.mat................................look here! 
  Color0 0.70 0.66 0.62 0.5
  Color1 0.70 0.66 0.62 0.0
  nParticles 8
  FinishTime 0.5
  MaxR 0.0
  PhiN 0.0
  PsiN 0.0
  LiveTime 5.5
  EmitFrq 100.0 
  EmitVelocity 150.0 0.0
  EmitTheta 35.0 55.0
  GasResist 0.068
  VertAccel -1.0
  Wind 0.0
  Size 45.0 65.0
  Rnd 0.0

This one layer to the total Bomb250 effect calls 'ExplosionDamageSmoke10.mat'. The .mat file tells the effect what texture to use. If you open the 'ExplosionDamageSmoke10.mat' you will see this:

[ClassInfo]
  ClassName TMaterial
[General]
  tfDoubleSide              1
  tfShouldSort              1
  tfGameTimer               1
[Layer0]
  TextureName               ExplosionDamageSmoke10.tga.........................................look here!
//  TextureName AlphaSmoke.txa
// SmokeA.tga
  PaletteName
  //WhiteFog.pal
  Frame                     0.0   // Float 0.0 - first, 1.0 - last
  VisibleDistanceNear       0.0   // Float 0.0 - near,  1.0 - far
  VisibleDistanceFar        50000.0   // Float 0.0 - near,  1.0 - far
  TextureCoordScale         0.0 0.0  1.0 1.0 // Uo   Vo   kU   kV
  ColorScale                1.0 1.0 1.0 1.0    // R G B A

  // Wrap Texture Flags (0/1)
  tfWrapX                   1
  tfWrapY                   1
  // Magnification / Minification (nearest on default)
  tfMinLinear               1
  tfMagLinear               1
  tfMipMap                  0
  /// BlendModes
  tfBlend                   1
  tfBlendAdd                0
  tfTestA                   1
  tfTranspBorder            1
  tfTestZ                   1
  tfNoWriteZ                1
  tfUpDateClear             0
  tfModulate                1
  tfNoTexture               0
  tfAnimatePalette          1
  tfAnimateSkippedFrames    0
  tfCompressMajorAlpha      1
  tfNoCompress16Bit         1

// eof



In this case it is 'ExplosionDamageSmoke10.tga. The two are not always named the same though, so check to see that the right .mat and .tga are in the right place. Both the .mat and corresponding .tga should be in the location Effects/Materials. Unfortunately, you will have to check these things for all 'Land' and 'Water' folders for RS82, Bomb250, and Bomb1000. They pretty much all use the same .mats and .tgas though, so it shouldn't take too long once you figure it out. Let me know if that works. Good luck!




Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Cloyd on January 12, 2013, 04:55:46 PM
Congratulations Kevin on getting your effects incorporated into the stock game! They make a big difference to us guys with old, crappy hardware.

Dave
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Mad026 on January 13, 2013, 02:53:08 AM
is there any chanche to make a 4.101 compatible version of this, it looks very nice!?

Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: santobr on January 13, 2013, 06:40:00 AM
It wil be compatible with 4.12. :P ;)
http://www.youtube.com/watch?feature=player_embedded&v=rg375wFH-Sg



santobr.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Mad026 on January 13, 2013, 08:50:26 AM
it looks very realistic.  :D
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: alotef on January 15, 2013, 10:05:51 PM
This is the best effects pack I ever used. Very, very well done, Steppenwolf!
~Mike
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: modlife on January 16, 2013, 04:40:42 AM
 :)Thanks.

*Steppenwolf*
 Well done !!!
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: skulz on January 20, 2013, 12:24:20 PM
Wow this is amazing, Can someone tell if I can use it with "v4.10.1 with modact 3" or "v.4.11.1 modact 4"? Wonderful effects mate. thanks.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on January 20, 2013, 06:21:26 PM
Thanks guys!
skulz - I'm not sure. Maybe someone else has tried though.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Flash on January 21, 2013, 01:24:07 PM
This is the best effects that I have seen! Especially impressed water effect, they look so realistic!
Hope I will see all effects in 4.12.

Excellent job *Steppenwolf*!!!
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on January 21, 2013, 03:08:47 PM
Thanks! The water effects should be much better in 4.12 in my opinion. Every water effect so far has only been made from one .eff file(excluding .sim of course). But me and my friend were able to add multiple .effs for ball and exploding ammo, as well as try to make a more dynamic/fluid looking effect animation. And the .sim is timed better for look and performance.

http://www.youtube.com/watch?v=EoISTrG3TWQ

If anything modders will be able to use the numerous effs to make even better effects! I hope DT will put the effects in 4.12!
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: SAS~Storebror on January 22, 2013, 08:11:37 AM
Wow this is amazing, Can someone tell if I can use it with "v4.10.1 with modact 3" or "v.4.11.1 modact 4"? Wonderful effects mate. thanks.
No chance at the moment, the classfiles would need to be reworked completely.

Best regards - Mike
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: KG3_V on February 14, 2013, 11:42:05 AM
Thank you for you great work !
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on February 14, 2013, 01:51:10 PM
Thanks! Enjoy that ROF by the way.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: KG3_V on February 14, 2013, 01:55:33 PM
Ich geh mal davon aus du bist Deutscher :D

Ich würde gerne, aber nach 10 Min Dogfight in ROF ist meine Hand am Ende. Im Moment benutze ich nicht die Ruderpedale da ich erst meinen alten Schreibtisch was demolieren muss. Und das Ruder am X52 geht auf die Hand mit der Dauer
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: rhinofilms on February 16, 2013, 09:46:58 AM
Code: [Select]
[quote author=*Steppenwolf* link=topic=20628.msg333901#msg333901 date=1357695140]
Please, before you change anything - back it up!

No, you're not oversimplifying. This mod was built upon the files of Plutonium. Files are(smallest to biggest explosions):
RS82..........rockets, usually.
Bomb250....common bomb explosion(250, 500 lbs types).
Bomb1000...bigger bombs.

each one has a 'Land' and 'Water' folder.

Here's the work part though.
Bomb250 'Land'(as an example) has the following .effs in it.

Burn
Burn_Fog
Fontain
Peaces
Shock

Each of the above .effs contain the 'animation' for each of the Bomb250's layers, as well as call the textures.

If you open 'Burn' for Bomb250 you will find the following information:

[ClassInfo]
  ClassName TParticlesSystemParams
[General]
  MatName ..\..\..\Materials\ExplosionDamageSmoke10.mat................................look here! 
  Color0 0.70 0.66 0.62 0.5
  Color1 0.70 0.66 0.62 0.0
  nParticles 8
  FinishTime 0.5
  MaxR 0.0
  PhiN 0.0
  PsiN 0.0
  LiveTime 5.5
  EmitFrq 100.0 
  EmitVelocity 150.0 0.0
  EmitTheta 35.0 55.0
  GasResist 0.068
  VertAccel -1.0
  Wind 0.0
  Size 45.0 65.0
  Rnd 0.0

This one layer to the total Bomb250 effect calls 'ExplosionDamageSmoke10.mat'. The .mat file tells the effect what texture to use. If you open the 'ExplosionDamageSmoke10.mat' you will see this:

[ClassInfo]
  ClassName TMaterial
[General]
  tfDoubleSide              1
  tfShouldSort              1
  tfGameTimer               1
[Layer0]
  TextureName               ExplosionDamageSmoke10.tga.........................................look here!
//  TextureName AlphaSmoke.txa
// SmokeA.tga
  PaletteName
  //WhiteFog.pal
  Frame                     0.0   // Float 0.0 - first, 1.0 - last
  VisibleDistanceNear       0.0   // Float 0.0 - near,  1.0 - far
  VisibleDistanceFar        50000.0   // Float 0.0 - near,  1.0 - far
  TextureCoordScale         0.0 0.0  1.0 1.0 // Uo   Vo   kU   kV
  ColorScale                1.0 1.0 1.0 1.0    // R G B A

  // Wrap Texture Flags (0/1)
  tfWrapX                   1
  tfWrapY                   1
  // Magnification / Minification (nearest on default)
  tfMinLinear               1
  tfMagLinear               1
  tfMipMap                  0
  /// BlendModes
  tfBlend                   1
  tfBlendAdd                0
  tfTestA                   1
  tfTranspBorder            1
  tfTestZ                   1
  tfNoWriteZ                1
  tfUpDateClear             0
  tfModulate                1
  tfNoTexture               0
  tfAnimatePalette          1
  tfAnimateSkippedFrames    0
  tfCompressMajorAlpha      1
  tfNoCompress16Bit         1

// eof



In this case it is 'ExplosionDamageSmoke10.tga. The two are not always named the same though, so check to see that the right .mat and .tga are in the right place. Both the .mat and corresponding .tga should be in the location Effects/Materials. Unfortunately, you will have to check these things for all 'Land' and 'Water' folders for RS82, Bomb250, and Bomb1000. They pretty much all use the same .mats and .tgas though, so it shouldn't take too long once you figure it out. Let me know if that works. Good luck!
[/quote]

Thanks Steppenwolf.

All I needed to do was replace the RS82, Bomb250 and Bomb1000 folders with yours, and then copy the contents of the Materials folder to the current Materials folder and it worked on my 4.10, DBW 1.7 install!

I'm so happy I could shat.

I would like to also replace your smokes for burning ground vehicles and planes but I can't seem to figure out which files are responsible.  I have tried replacing everything with the word smoke in the file, but apparently I'm still too stupid to find the right one.  My rig can handles the higher particle smoke effects, but I like how yours diffuse more widely.

Can anyone help?
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: c87 on March 02, 2013, 03:34:01 PM
First off, thanks very much Steppenwolf for this great effects package.  I've installed it but have a minor problem in that my tracers have disappeared.  I know I have ammo, as I can see the hits on the ground and the muzzle flashes and dropping shell casings.  I just don't have any tracer indications.

I disabled the mod folder in my MODS folder (I'm running this on a 4.09/UP 2.01) and when I do that, I get my tracers back. 

Any idea what is causing me to lose the tracers?  Your help would be greatly appreciated as I'd love to keep this mod activated.  Thanks.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 03, 2013, 09:15:33 AM
Hey guys!
Sorry for the slow reply here Rhinofilms. Let me just warn you that it's been awhile, but I'll try...the effects for burning armor and vehicles are in Effects/Smokes. Look for CarDyingFire, CarDyingSmoke, TankDyingFire, and TankDyingSmoke. Destroyed aircraft is a little trickier though. Look in...

3DO/Effects/Fireworks for a file called Ammovag_expl.....this is smoke for either static or downed aircraft???
Effects/Explodes/Objects/Vags for files Fire and Pieces....these should be either fire or thick smoke for base of smoke column???
Effects/Smokes for SmokeBoiling..................................this is smoke for either static or downed aircraft???

I'm sorry that I can't remember more. The aircraft files were always hard for me to keep straight. I would have to go through and identify each one. Luckily, I'm going to leave that part to you:) First make a video clip of the effect instance in question. Then, try turning the effect colors to something like this:

1.0 0.0 0.0 1.0
1.0 0.0 0.0 0.0

This will make the effect bright red. Use this to identify what effect goes with what. Those four effect files should be it, but I just can't remember the order. The vehicle effects are correct though. I hope this helps and I apologize for the delay.

Hi C87. There are no tracer effects with LowerParticleEffects. There is a 'tracers' folder though. It houses things for rockets, ships, and one type of tracer smoke trail(but not the tracer themselves). I suspect there is a conflict with some other mod. My personal tracers are toward the bottom of my MODS folder and everything works fine. Tracer effects will contain files like: 7mmGreen, 20mmBlue, 37mmRed, etc. Try to locate such a file and disable it to pin point the conflict then try renaming your mods to alter their loading priority. Most tracer mods come with tracer smoke, so there might be conflicts with that too. Let me know what you find. I'll check back with you guys. 

Kevin
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: c87 on March 03, 2013, 05:03:11 PM
Thanks for replying Kevin.  I'm stumped.  I've looked for files that might be tracers (7mmgreen, etc.) and haven't found any.  I even got rid of files that I thought might have an impact, like effects files in the jsgmemods folder, even though they weren't activated (files like Bullets_IntermittentSmoketrail and Uranium Effects).

My question is where do any tracer effects reside if the LowerParticle folder is deactivated?  When I deactivate that mod I get tracer fire.  I just don't know what files generate those effects without the LowerParticleEffects mod.

Rob
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 03, 2013, 05:26:31 PM
That is strange. Do you have a lot of mods activated? One thing I might try is to see if LPE works by itself by creating another 'MODS' folder and putting only that one mod in there. Put a "-" in front of your regular MODS folder to deactivate it. If there are tracers afterwards then at least you know that the mod is functioning correctly and that it is a conflict with something else. Which of course we already know is the case, but it's worth trying just to make sure the mod itself works. LPE contains no alterations to tracers, but it does have many code files in it. I'm thinking that's probably the issue. Have you been able to locate any other mod with a "Tracers" folder in it? Or, any mod that changes tracer smoke trail that has any accompanying code with it? Or, any weapons mod with code that might have some relation to tracers?   
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: c87 on March 03, 2013, 07:00:40 PM
The only mods I have activated are 6DOF_Tracker_2_0, Perfect_Map_Textures and QMBPro_Pal, all in JSGME.  In the MODS folder, I have LPE as the first folder and 2 other folders, DiFF_FM, and STD (not sure what those are).  I really don't have much in the way of added mods to this UP2.01 installation.

I tried your suggestion about disabling the first MODS folder and starting with a new one with just the LPE mod in it.  No luck there however.

That's why I asked about what files the "generic" tracer effects come from.  When I disable the LPE mod, I get tracers, but they must originate from something coded in the game, wherever those explosions, tracers, etc. are generated from.  I'm wondering is there's possibly a conflict with that.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 03, 2013, 07:24:08 PM
Well, I guess the next thing to try would be to look at the error report. Shift-Tab, while in-game...I think. I would try it with and without LPE, to see what errors exist in both cases. That should help narrow down the problem. Did you place the STD folder inside the MODS folder personally?
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: c87 on March 04, 2013, 07:37:08 PM
The error report has this to say:
"Object 'effects/Smokes/Fifties_BuletteTrail.eff' of class 'FObjSect' not created"
Effect param file 'effects/Smokes/Fifties_BuletteTrail.eff' NOT loaded

After doing a bit of searching it seems there's an effects file of that name that once existed (appears to be associated with a HolyGrail/Potenz mod) but I can't seem to locate it anywhere.  I'm not sure if the LPE mod is supposed to have this effects file or not.

As for your other question Kevin the STD folder came along with the MODS folder that I got here:
https://www.sas1946.com/main/index.php/topic,7949.0.html
It's the SAS Modact folder for UP2.01.

Rob
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 04, 2013, 10:10:15 PM
No, LPE doesn't use that name for tracer smoke trails. In either case, it sounds like you might have located a possible cause though. Also, I've never used SAS Modact. Please let us know what else you find out.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: c87 on March 06, 2013, 06:44:49 PM
Well, on a lark I installed v2.1 of LPE.  I now have tracer fire and can confirm that I'm actually seeing the LPE effects.  I'll continue to monitor it and see how the 'ol installation performs but for right now, I'm a happy camper!

Not sure what the problem was with v3 but I'm not going to argue with success.

Thanks again for your input Kevin.

Rob
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 07, 2013, 06:14:32 AM
Good to hear Rob! Knowing that V2.1 works I think helped narrow down the problem. One difference between V2.1 and V3 is a bullet class file...dah, go figure. If your interested look in V3 for a class file numbered 8D6CE2FE0EE939B2, remove(or "-" in front) it and see if V3 works and has tracers. I believe it's the file for ricocheting tracers. 
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: c87 on March 07, 2013, 08:48:40 PM
I tried deleting the class file but got the same results - no tracer fire.  I'll just stick with version 2.1.  Must be something in version 3 that my setup doesn't like.  I'm good the way it is now however.

Rob
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Jaypack44 on March 08, 2013, 12:59:40 AM
I just tried out Version 3 in my DBW- I first disabled all of my other effects mods (landing gear damage, plutonium, HG ground smoke, and guncam tracers), and tried this out. The game loads fine, but as soon as I press the trigger to fire, it crashes. Removing all of the class files lets me play the game, but I don't get all of the effects (e.g. I can see the new "spray" kicked up by low-flying aircraft, and some of the smoke effects are noticeably different, but gunfire effects revert to stock), and I get some strange artifacts, like huge black balls of smoke that hang in the sky for minutes on end. Also, the fire effects revert to stock, and explosions are simply nonexistent. I have the folder set as the second to load, so even if I had the other effects mods activated, it should still take priority.

Any ideas on what may be causing it?

*Edit- I'm an idiot... just noticed this is for 4.09. That would explain why it's not working! ;P

-Read before you post, kids!
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: santobr on March 08, 2013, 03:19:31 AM
I don't know for sure, but maybe you could try it with the plutonium's classfiles for DBW made by Sanka.
Kevin could confirm it or not for us.



santobr.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: BravoFxTrt on March 08, 2013, 04:16:16 AM
This Mod, Version 3 is working in my SAS ModAct 4.0 :)
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 08, 2013, 05:28:10 AM
c87 - If your good...sorry the issue couldn't get solved completely. I can't figure out what it could be.

If you guys see large brightly colored or stark black effects then something is out of whack obviously. Those effect files do exist with those colors, but they are for identifying when a particular effect occurs. I left them as is because they aren't used by LPE. Reintroduce other classfiles and those strangely colored effects will be called, i.e. made visible. If you're interested in making effects, but don't know what does what - just crank up the color or size in an effect file and start blowing stuff up. I suppose you could ask too, but there's many effect files to remember(I didn't write anything down unfortunately). A good trick is to set a battleship on land surrounded by objects, vehicles, and other things and let the game battle as you monitor what effects are appearing. Use this process to narrow things down. You can record individual effects from here too for quick playback as you refine any effect animations. Fast forwarding a track to the effect you're looking for wastes huge amounts of time!   
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: VF111Sundowner on March 08, 2013, 05:32:00 AM
This Mod, Version 3 is working in my SAS ModAct 4.0 :)

Does that mean it will work for IL-2 4.11.1 using Mod Act V4?

And will it conflict with Gun cam tracers?
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: nic1 on March 22, 2013, 06:18:16 PM
Hi,

do you have new video?
I know that you are working with DT to put that in 4.12m, but I want more WIP video :)

thx
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on March 23, 2013, 03:14:16 PM
I am not working on effects right now, but I believe DT is still progressing with things. Keep a look out for their new video!
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Oscarito on April 13, 2013, 07:56:06 AM
I enjoy this effects pack very much!
Unfortunately, the problem with the rockets is disappointing...
I've tried to find out some mod wich contains the class file 8CFCD632574D5B72 but did not succeed.
According to the first post this is the cause of CTD's when we fire some rocket.
Probably this is encrypted somewhere in UP 2.01. >:(
It would be very nice if I could fix this annoying shortcoming...
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on April 13, 2013, 01:25:00 PM
Hey Oscarito! Are you using any of the modern jets? I'm wondering if some of the newer stuff has other class files that might conflict with things.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Oscarito on April 14, 2013, 10:13:31 PM
No, I don't mind about jets. I dislike these hissing machines. I flew some of the available (in v4.09+UP game) jets sporadically but I've never added any new jet at all.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: *Steppenwolf* on April 15, 2013, 05:48:30 AM
I was thinking it must be something to do with missiles for jets. Narrowing down any class file conflict, assuming that's what it is, can be a little frustrating. One thing I would try is to disable the most likely mods one by one to see where the conflict is. It's time consuming, but if you want to find the culprit that's how I'd do it.
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Oscarito on April 15, 2013, 12:12:16 PM
One thing I would try is to disable the most likely mods one by one to see where the conflict is. It's time consuming, but if you want to find the culprit that's how I'd do it.
Remembers me that famous speech from Mr. Spock:

"Check the circuits!"

And Sulu: "Everyone Sir?"

"Can You Guess?"

Silence...
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: victor639514 on May 29, 2013, 11:22:05 AM
Just saw the preview vids for this. Looks great! ^^

However, one question. Does this by any chance work with HSFX 6.0.17?
Title: Re: LowerParticleEffects/V2/V2.1/V3
Post by: Atoka220 on November 04, 2013, 08:15:09 AM
Not working in 4.12. CTD at 60% :(