Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => Stereo3D => Topic started by: benitomuso on September 09, 2014, 06:21:13 PM

Title: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: benitomuso on September 09, 2014, 06:21:13 PM
Updated 2014/09/11 (since V8 only for v4.12.2):

(http://s29.postimg.cc/cicw0aymf/Visual_MODV9_1.jpg) (http://postimg.cc/image/lq54h05oj/full/)

Download new Visual MOD 9 Pack for v4.12.2, from here (https://www.mediafire.com/download/ij7331g0u7cybxc/00_PAL-VisualMOD9-v4122.rar)
New Walking Pilot + Depth of Field + the rest...
(Updated 2014/09/11)

(http://s29.postimg.cc/5cl4xupjb/Visual_MODV9_2.jpg) (http://postimg.cc/image/roixr8on7/full/)


Whole List of Features of the Visual MOD V9:

Additions released on 2014/09/09
 -New Depth of Field (D.O.F.) External Views. Very slugsish due to the rendering method, but fully functional and a good effect for ScreenShots. For the while it only works in Stereo.
 -New Walking Pilot MOD. Something requested by many due to the famous video of Kegetys Pilot running around a Finnish Buffalo. Fully controlable with Jostick, can re-enter planes, etc.

BugFixes and Additions released on 2014/05/31
 -Refuel and Rearm. Land your plane, set the chocks and choose the option in the Menu, and it will refuel and rearm your plane as it was when the mission started. I have received some suggestions about implementing Repair for this too, but I consider it quite of non-sense. Refueling and rearming can be achieved in some "decently short" time in real life. But any plane reparing will take days, so it is contrary to real possibility.
 -Three different models of HUD.
 -All HUD indications are configurable from the Menu.

BugFixes and Additions released on 2013/03/23:
  -New HeadShake for Gunner Positions!!! This was something that due to a contradiction on Stock Game never worked. It was necessary to made a change in the FM to allow this to work. SAS AI Engine MOD 2.7 has the support required for this.
  -New Sluggish response for Gunners (Turrets or manually handed Weapons). Much more real represents the non-instantaneous response on aiming. Aparently this collaborates to make AI Snippers less exact. Still to be confirmed!.
  -New 4 Levels of Stereocity (External, Cockpits, Gunners and Aims / Tubes) => Independent Settings for better Stereo Comfor in any condition of the game.
  -New Stereo Settings for all 4 Levels (External, Cockpits, Gunners and Aims / Tubes) are remembered by the Game. So Next Time you load Il-2 everything is as the last time used (no need to edit Conf.ini for Separation and Convergence).
  -New MOD Remembers Stereo Mode (or Stereo Disabled) => No need to set this either through Conf.ini.
  -Now if plane is On Ground and in External View your sight is not aligned with the plane axis. So you see it as if being a person on-ground. When it gets out of land, the MOD starts to make the camera aligned with it. It shows to be much more reasonable this way.
  -Now if you press "P" for Pause, and the view (this was particularly observable in External View) of the camera was inertially going to some position, it really frozens. Then you can reorient or whatever, but it stops repositioning when you pause the game.
  Previous Change Log:
  -New Real Follow Mode.
  -New 6DOF for External Views.
  -New Fixed Padlock Mode which didn't have Stereo 3D.
  -New Includes Cockpit Change Wind Issue.
  Original Features of the Stereo (Visual) MOD:
  -Fully integrates TrackIR 6DOF MOD (you wont need an indepenent TrackIR 6DOF anymore). There were some isolated problems reported by users that didn't seem to be specifically related to this MOD.
  -Fully integrates EcranWide (you wont need an independent EcranWide anymore). But in this case consider that some extra stuff that you were accustomed to (small fonts, small icons, etc.) would be needed by you. I have added the module Extras For EcranWide.rar that includes all that stuff.
  -ScreenShots are possible in .jpg and .tga format in any Mode.
  -Video captures are possible in most of the current Modes.
  -ModeD has been made perfectly operative and will not conflict basically with any modern card.
  -ModeC includes since v5 Final the chance of directly managing 3D Feature of nVIDIA cards (Quadro series). I still don't have such a card so I cannot effectively test it but it should work. For ATI or nVIDIA non-3D this mode will be a basic mode with auxiliary buffers and a slow one (not recommended).


Credits:
This Stereo 3D MOD by requirement of many users was adapted to support TrackIR 6DOF and EcranWide. Nonetheless I have implemented these two functions in a slightly different way, I would credit for the inspiration these MODders:
-sHr for the mouse 6DOF (I use my previous reworked MOD of Mouse Headshaking 6DOF).
-Josse and CirX for the settings for Wide Monitor support.
-Kegetys for TrackIR 6DOF (and different changes made by others as far as I know).

Aknowledgments:
-X-Raptor
-Herra Tohtori
-cgagan
-gianlucabagatti
-phbrajon
-pditrich


Regards,
                      Pablo


EDITED on 2014/09/11

After some comments received in this thread I decided to implement several suggestions that I considered good to have.

1-I set up as per suggestion of Alex840 a configuration line which limits the number of actors (statics, vehicles, etc.) that are displayed in the menu. And effectively it creates a substancial better performance in the Menu display when the number of actors of the mission was huge due to the number of ground forces.

PAL3DMaxMenuActors=64

That's the default value, and it is a conservative figure. Obviously if you set it to 0 it will never display any actor again.

It should be understood as "Only list actors in menu when there are less of n. Don't show any if higher".

2-It was before requested since early moment in the Walking Pilot MOD and later too, so now I set up a HotKey for the Leave Plane action. You will find it as LeavePlane in the MISC section of the Controls. I have found that mapping it to Shit+E is a good business due to the fact that typically Ctrl+E was the stock BailOut.

3-The Menu now auto-collapses after a selection, something that proved to be quite useful.

4-I have introduced a new option: "Depthless Stereo Mode". This affects any of the 5 Stereo Modes blending the two semi images of the Anaglyph into one and without displacement of the views corresponding to Left / Right eyes. So you see a plain non volumetric image in full color => equivalent to Monoscopic View but with any feature of the Stereo modes as the Depth of Field (D.O.F.):

Depthless:
(http://s11.postimg.cc/re5v3wkfn/2014_09_11_at_20_16_02.jpg) (http://postimg.cc/image/cuyq2hran/full/)

Normal Stereo:
(http://s11.postimg.cc/twrk4l65v/2014_09_11_at_20_16_49.jpg) (http://postimg.cc/image/7xl5hdpbj/full/)

~~~~~~~~~~~~~~~~~~~~~~~~~

Edit Gerax:

see here (https://www.sas1946.com/main/index.php/topic,42495.msg514790.html#msg514790) where to define the Game-Menu- and LeavePlane Key!

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 09, 2014, 06:22:12 PM
Depth of Field (D.O.F. but not the same that Degrees of Freedom) basic explanation:

(http://s21.postimg.cc/a6zy2002v/2014_09_10_at_02_04_34.jpg) (http://postimg.cc/image/x8gj7qzqb/full/)

The depth of field is the result of any optical system impossibility for rendering in focus objects very distant and others which simulteneously are very close. In some cases it is a limitation, but in many others (in photography this is used an artistic effect i.e.) a wanted way of differentiate an object. The two basic variables are the Apperture (f Factor) and the Focus Distance, both of them can be selected in the submenu Adjust:

(http://s21.postimg.cc/rlk6a9x7r/2014_09_10_at_02_05_31.jpg) (http://postimg.cc/image/axso7s2g3/full/)

-The Focus Distance is how far from the Camera (in this case the point of view of the external view of the game over any Actor) the most accurately focused points are.
-The apperture, in reality is how wide is the lens diameter use, and in fact as much as it is opened, more light enters (here it doesn't produce that effect), but more intense is the focus differentiation. In fact a 0 (theorically impossible) apperture, leads to a uniform absolute focus in all planes.

You can see here a series with the three typical cases and you can see in the HUD to the right, the distances at which the Focus Point was established in every case.

Here the focus is in a closer plane, in the pilot:
(http://s21.postimg.cc/jz77le0dj/2014_09_09_at_04_55_56.jpg) (http://postimg.cc/image/vob79crc3/full/)

Here it is in a middle plane, in the barrel:
(http://s21.postimg.cc/eqc6nihyf/2014_09_09_at_04_56_07.jpg) (http://postimg.cc/image/izgwpol7n/full/)

And here it is in the background:
(http://s21.postimg.cc/wf3xf4tpj/2014_09_09_at_04_56_25.jpg) (http://postimg.cc/image/6jk6vxrvn/full/)


Considerations of the D.O.F. Mode:

-The depth of Field only Works in Stereo now. Probably I will extend it to work in Normal (non-Stereoscopic) Mode.
-The way of achieving the Depth of Filed is by rendering several frames (16 each eye, 32 total) per refresh of the screen. That's why, depending on your video card, when you Activate the D.O.F. mode, everything will became blurry, and the updates of the screen will be very slugish, twice a second, hopefully. It is ideal to pause the game, so you can take the pictures you want and the slow update is not an inconvenient.

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 09, 2014, 08:16:26 PM
The Walking Pilot MOD.

Walking Pilot MOD allows you to imperson an animated figure of a Pilot (in fact the same one you are used to seeing when you Bailout from a plane). Now it is drivable from the joystick. Typically you will use it through the Game Menu, like this:

(http://s21.postimg.cc/xwpdqoyg7/2014_09_10_at_02_05_48.jpg) (http://postimg.cc/image/e23c4kj8j/full/)

If your plane has opening cockpit, the cockpit will be opened (if not it will do anyway), and the pilot will jump to ground, walk some steps and finally you will be positioned 1.8m behind him. With the Mouse approach/distancing movement (with the button), you can go up to 5m behind him or just in front of his head, so getting a 100% clean first person sempsation.

The result is something like this:

(http://s1.postimg.cc/ypxfz83j3/2014_09_10_at_03_05_25.jpg) (http://postimg.cc/image/f82sja6l7/full/)

By hitting a plane in some part of its Collision Mesh, you will enter its cockpit (if Flyable) and get control of it.

He doesn't have interaction with other objects. You will see the Pilot is unable to pass through any solid object of the game, but he doesn't produce them any damage either.


Aknowledgments:

To Ton414, who I unfairly omitted in my first aknowledgment. He made the first decompilation of the Body.msh of the Paratrooper and pointed the way regarding the Hooks for the camera. It was the first approach to the pilot first person, which finally was implemented in a different way.

To Stainless, who was able to fully decompile the Paratrooper animated mesh. Finally and after a lot of research, I have found a method that allows to don't need a modified mesh (something that was a problema because of the size).
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: steven197106 on September 10, 2014, 01:53:23 AM
Can HUD Log Bottom Right work with this awesome mod. :P, Tryed this on a aircraft carrier fell thought the deck.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Plowshare on September 10, 2014, 07:38:52 AM
benitomuso:

From an old guy with Coke-bottle glasses I look forward to you getting the depth of field working in the normal, non-stereoscopic, mode. For short amounts of time I can use the anaglyph spectacles but then my eyes start to twitch and a headache begins. Besides, with this focus/D.O.F. feature we can now make shots that could conceivably be hung on the wall. In our man caves at the very least.

Am I correct in removing the old version completely and simply putting this version into the #SAS folder?

Looking forward to hanging a picture on the wall!

Bob
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Skylla on September 10, 2014, 09:11:42 AM
Woha! That will be many hours of good fun switching planes again and again :D :D

Thx for these great mods!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Skylla on September 10, 2014, 09:32:53 AM
I think i found some bugs in the walking pilot mod:
when I enter an AI controlled plane with engine not started no controls work until I leave the plane again. So my pilot is running around the airfield now and I control an empty plane...

2nd: If I do not enter my original plane before ending the mission (or refly in dogfight) i can't control the visual controls anymore (e.g. change to outside view). I have to exit il-2 and relaunch it to get that to work again
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 10, 2014, 10:27:04 AM
benitomuso:

From an old guy with Coke-bottle glasses I look forward to you getting the depth of field working in the normal, non-stereoscopic, mode. For short amounts of time I can use the anaglyph spectacles but then my eyes start to twitch and a headache begins. Besides, with this focus/D.O.F. feature we can now make shots that could conceivably be hung on the wall. In our man caves at the very least.

Am I correct in removing the old version completely and simply putting this version into the #SAS folder?

Looking forward to hanging a picture on the wall!

Bob

Later I willl explain it better but you have to take into account that any Stereo mode would result into a Normal mode by reducing the stereo separation to 0 and setting the color filters to the last option with full color frames.

In fact the Depth of Field was used by me this way for some pictures.

Regards, Pablo

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 10, 2014, 10:35:54 AM
I think i found some bugs in the walking pilot mod:
when I enter an AI controlled plane with engine not started no controls work until I leave the plane again. So my pilot is running around the airfield now and I control an empty plane...

2nd: If I do not enter my original plane before ending the mission (or refly in dogfight) i can't control the visual controls anymore (e.g. change to outside view). I have to exit il-2 and relaunch it to get that to work again

How strange... has anybody else experienced things like this?

I will test exactly what you explained.

Regards, Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on September 10, 2014, 01:23:55 PM
Pablo, please note this last guy is still rather new here, so very likely he is doing something wrong.
nothing personal, skylla, but lately there have been way too many new members coming up with problems that are totally unique, or just plain repeating old bug reports, which means they aren't bothering to read threads first, and i am getting a little tired of it.
again, this is a generalised statement from my observations, not aimed at you specifically. ;)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 10, 2014, 03:24:20 PM
Can HUD Log Bottom Right work with this awesome mod. :P, Tryed this on a aircraft carrier fell thought the deck.

The implementation of the HUD Log Bottom Right made by Storebror works modding the same Class that I use for other things. So you cannot load it over the Visual MOD V9 without loosing several features. I will see if I imlpement it in the future.

As you mentioned, the pilot cannot walk over a carrier. There are several things that make it imposible: The pilot should be moved by the carrier, at a constant height of the deck and eventually falling if ge goes out of the limits. All of that is far from being implemented in game.

Regards,
                       Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: rockdoon on September 10, 2014, 03:43:31 PM
hey benitomuso... im sure im doing something wrong here but my searching has turned up nothing, i downloaded your mod and the game wont boot, so i tried a clean sas folder still no boot, so i removed it, now it loads to 95% then ctds then i load it again and everything works.... now everytime i get a no boot i get these files popping up in my folder called hs_err_pidXXXX (X's represent numbers) and inside each file it says this

Code: [Select]
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x77df1830
Function name=RtlAddAccessAllowedAce
Library=C:\Windows\SYSTEM32\ntdll.dll

Current Java thread:
at com.maddox.opengl.Provider.nGetGLCaps(Native Method)
at com.maddox.opengl.Provider.getGLCaps(Provider.java:136)
at com.maddox.il2.engine.Config.PALGetCardCaps(Unknown Source)
at com.maddox.il2.engine.Config.createGlContext(Unknown Source)
at com.maddox.il2.engine.Config.createGlContext(Unknown Source)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:507)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Dynamic libraries:
0x00400000 - 0x0049A000 C:\IL-2_1946\il2fb.exe
0x77D90000 - 0x77EE7000 C:\Windows\SYSTEM32\ntdll.dll
0x776B0000 - 0x777E0000 C:\Windows\SYSTEM32\KERNEL32.DLL
0x760E0000 - 0x76187000 C:\Windows\SYSTEM32\KERNELBASE.dll
0x74720000 - 0x747C7000 C:\Windows\system32\apphelp.dll
0x75A80000 - 0x75B96000 C:\Windows\SYSTEM32\USER32.dll
0x77C20000 - 0x77CCE000 C:\Windows\SYSTEM32\ADVAPI32.dll
0x6C440000 - 0x6C461000 C:\Windows\SYSTEM32\WINMM.dll
0x77910000 - 0x77930000 C:\Windows\SYSTEM32\IMM32.dll
0x5BA00000 - 0x5BA20000 C:\IL-2_1946\DINPUT.dll
0x75BA0000 - 0x75C9D000 C:\Windows\SYSTEM32\GDI32.dll
0x75CA0000 - 0x75D51000 C:\Windows\SYSTEM32\msvcrt.dll
0x759F0000 - 0x75A24000 C:\Windows\SYSTEM32\sechost.dll
0x753C0000 - 0x7546C000 C:\Windows\SYSTEM32\RPCRT4.dll
0x6C410000 - 0x6C43B000 C:\Windows\SYSTEM32\WINMMBASE.dll
0x754F0000 - 0x755CE000 C:\Windows\SYSTEM32\MSCTF.dll
0x75380000 - 0x7539D000 C:\Windows\SYSTEM32\SspiCli.dll
0x759A0000 - 0x759E6000 C:\Windows\SYSTEM32\cfgmgr32.dll
0x777E0000 - 0x777FE000 C:\Windows\SYSTEM32\DEVOBJ.dll
0x75370000 - 0x75379000 C:\Windows\SYSTEM32\CRYPTBASE.dll
0x75310000 - 0x75361000 C:\Windows\SYSTEM32\bcryptPrimitives.dll
0x6D420000 - 0x6D4EF000 C:\IL-2_1946\bin\hotspot\jvm.dll
0x6D220000 - 0x6D227000 C:\IL-2_1946\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 C:\IL-2_1946\bin\verify.dll
0x6D250000 - 0x6D266000 C:\IL-2_1946\bin\java.dll
0x6D3C0000 - 0x6D3CD000 C:\IL-2_1946\bin\zip.dll
0x5B9A0000 - 0x5B9FB000 C:\IL-2_1946\wrapper.dll
0x765D0000 - 0x77696000 C:\Windows\SYSTEM32\SHELL32.dll
0x779C0000 - 0x77AF6000 C:\Windows\SYSTEM32\combase.dll
0x76190000 - 0x761D0000 C:\Windows\SYSTEM32\SHLWAPI.dll
0x74F60000 - 0x74FD3000 C:\Windows\SYSTEM32\shcore.dll
0x68380000 - 0x683A7000 C:\IL-2_1946\DT.dll
0x005F0000 - 0x005FA000 C:\IL-2_1946\pathfind.dll
0x26A80000 - 0x29946000 C:\IL-2_1946\il2_core.dll
0x7C340000 - 0x7C396000 C:\IL-2_1946\MSVCR71.dll
0x261E0000 - 0x26203000 C:\IL-2_1946\jgl.dll
0x26210000 - 0x2624A000 C:\IL-2_1946\il2_usgs2.dll
0x75750000 - 0x757A0000 C:\Windows\SYSTEM32\WS2_32.dll
0x776A0000 - 0x776A8000 C:\Windows\SYSTEM32\NSI.dll
0x2A470000 - 0x2A4E7000 C:\IL-2_1946\mg_snd_sse.dll
0x60610000 - 0x60640000 C:\Windows\SYSTEM32\dinput8.dll
0x6BB60000 - 0x6BB6A000 C:\Windows\SYSTEM32\HID.DLL
0x75D60000 - 0x75F0F000 C:\Windows\SYSTEM32\SETUPAPI.DLL
0x75A30000 - 0x75A72000 C:\Windows\SYSTEM32\WINTRUST.dll
0x75F10000 - 0x76092000 C:\Windows\SYSTEM32\CRYPT32.dll
0x760A0000 - 0x760B2000 C:\Windows\SYSTEM32\MSASN1.dll
0x6F410000 - 0x6F498000 C:\Windows\system32\uxtheme.dll
0x6D340000 - 0x6D348000 C:\IL-2_1946\bin\net.dll
0x74710000 - 0x74718000 C:\Windows\SYSTEM32\WSOCK32.dll
0x74F50000 - 0x74F60000 C:\Windows\system32\napinsp.dll
0x74F30000 - 0x74F44000 C:\Windows\system32\pnrpnsp.dll
0x74F20000 - 0x74F30000 C:\Windows\system32\NLAapi.dll
0x74ED0000 - 0x74F1A000 C:\Windows\System32\mswsock.dll
0x74E50000 - 0x74EC5000 C:\Windows\SYSTEM32\DNSAPI.dll
0x74E40000 - 0x74E49000 C:\Windows\System32\winrnr.dll
0x62290000 - 0x6235E000 C:\Windows\SYSTEM32\Opengl32.dll
0x62A90000 - 0x62AB3000 C:\Windows\SYSTEM32\GLU32.dll
0x6BEA0000 - 0x6BF79000 C:\Windows\SYSTEM32\DDRAW.dll
0x6BE90000 - 0x6BE97000 C:\Windows\SYSTEM32\DCIMAN32.dll
0x6BE70000 - 0x6BE8E000 C:\PROGRA~2\Raptr\ltc_help32-84409.dll
0x77B00000 - 0x77C19000 C:\Windows\system32\ole32.dll
0x5B980000 - 0x5B995000 C:\Windows\SYSTEM32\atiglpxx.dll
0x5A290000 - 0x5B972000 C:\Windows\SYSTEM32\atioglxx.dll
0x74D60000 - 0x74D68000 C:\Windows\SYSTEM32\VERSION.dll
0x6F3F0000 - 0x6F409000 C:\Windows\SYSTEM32\dwmapi.dll
0x5A1B0000 - 0x5A28E000 C:\Windows\SYSTEM32\atiadlxy.dll
0x74A70000 - 0x74B89000 C:\Windows\SYSTEM32\PROPSYS.dll
0x753A0000 - 0x753BB000 C:\Windows\SYSTEM32\USERENV.dll
0x74C70000 - 0x74C7E000 C:\Windows\SYSTEM32\WTSAPI32.dll
0x761D0000 - 0x761D6000 C:\Windows\SYSTEM32\PSAPI.DLL
0x75180000 - 0x751A0000 C:\Windows\SYSTEM32\IPHLPAPI.DLL
0x77880000 - 0x7790B000 C:\Windows\SYSTEM32\OLEAUT32.dll
0x77860000 - 0x77871000 C:\Windows\SYSTEM32\profapi.dll
0x75040000 - 0x75048000 C:\Windows\SYSTEM32\WINNSI.DLL
0x5A180000 - 0x5A1A5000 C:\Windows\SYSTEM32\atigktxx.dll
0x760C0000 - 0x760D2000 C:\Windows\SYSTEM32\imagehlp.dll
0x6C790000 - 0x6C8B9000 C:\Windows\SYSTEM32\dbghelp.dll

Local Time = Sat Aug 30 00:04:05 2014
Elapsed Time = 4
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#

im at a total loss at what to do haha... but anyways im running a clean 4.12.2 modact game on windows 8
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Music on September 10, 2014, 04:44:18 PM
**This works in HSFX7 (auto updated, so current version)**

Thanks benitomuso, the pilot inertia really makes free track run smooth. Great work.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Plowshare on September 10, 2014, 07:36:47 PM
I know this isn't supposed to be for online play but I'd like to be able to use it anyway.

I've run into a problem where, in online cooperative mode, when you activate this mod the chat box shows in the top left corner over the two choices Mission and Stereo 3D (Control does not show on the menu bar). Because the chat box takes precedence I cannot use the two left menu choices.

How can I get rid of or move the chat box out of the way?

edit: Never mind, I found the fix. For those who need it: Move the chat box by using the resize arrows. First move the right edge of the chat box all the way over to the right edge of the screen. Next move the left edge of the chat box over to where you want it for whatever size you wish (I made mine as small as possible since I don't use it). Your conf.ini should not be "Read Only" so this location should remain saved when you exit the game.

Bob
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Plowshare on September 10, 2014, 08:35:18 PM
I've just started having a couple of issues. This is one you can see:

(http://i683.photobucket.com/albums/vv191/Plantoid_1/2014-09-11at02-18-20_zpsc5de2b76.jpg) (http://s683.photobucket.com/user/Plantoid_1/media/2014-09-11at02-18-20_zpsc5de2b76.jpg.html)

You can see the menu bar is slightly screwed up. "Options" shows twice and can both be used. "Controls" looks like it's overlaid by the first "Options" but can't be used. "Views"" is under the first "About" on the left and also can't be used.

The second problem is that occasionally, when I hit the key to activate Visual MOD V9, there is a three second delay that freezes the game (it goes on in the background in online play; it stops everything in FMB play). This occurs mostly at the beginning of a mission or, perhaps, the more I use it the faster it becomes.

This screen shot was taken during a cooperative mission but I've had both problems in FMB as well.

Here's the bottom 1/8th of my log:

Code: [Select]
warning: no files : music/inflight
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Chat: Mad: White Flight > Cover Me
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Capture stopped
DSound capture finished.

[Sep 11, 2014 2:18:35 AM] -------------- END log session -------------


Bob
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 10, 2014, 09:03:09 PM
I've just started having a couple of issues. This is one you can see:

You can see the menu bar is slightly screwed up. "Options" shows twice and can both be used. "Controls" looks like it's overlaid by the first "Options" but can't be used. "Views"" is under the first "About" on the left and also can't be used.

The second problem is that occasionally, when I hit the key to activate Visual MOD V9, there is a three second delay that freezes the game (it goes on in the background in online play; it stops everything in FMB play). This occurs mostly at the beginning of a mission or, perhaps, the more I use it the faster it becomes.

This screen shot was taken during a cooperative mission but I've had both problems in FMB as well.

Here's the bottom 1/8th of my log:

Code: [Select]
warning: no files : music/inflight
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Chat: Mad: White Flight > Cover Me
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.stationary.CandC$AGCIUnit.danger(CandC.java:290)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Capture stopped
DSound capture finished.

[Sep 11, 2014 2:18:35 AM] -------------- END log session -------------


Bob

Plowshare,
                             the exceptions you have there are the result of the Command and Control MOD. Honestly I think that you have several issues, not necessarely related to the Visual MOD, and for sure not in the off-line context to use it. So it is very little what I can do for you.

  Regards,
                                     Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Alex840 on September 10, 2014, 10:00:01 PM
Superb mod. The walking pilot and DOF are awesome additions.

But i want to make two suggestions for the next release, if possible:

1. Add options not to load the statics and chiefs view, something like NoStaticView=1 and NoChiefView=1 in the mods section of conf.ini. Although is very cool to see the view of these objects, it can take centuries to load the menu in game if the mission has tons of these objects, like some with high detailed airfields, ground forces or harbors. Make options to skip these objects can be handy for such missions;

2. Set key assignments to Leave Plane and Rearm/Refuel options of the menu.

I'm very grateful for this mod, it set Il-2 visuals and immersion to a new level. One of the best additions ever made to this sim. Sorry for my poor english.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Plowshare on September 11, 2014, 09:09:21 AM
1. Add options not to load the statics and chiefs view, something like NoStaticView=1 and NoChiefView=1 in the mods section of conf.ini. Although is very cool to see the view of these objects, it can take centuries to load the menu in game if the mission has tons of these objects, like some with high detailed airfields, ground forces or harbors. Make options to skip these objects can be handy for such missions;

This is a very good suggestion - NoStaticView and NoChiefView would stop the second problem I mentioned in my post back on page one. When I have the choice of "Control" and "View" there is the three second delay because the menu has to find 140 "Friend Actors" and 320 "Enemy (or Neutral) Actors" for the lists. This mission also has 36 aircraft in it but I don't think that's a problem.

Now, when the issue comes up in my game of the "Options" and "About" overlaying "Control" and "View" (the first issue in my first post) then there is no delay because the "Control" and "View" lists are not generated.

An extension of this might be to leave out all aircraft that were designated "Only AI" in FMB. When I build missions I have my reasons for not allowing humans to have certain aircraft.

2. Set key assignments to Leave Plane and Rearm/Refuel options of the menu.

While this is a good suggestion I'm not sure it could be implemented easily. For one thing, you still have control of your keyboard when Visual MOD V9 is activated. Let's say, for example, you were to use "R" for the "Refuel/Rearm Plane" option. You have to make sure this key was not used as a regular control or you could trigger the "Cowl or Armor Flaps" (my "R" key at the moment). And it should not be up to benitomuso to remind you that a key is currently used as a regular control.

On the other hand I suppose you could keep track of all the control keys used and simply use one or more that isn't/aren't currently used.

Bob
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Skylla on September 11, 2014, 10:25:51 AM
I think i found some bugs in the walking pilot mod:
when I enter an AI controlled plane with engine not started no controls work until I leave the plane again. So my pilot is running around the airfield now and I control an empty plane...

2nd: If I do not enter my original plane before ending the mission (or refly in dogfight) i can't control the visual controls anymore (e.g. change to outside view). I have to exit il-2 and relaunch it to get that to work again

Has anybody tested and experienced this yet? It appeared with a vanilla version, too...

If it is a unique problem of mine: Does somebody have an idea how to solve the problem?

About doing mistakes: I extracted the files and dropped the "00_PAL-VisualMOD9-v4122" folder in my #SAS. It should be nothing wrong with that according to this tutorial:
Quote
Effects Mod:

STEPS!

We are now going to install the very best effects mod for better explosions!!! And much, much more!

IL-2 1946 Plutonium Universal Max Effects V1
Plutonium Effects

Adding these effects is very simple and worth it.

1) Download and open the download.
2) Just find the Main folder with all the files in it and just drag and drop the entire folder into your MODS folder and read the readme aswell.

Sorry for asking stupid questions as number 249243 in row, but everybody has to make his mistakes to learn stuff...

 Vin

(If I am about to waste your time or to annoy you: ignore me and let anyone else help the confused guy ;))



Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Tom2 on September 11, 2014, 01:32:05 PM
I think i found some bugs in the walking pilot mod:
when I enter an AI controlled plane with engine not started no controls work until I leave the plane again. So my pilot is running around the airfield now and I control an empty plane...

2nd: If I do not enter my original plane before ending the mission (or refly in dogfight) i can't control the visual controls anymore (e.g. change to outside view). I have to exit il-2 and relaunch it to get that to work again

How strange... has anybody else experienced things like this?

I will test exactly what you explained.

Regards, Pablo


I had a similar issues with an earlier version of this mod. :-\
Exiting a plane and re-entering left to plane only visible outside.

At one time after exiting and trying to join another plane IIRC, I had complete system freeze, hard reboot necessary.
Edit:
I will test this version and if something happens post a logfile.

Using Mod Act 5.3

 ;)

Cheers

Thorst.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 11, 2014, 06:39:13 PM
hey benitomuso... im sure im doing something wrong here but my searching has turned up nothing, i downloaded your mod and the game wont boot, so i tried a clean sas folder still no boot, so i removed it, now it loads to 95% then ctds then i load it again and everything works.... now everytime i get a no boot i get these files popping up in my folder called hs_err_pidXXXX (X's represent numbers) and inside each file it says this

Code: [Select]
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x77df1830
Function name=RtlAddAccessAllowedAce
Library=C:\Windows\SYSTEM32\ntdll.dll

Current Java thread:
at com.maddox.opengl.Provider.nGetGLCaps(Native Method)
at com.maddox.opengl.Provider.getGLCaps(Provider.java:136)
at com.maddox.il2.engine.Config.PALGetCardCaps(Unknown Source)
at com.maddox.il2.engine.Config.createGlContext(Unknown Source)
at com.maddox.il2.engine.Config.createGlContext(Unknown Source)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:507)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Dynamic libraries:
0x00400000 - 0x0049A000 C:\IL-2_1946\il2fb.exe
0x77D90000 - 0x77EE7000 C:\Windows\SYSTEM32\ntdll.dll
0x776B0000 - 0x777E0000 C:\Windows\SYSTEM32\KERNEL32.DLL
0x760E0000 - 0x76187000 C:\Windows\SYSTEM32\KERNELBASE.dll
0x74720000 - 0x747C7000 C:\Windows\system32\apphelp.dll
0x75A80000 - 0x75B96000 C:\Windows\SYSTEM32\USER32.dll
0x77C20000 - 0x77CCE000 C:\Windows\SYSTEM32\ADVAPI32.dll
0x6C440000 - 0x6C461000 C:\Windows\SYSTEM32\WINMM.dll
0x77910000 - 0x77930000 C:\Windows\SYSTEM32\IMM32.dll
0x5BA00000 - 0x5BA20000 C:\IL-2_1946\DINPUT.dll
0x75BA0000 - 0x75C9D000 C:\Windows\SYSTEM32\GDI32.dll
0x75CA0000 - 0x75D51000 C:\Windows\SYSTEM32\msvcrt.dll
0x759F0000 - 0x75A24000 C:\Windows\SYSTEM32\sechost.dll
0x753C0000 - 0x7546C000 C:\Windows\SYSTEM32\RPCRT4.dll
0x6C410000 - 0x6C43B000 C:\Windows\SYSTEM32\WINMMBASE.dll
0x754F0000 - 0x755CE000 C:\Windows\SYSTEM32\MSCTF.dll
0x75380000 - 0x7539D000 C:\Windows\SYSTEM32\SspiCli.dll
0x759A0000 - 0x759E6000 C:\Windows\SYSTEM32\cfgmgr32.dll
0x777E0000 - 0x777FE000 C:\Windows\SYSTEM32\DEVOBJ.dll
0x75370000 - 0x75379000 C:\Windows\SYSTEM32\CRYPTBASE.dll
0x75310000 - 0x75361000 C:\Windows\SYSTEM32\bcryptPrimitives.dll
0x6D420000 - 0x6D4EF000 C:\IL-2_1946\bin\hotspot\jvm.dll
0x6D220000 - 0x6D227000 C:\IL-2_1946\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 C:\IL-2_1946\bin\verify.dll
0x6D250000 - 0x6D266000 C:\IL-2_1946\bin\java.dll
0x6D3C0000 - 0x6D3CD000 C:\IL-2_1946\bin\zip.dll
0x5B9A0000 - 0x5B9FB000 C:\IL-2_1946\wrapper.dll
0x765D0000 - 0x77696000 C:\Windows\SYSTEM32\SHELL32.dll
0x779C0000 - 0x77AF6000 C:\Windows\SYSTEM32\combase.dll
0x76190000 - 0x761D0000 C:\Windows\SYSTEM32\SHLWAPI.dll
0x74F60000 - 0x74FD3000 C:\Windows\SYSTEM32\shcore.dll
0x68380000 - 0x683A7000 C:\IL-2_1946\DT.dll
0x005F0000 - 0x005FA000 C:\IL-2_1946\pathfind.dll
0x26A80000 - 0x29946000 C:\IL-2_1946\il2_core.dll
0x7C340000 - 0x7C396000 C:\IL-2_1946\MSVCR71.dll
0x261E0000 - 0x26203000 C:\IL-2_1946\jgl.dll
0x26210000 - 0x2624A000 C:\IL-2_1946\il2_usgs2.dll
0x75750000 - 0x757A0000 C:\Windows\SYSTEM32\WS2_32.dll
0x776A0000 - 0x776A8000 C:\Windows\SYSTEM32\NSI.dll
0x2A470000 - 0x2A4E7000 C:\IL-2_1946\mg_snd_sse.dll
0x60610000 - 0x60640000 C:\Windows\SYSTEM32\dinput8.dll
0x6BB60000 - 0x6BB6A000 C:\Windows\SYSTEM32\HID.DLL
0x75D60000 - 0x75F0F000 C:\Windows\SYSTEM32\SETUPAPI.DLL
0x75A30000 - 0x75A72000 C:\Windows\SYSTEM32\WINTRUST.dll
0x75F10000 - 0x76092000 C:\Windows\SYSTEM32\CRYPT32.dll
0x760A0000 - 0x760B2000 C:\Windows\SYSTEM32\MSASN1.dll
0x6F410000 - 0x6F498000 C:\Windows\system32\uxtheme.dll
0x6D340000 - 0x6D348000 C:\IL-2_1946\bin\net.dll
0x74710000 - 0x74718000 C:\Windows\SYSTEM32\WSOCK32.dll
0x74F50000 - 0x74F60000 C:\Windows\system32\napinsp.dll
0x74F30000 - 0x74F44000 C:\Windows\system32\pnrpnsp.dll
0x74F20000 - 0x74F30000 C:\Windows\system32\NLAapi.dll
0x74ED0000 - 0x74F1A000 C:\Windows\System32\mswsock.dll
0x74E50000 - 0x74EC5000 C:\Windows\SYSTEM32\DNSAPI.dll
0x74E40000 - 0x74E49000 C:\Windows\System32\winrnr.dll
0x62290000 - 0x6235E000 C:\Windows\SYSTEM32\Opengl32.dll
0x62A90000 - 0x62AB3000 C:\Windows\SYSTEM32\GLU32.dll
0x6BEA0000 - 0x6BF79000 C:\Windows\SYSTEM32\DDRAW.dll
0x6BE90000 - 0x6BE97000 C:\Windows\SYSTEM32\DCIMAN32.dll
0x6BE70000 - 0x6BE8E000 C:\PROGRA~2\Raptr\ltc_help32-84409.dll
0x77B00000 - 0x77C19000 C:\Windows\system32\ole32.dll
0x5B980000 - 0x5B995000 C:\Windows\SYSTEM32\atiglpxx.dll
0x5A290000 - 0x5B972000 C:\Windows\SYSTEM32\atioglxx.dll
0x74D60000 - 0x74D68000 C:\Windows\SYSTEM32\VERSION.dll
0x6F3F0000 - 0x6F409000 C:\Windows\SYSTEM32\dwmapi.dll
0x5A1B0000 - 0x5A28E000 C:\Windows\SYSTEM32\atiadlxy.dll
0x74A70000 - 0x74B89000 C:\Windows\SYSTEM32\PROPSYS.dll
0x753A0000 - 0x753BB000 C:\Windows\SYSTEM32\USERENV.dll
0x74C70000 - 0x74C7E000 C:\Windows\SYSTEM32\WTSAPI32.dll
0x761D0000 - 0x761D6000 C:\Windows\SYSTEM32\PSAPI.DLL
0x75180000 - 0x751A0000 C:\Windows\SYSTEM32\IPHLPAPI.DLL
0x77880000 - 0x7790B000 C:\Windows\SYSTEM32\OLEAUT32.dll
0x77860000 - 0x77871000 C:\Windows\SYSTEM32\profapi.dll
0x75040000 - 0x75048000 C:\Windows\SYSTEM32\WINNSI.DLL
0x5A180000 - 0x5A1A5000 C:\Windows\SYSTEM32\atigktxx.dll
0x760C0000 - 0x760D2000 C:\Windows\SYSTEM32\imagehlp.dll
0x6C790000 - 0x6C8B9000 C:\Windows\SYSTEM32\dbghelp.dll

Local Time = Sat Aug 30 00:04:05 2014
Elapsed Time = 4
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#

im at a total loss at what to do haha... but anyways im running a clean 4.12.2 modact game on windows 8

I really don't know why does it crash. It could be a Video driver problema, nobody can certify if this MOD or even Il-2 with some "a Little more advanced" rendering features could have problema in Win8, etc.

I cannot deduct anything clear from the case. The crash you have is at the video driver layer let's say.

Regards,
                      Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 11, 2014, 06:39:50 PM
Superb mod. The walking pilot and DOF are awesome additions.

But i want to make two suggestions for the next release, if possible:

1. Add options not to load the statics and chiefs view, something like NoStaticView=1 and NoChiefView=1 in the mods section of conf.ini. Although is very cool to see the view of these objects, it can take centuries to load the menu in game if the mission has tons of these objects, like some with high detailed airfields, ground forces or harbors. Make options to skip these objects can be handy for such missions;

2. Set key assignments to Leave Plane and Rearm/Refuel options of the menu.

I'm very grateful for this mod, it set Il-2 visuals and immersion to a new level. One of the best additions ever made to this sim. Sorry for my poor english.

Updated, new download and features described in the First Post.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: BOYAN on September 12, 2014, 07:46:31 AM
Mr. Benitomuso, your work is amazing and revolutionary, it really brings more life and fun to the sim! There is something I`ve been meaning to ask you for a while now... Is there any possibility to include the old PAT mod camera abilities to this visual mod when the external soft view is turned off? PAT mod lets player put the camera literary anywhere on the aircraft, and is fixed to the aircraft so it follows its`s flight exactly. This is what I mean:

(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/120920140-49-21_zps08ce9890.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/120920140-49-21_zps08ce9890.jpg.html)
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/120920140-50-43_zps140c527b.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/120920140-50-43_zps140c527b.jpg.html)
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/120920140-58-16_zps67da218f.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/120920140-58-16_zps67da218f.jpg.html)
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/120920141-01-28_zps57950527.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/120920141-01-28_zps57950527.jpg.html)
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/120920141-08-17_zps65d44d90.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/120920141-08-17_zps65d44d90.jpg.html)
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/120920141-03-40_zps55637045.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/120920141-03-40_zps55637045.jpg.html)
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/120920141-03-01_zps88d11a1e.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/120920141-03-01_zps88d11a1e.jpg.html)

There is no height limit when on the ground, so you can get angles like this:
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/120920141-07-18_zpseeb58320.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/120920141-07-18_zpseeb58320.jpg.html)
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/120920141-06-49_zps78bc3c14.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/120920141-06-49_zps78bc3c14.jpg.html)

PAT mod works only on 4.09. In combination with with View mod it also gives player the ability to board any ship and go anywhere on it.

Here are some examples:

(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/110720140-59-07_zps5c40c128.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/110720140-59-07_zps5c40c128.jpg.html)
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/110720141-05-52_zps0b07204d.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/110720141-05-52_zps0b07204d.jpg.html)

These shots were not made from the plane`s F2 camera, but from the ship`s camera positions provided by PAT and View mods. They were also made in track playback, not game itself...
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/0808201421-39-07_zps2ec019dc.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/0808201421-39-07_zps2ec019dc.jpg.html)
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/0808201421-37-14_zps7a2330f9.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/0808201421-37-14_zps7a2330f9.jpg.html)

It would be great to have the old PAT mod camera ability in 4.12... Imagine Phantom catapult takeoff with view from underneath the fuselage looking astern, Top Gun style...anyway... What do you think?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Gerax on September 12, 2014, 07:48:36 AM
many thanks for all your work with the update Pablo!  :)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Plowshare on September 12, 2014, 01:20:54 PM
I've been laughing my a$$ off at this:

(http://i683.photobucket.com/albums/vv191/Plantoid_1/2014-09-12at14-27-23_zpse345c9a1.jpg) (http://s683.photobucket.com/user/Plantoid_1/media/2014-09-12at14-27-23_zpse345c9a1.jpg.html)

and this:

(http://i683.photobucket.com/albums/vv191/Plantoid_1/2014-09-12at14-28-31_zpsc1cf02c9.jpg) (http://s683.photobucket.com/user/Plantoid_1/media/2014-09-12at14-28-31_zpsc1cf02c9.jpg.html)

Something I've noticed - and this goes along with the screen shots and happens only online: If I leave my plane then go back to it on the ground all is well; if I leave my plane and jump into another one, I don't have control of that plane until I LeavePlane again. At this point I don't have control of the avatar on the ground and can only watch from the cockpit as it runs away until it falls flat on its face on the ground (or, as in the pictures above, they run away!). You can see what I mean because, in the second picture, some of the avatars are face down after running the set distance. When I'm in the second plane I can use the F1 view and fly the plane from this point on. If I go to an F2 view though, the cockpit is empty. I can "bail out" in that an avatar is generated jumping out of the plane after the canopy is jettisoned but, again, I cannot control it.

Offline I've found is that, if I bail out, I can control the avatar but I cannot take control of any aircraft from that point on. I'd looked forward to landing behind enemy lines, running over to a nearby base, then stealing a plane!!

benitomuso:
Is all this what you've wanted to do or are these bugs?

Bob

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: WindWpn on September 12, 2014, 01:41:41 PM
Hey Pablo,

is there a way to "reset" the mod values outside of IL2?  Somehow, I porked the mod by messing with the control stereo settings which has caused my ingame view to freeze.  Not the game is not crashed, as I can still hit esc and return to the debrief screen, though every time I try to come back in regardless of plane/map, etc... in quick, the ingame screen is frozen.  I also tried disabling, switching to v8, etc... all within TM, but to no avail.  Was hoping perhaps there is a config.ini mod param I can pass to reset the control mod?

UPDATE:  got it resolved by trying a few other configs via TM which I guess cleared out the bugged settings I had set up for V9.
Though question still remains if there is a param available to reset the V9 parameters to default settings via the config.ini mod section?

~S~
wind
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Skylla on September 12, 2014, 03:24:05 PM
Something I've noticed - and this goes along with the screen shots and happens only online: If I leave my plane then go back to it on the ground all is well; if I leave my plane and jump into another one, I don't have control of that plane until I LeavePlane again. At this point I don't have control of the avatar on the ground and can only watch from the cockpit as it runs away until it falls flat on its face on the ground (or, as in the pictures above, they run away!).


ha! same here! it actually seems to be a bug and not a mistake of mine...
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: FNRennier on September 12, 2014, 03:30:19 PM
Should I delete the previous version (VisualMOD8) to install "Visual v9", is this correct?  :-\
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 12, 2014, 03:53:10 PM
Should I delete the previous version (VisualMOD8) to install "Visual v9", is this correct?  :-\

Sure
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 12, 2014, 03:57:45 PM
Something I've noticed - and this goes along with the screen shots and happens only online: If I leave my plane then go back to it on the ground all is well; if I leave my plane and jump into another one, I don't have control of that plane until I LeavePlane again. At this point I don't have control of the avatar on the ground and can only watch from the cockpit as it runs away until it falls flat on its face on the ground (or, as in the pictures above, they run away!).


ha! same here! it actually seems to be a bug and not a mistake of mine...


People,
                      the walking pilot doesn't exist as an actor in any Il-2 server, and the way you retake control is an off-line version of the code used by the game for taking a cockpit On-Line, but not the same.

  So: expect all sort of weird, strange, odd and abnormal behaviours on-line. I cannot say anything about that.

  The next review what I will do is somethign I realize should have been made before, which is an explicit check if the mission is off-line before leaving a plane.

  Regards,
                     Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Plowshare on September 12, 2014, 06:25:23 PM

  The next review what I will do is somethign I realize should have been made before, which is an explicit check if the mission is off-line before leaving a plane.


Pablo:

May I make a suggestion? Let the mod sit as it is for the moment. The reason I say this that I've got a work-around for getting into another plane during online play.

I thought about "stealing" an enemy plane so I set up a mission with a Bf-109 on an enemy airfield - no defenses or anything just the plane. I set it for taxi-to-take off and gave it a thirty minute delay. I then bellied in with my Mustang, used the LeavePlane, scampered over to the 109 and jumped in. Now, here's the trick:

When you first jump into a plane like this you have no control because it's set for autopilot. Since there is no autopilot control in online play you immediately LeavePlane again (the avatar will run away but leave you looking out the cockpit - see my comments above). At that moment you have control of the plane. An F2 view will show an empty cockpit but this is a compromise.

This work-around is a one-time shot - you cannot leave this plane and have control of your avatar again. In fact, the only way to leave the plane is to bail out. If the plane you have taken over gets shot down and you don't bail out you will get killed.

Now, my next tests will involve taking my Mustang up, shooting something down, taking over the 109 and shooting down what used to be my squadron mates. I'm wondering what my score will be?

Bob
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Dinga on September 12, 2014, 07:07:06 PM
Just tried this new number 9 version and its working much better.I can now climb back into my first plane and sit inside the cockpit.
No more game freezes either :)

Thankyou Benitomuso for all your great mods.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Alex840 on September 12, 2014, 08:18:01 PM
Many thanks for the last edit benitomuso. Huge missions will be not a painful delay anymore!    ;D
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on September 12, 2014, 10:27:03 PM
I know this isn't supposed to be for online play but I'd like to be able to use it anyway.


it's this kind of comment that makes me shake my head in amusement/dismay.
sorry to single out your comment, Bob, but it's a shining example of a lot of the recent \bug reports', and i couldn't ignore the opportunity to highlight this sort of thing.
i mean, really?
would you call your car dealer, and say ' i know the car's not designed to go underwater, but i'd like to try anyway....and oops, now it's not working anymore.
crikey.  :D
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Storebror on September 13, 2014, 12:57:56 AM
...not to mention the damage caused to the server where you try this online.
Whenever you try an "offline only" mod on an online server, you can expect to flood the server's error log with hundreds of error messages per second.
It's a simple calculation.
Each stacktrace takes about 10 lines in the error log at least.
An offline mod will create at least one stacktrace per tick, that's 10 lines every 30ms.
That's 20000 error log entries per minute. At least.
"At least" here means that in average the stacktrace easily reaches 20 lines per entry and you can expect to have something like 10 errors logged per tick.
That's 400.000 error log entries per minute then. Does that ring a bell for the "I know it won't work but I thought I'd try nevertheless" users?

Having said that, let me announce that anyone who thinks it'd be clever to use this mod on an SAS server will earn himself a lifetime Name+IP ban.

Best regards - Mike
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: norman on September 13, 2014, 06:40:25 AM
Hi I must have  the Joystick to controll pilot when I leave plane?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: csvousden on September 13, 2014, 11:12:27 AM
Is anyone else having issues with the plane views after bailing out?  I have noticed that with mod 9 if I bail out, I can no longer switch views to any other aircraft without restarting the whole game.  Mod 8.2 did not have that issue.  Even in QMB Mode, with mod 9, if I bail out and then if the pilot lands and then reset the QMB I can play the mission, but can only have a cockpit view in the next game.  I was just wondering if anyone else had encountered this.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Skylla on September 13, 2014, 11:16:21 AM

If I do not enter my original plane before ending the mission i can't control the visual controls anymore (e.g. change to outside view). I have to exit il-2 and relaunch it to get that to work again

yes
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 13, 2014, 11:18:29 AM
Is anyone else having issues with the plane views after bailing out?  I have noticed that with mod 9 if I bail out, I can no longer switch views to any other aircraft without restarting the whole game.  Mod 8.2 did not have that issue.  Even in QMB Mode, with mod 9, if I bail out and then if the pilot lands and then reset the QMB I can play the mission, but can only have a cockpit view in the next game.  I was just wondering if anyone else had encountered this.


Yes, I noticed that yesterday. The situation is derived from the fact that to have the pilot impersonation, it is required to stop the PlaneViews hotkeys, and depending on the sequence, nobody restores them.

I think that I know how to fix it.

Regards,
                     Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: csvousden on September 13, 2014, 11:58:30 AM
Pablo,

My hat is off to you!  and my heart is full of gratitude.

CV
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Tom2 on September 13, 2014, 12:41:56 PM
Is anyone else having issues with the plane views after bailing out?  I have noticed that with mod 9 if I bail out, I can no longer switch views to any other aircraft without restarting the whole game.  Mod 8.2 did not have that issue.  Even in QMB Mode, with mod 9, if I bail out and then if the pilot lands and then reset the QMB I can play the mission, but can only have a cockpit view in the next game.  I was just wondering if anyone else had encountered this.


Yes, I noticed that yesterday. The situation is derived from the fact that to have the pilot impersonation, it is required to stop the PlaneViews hotkeys, and depending on the sequence, nobody restores them.

I think that I know how to fix it.

Regards,
                     Pablo


So I wait for the next version. :D
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: BOYAN on September 16, 2014, 04:19:01 PM
Hey Pablo! Have you perhaps seen the reply I made here on page 2, replay 22, about the PAT camera mod?
What do you think?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 16, 2014, 09:08:59 PM
Hey Pablo! Have you perhaps seen the reply I made here on page 2, replay 22, about the PAT camera mod?
What do you think?

Hi BOYAN.

   Yes, sorry, I have seen it. I haven't ever used it, but as far as I understand my VisualMOD included that always without having noticed the other MOD.

  My peripheral camera always follows the plane (the stock one always is parallel to ground and doesn't rotate with the plane). So you can position it anywhere pointing to the actor (your plane, your tank, your carrier...). Then if you use the external 6DOF, holding down the right button and twisting the point of view, you can see wherever from the point you fixed before.

  Ok, you can tell me: but your Visual MOD doesn't have a fixed behaviour, the changes are soft. Go to the Menu and disable the "Inertia" and you have what this PAT MOD used to do.

  You wanted: you get it.

  Regards,
                        Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: BOYAN on September 17, 2014, 06:06:21 AM
Thanks for the reply! By disabling Inertia you mean External soft view?

Your peripheral camera is great, even better than PAT mod because of the inertia, it`s more natural. But the best option the PAT mod gives IMO is this (some videos are better than words)...

1.36, 2.39, 4.10, 4.40, 5.16..... http://www.youtube.com/watch?v=6uVMH3aamrQ

0.28, 1.31-1.46, 2.23, 3.43... http://www.youtube.com/watch?v=8E2KA99dNkw

0.54.... http://www.youtube.com/watch?v=A2ZCc4Wdw58

1.21-1.55... http://www.youtube.com/watch?v=6AuoqauI-QU

The rest of this video shows a very cool camera ability, its from 2008, I had no idea that kind of mod existed...


Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 17, 2014, 07:00:10 AM
The static cameras are part of the game since the very early beginning. Those are actors you set wherever you want. The video of the Sabres from my point of view for all the views from the airfield have those type of cameras.

And the ones attached to the Mustangs, effectively done with what I think is the PAT MOD (I never used it) can be done exactly like that with the Visual MOD.

Yes, I meant disable external soft views.

Regards,
                       Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: BOYAN on September 17, 2014, 07:42:34 AM
Yep, static cameras are stock ones, but the smooth FOV transition is what I ment for the last video. Maybe the same thing can be done for the FOV mod, just like shooting with a camera...

But if I disable the external soft views, I get the stock game camera behavior, can`t get any closer to the aircraft... So you are saying that you can attach the camera anywhere on the aircraft with your visual mod just like in the videos? Cause I can`t figure it out, I must be doing something wrong... Can you write exactly what you do to get that?

 

 
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 17, 2014, 10:37:05 AM
I don't know exactly what are the smooth transitions you refer. Everything is adjustable. You can set the length change speed (koofLen).

The Disable External Soft Views works as you said reverting to almost stock the behaviour, and was implemented like that by Storebror when he adapted the code by very first time for 4.12.

The way to get the real follow without inertia, is by setting this in Conf.ini (sabe your current values if you want to go back to them):

[MODs]
PAL3DFollowInertiaAngle=1
PAL3DFollowInertia=1

It will make instant (rigid) response to plane movement on where you see. Visual MOD essentially makes your point of view 100% relative to the actor. So with those values, the point of view gets "attached" to the position you fixed. The position itself is a 3DOF Spherical coordinate (Azimuth, Elevation, Length). The length is limited for each FOV. So if you want to get closer (over the plane), you should change the FOV, for example with what you tipically get in game with standard <Del> independent key of the keyboard which makes you go closer.

Then: so far being in a sphere close to the plane, but fixed and responding instantaneously to it, with the right mouse button and moving simultaneously the mouse, you point the camera wherever you want. So: if you maneuever the plane, the Camera will follow those movements pointing to the same relative point, being like "attached".

With a partial "attach" like the soft movements, it is interesting too, but it is true that it isn't like if the Camera was screwed to some part of the plane.

Regards,
                         Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: BOYAN on September 17, 2014, 12:54:57 PM
By smooth transitions I mean the increasing and decreasing of FOV to be like zooming and widening the picture, just like rel life camera does. Where exactly is that koofLel? In conf? I can`t seem to find it...

I tried changing the values as you wrote, but I get extreme camera shaking. Nevertheless, it works, I see what you mean... It follows the plane without inertia, yes.

Let me see if I got it right... So, lets say I took a Panther, put a camera inside her left tank facing the nose... This is what can be done via Visual MOD 9 (4.12.2)...
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/2014-09-17at18-33-00_zps8c34ca8e.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/2014-09-17at18-33-00_zps8c34ca8e.jpg.html)

The tank is the limit for the camera position, I can`t go beyond it. Decreasing the FOV angle makes the impression that the camera is attached to the tank (well almost) but if i went any tighter wit FOV, it would just make no sense...

This is what PAT MOD enables (only for 4.09)...
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/1709201418-38-27_zps6165830e.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/1709201418-38-27_zps6165830e.jpg.html)

Went beyond the tank, FOV setting is 70° (End button).

Few mouse moves more and the camera is inside the intake (or anywhere else)...
(http://i1296.photobucket.com/albums/ag19/milemiletich/PAT%20MOD/1709201418-39-40_zps2ab9a097.jpg) (http://s1296.photobucket.com/user/milemiletich/media/PAT%20MOD/1709201418-39-40_zps2ab9a097.jpg.html)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: norman on September 18, 2014, 10:49:23 AM
How disable walking pilot mod?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: FNRennier on September 18, 2014, 12:12:52 PM
How disable walking pilot mod?

Simply place the minus sign (-) in front of "00_PAL-VisualMOD9-v4122" folder,
Example: -00_PAL-VisualMOD9-v4122.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 18, 2014, 09:03:32 PM
How disable walking pilot mod?

What about not leaving the plane?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: norman on September 19, 2014, 05:08:04 AM
Yes but my plane when is destroyed and i need bail out I want my pilot run and lie down  ;)
sorry for my english
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: norman on September 19, 2014, 05:51:16 AM

Simply place the minus sign (-) in front of "00_PAL-VisualMOD9-v4122" folder,
Example: -00_PAL-VisualMOD9-v4122.
I only want disbale pilot walikning mod no all from VisualMO9
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: FNRennier on September 19, 2014, 09:31:37 AM

Simply place the minus sign (-) in front of "00_PAL-VisualMOD9-v4122" folder,
Example: -00_PAL-VisualMOD9-v4122.
I only want disbale pilot walikning mod no all from VisualMO9

Sorry, I do not know how to do.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: tripletrouble on September 20, 2014, 09:09:15 AM
Hey benito, I have no idea if I'm doing something wrong, but am I correct to just put the mod in my #SAS folder?  If so then it's not owrking for me.  I start up the game and the menu just doesn't come up.  But when I enable the VisualMod8 from the SAS optional pack through JSGME that version works fine, but I don't get the pilot walk, DOF, etc.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on September 21, 2014, 03:25:54 AM
I start up the game and the menu just doesn't come up. 

you do know that you need to assign a key function for the menu?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: vonOben on September 21, 2014, 09:38:51 AM
Hi

A few questions about the Visual MOD V9.

What does the selections "Gunner inertia", "Mouse Inertia" and "External TIR"do?

I tested the walking pilot who run a few meters from the plane and then froze.
The View Friend / Enemy Actor looks strange: Only a small square is displyed. It worked ok in v8.

I tested adding PAL3DMaxMenu Actors=64 to my conf.ini but it looks the same.

(http://vonoben.free.fr/Temp/IL-2-PAL-VisualModv9.JPG)

Cheers

vonOben
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Tom2 on September 21, 2014, 02:14:47 PM
Little bug with this mod activated in 4.12.2 MA 5.3, Win XP, Jet Era, Engine Mod, high res mod active:

This is a normal map view with icons:

(http://s20.postimg.cc/xkrjaz231/2014_09_21_21_52_16.jpg) (http://postimage.org/)


This is how it looks now, many icons missing:

(http://s20.postimg.cc/umukh9ufh/2014_09_21_at_17_58_45.jpg) (http://postimage.org/)

(http://s20.postimg.cc/5w4w3gf2l/2014_09_21_at_19_01_03.jpg) (http://postimage.org/)

Only the carrier symbols. ;)


Chrs
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 21, 2014, 08:02:56 PM
Tom,
           this is a general piece of advice for life: you shouldn't consider a bug anything what you don't know about the world.

The bug is that you have the "Navigation Map" Selected:

(http://s22.postimg.cc/91gcdg4nl/2014_09_22_at_02_00_34.jpg) (http://postimg.cc/image/rh0tauirx/full/)

Then only airports (and the carriers are such) and with something VEEEEEEERY important, which is their orientation, is shown. Stock game didn't show that.

On the other hand, the "Normal Mode" is the typical one you used to know, with all the icons, including the Airports without orientation, something which is quite poor for glight reference:

(http://s22.postimg.cc/66396l0nl/2014_09_22_at_02_00_17.jpg) (http://postimg.cc/image/weedvykr1/full/)

Regards,
                          Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 21, 2014, 08:17:55 PM
Hi

A few questions about the Visual MOD V9.

What does the selections "Gunner inertia", "Mouse Inertia" and "External TIR"do?

I tested the walking pilot who run a few meters from the plane and then froze.
The View Friend / Enemy Actor looks strange: Only a small square is displyed. It worked ok in v8.

I tested adding PAL3DMaxMenu Actors=64 to my conf.ini but it looks the same.

(http://vonoben.free.fr/Temp/IL-2-PAL-VisualModv9.JPG)

Cheers

vonOben

Dear von Oben, the names should be self explanatory. Gunner means that in Gunner positions, your weapons don't move instantaneously as the game used to do. Mouse inertia that when you move the point of view, it more like a head, with a response time. External TIR is if you have a Track IR, if it will change the position when you are in an external view of the plane.

Here you have an extra space: "PAL3DMaxMenu Actors=64"

Even though the logic of this is the next: If there are more tan n (in this case 64) actors to show, then ignore all of them (because it is a huge number). So if you set a very high number (i.e. 1024) you will always see all of them.

Regards,
                     Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Tom2 on September 22, 2014, 01:53:45 PM
Tom,
           this is a general piece of advice for life: you shouldn't consider a bug anything what you don't know about the world.

The bug is that you have the "Navigation Map" Selected:
..

Then only airports (and the carriers are such) and with something VEEEEEEERY important, which is their orientation, is shown. Stock game didn't show that.

On the other hand, the "Normal Mode" is the typical one you used to know, with all the icons, including the Airports without orientation, something which is quite poor for glight reference:
..

Regards,
                          Pablo


Oh sht and that after all the member warning we do with regard to proper error report. :P :-[

I am seriously sorry.

I would have posted even earlier, but was afraid it was something from my side...as it proved to be. :-[
Only thing counting for me lol is that this was not a crash and thus no error log for appearant "bug".

Well, also shows we are all humans.
Thanks Pablo!

Cheers

Thorsten
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Tom2 on September 22, 2014, 01:58:17 PM
PS: Now I really feel like a frog. :P

It did not even appear on my train of thought that it was as simple.  >:(
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on September 22, 2014, 02:22:18 PM
you don't need to apologise for a silly mistake, mate.
as you said, we're all human, we all make them
for the most part, though, we learn from our mistakes. ;)
some choose to get offended when their mistakes are pointed out - that is their choice, and their problem, certainly not ours. ;)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: vonOben on September 23, 2014, 04:56:30 AM
Thanks for the information Pablo!
Much appreciated!

The extra space was a mistake only in my post, but it's correct in config.ini
PAL3DMaxMenuActors=64

I've also tried
PAL3DMaxMenuActors=1024

But it still looks as in the picture I've posted before.

How about this:
I tested the walking pilot who run a few meters from the plane and then froze.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: FNRennier on September 23, 2014, 09:49:52 AM
Thanks for the information Pablo!
Much appreciated!

The extra space was a mistake only in my post, but it's correct in config.ini
PAL3DMaxMenuActors=64

I've also tried
PAL3DMaxMenuActors=1024

But it still looks as in the picture I've posted before.

How about this:
I tested the walking pilot who run a few meters from the plane and then froze.
Please someone can answer me because I'm not, "PAL3DMaxMenuActors = 64" in my conf.ini ?  :-\
(https://farm4.staticflickr.com/3899/15332578945_1c7cb83019_o.png) (https://flic.kr/p/pmTtxp)cof (https://flic.kr/p/pmTtxp) by Carlos Rennier (https://www.flickr.com/people/91960824@N04/), on Flickr
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: vonOben on September 23, 2014, 01:00:56 PM

Please someone can answer me because I'm not, "PAL3DMaxMenuActors = 64" in my conf.ini ?  :-\


I added it to the conf.ini myself  :)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 23, 2014, 01:41:20 PM

Please someone can answer me because I'm not, "PAL3DMaxMenuActors = 64" in my conf.ini ?  :-\


I added it to the conf.ini myself  :)

Yes,
                it isn't an auto-saved parameter, you have to configure it yourself if you want it.

  Regards,
                         Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: FNRennier on September 23, 2014, 04:40:53 PM

Please someone can answer me because I'm not, "PAL3DMaxMenuActors = 64" in my conf.ini ?  :-\


I added it to the conf.ini myself  :)

Yes,
                it isn't an auto-saved parameter, you have to configure it yourself if you want it.

  Regards,
                         Pablo

vonOben and benitomuso, Thanks for the replies!  :)
But one question:
I can add this line: PAL3DMaxMenuActors in my conf.ini?
This will make me see the actors (artillery, armor, ships, etc.) if they exist?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: vonOben on September 25, 2014, 04:18:16 AM
Pablo, any ideas about these problems please:


The extra space was a mistake only in my post, but it's correct in config.ini
PAL3DMaxMenuActors=64

I've also tried
PAL3DMaxMenuActors=1024

But it still looks as in the picture I've posted before.

(http://vonoben.free.fr/Temp/IL-2-PAL-VisualModv9.JPG)

How about this:
I tested the walking pilot who run a few meters from the plane and then froze.

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: redbaron on September 26, 2014, 10:49:18 PM
Ok!!! I'm confused. I've spent 2 days trying to get this to work. It am using il-2 4.12.2m, SAS modact 5.3, no other mods, other than this one, and I have gotten to the point where everything works but the 3D. Mode A freezes the game, Mode B shakes the camera, Mode C and D do nothing, and Mode D.O.F. blacks out the screen.  If I'm missing something important feel free to point and laugh, for I am a nooby to this 3D stuff. Any help is appreciated.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 27, 2014, 11:31:46 AM
Ok!!! I'm confused. I've spent 2 days trying to get this to work. It am using il-2 4.12.2m, SAS modact 5.3, no other mods, other than this one, and I have gotten to the point where everything works but the 3D. Mode A freezes the game, Mode B shakes the camera, Mode C and D do nothing, and Mode D.O.F. blacks out the screen.  If I'm missing something important feel free to point and laugh, for I am a nooby to this 3D stuff. Any help is appreciated.


RedBaron, I can figure out that you are using DirectX as rendering engine, instead of OpenGL. Is correct?

Because the color filtering of anaglyph cannot be implemented in DirectX in the way I did it here. I have only made a couple of attempts and it was too difficult to adapt it. Considering that practically nobody uses DirectX, I decided keep it only for OpenGL.

If this is the case: the only solution for you is changing the rendering engine.

Regards,
                    Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: redbaron on September 27, 2014, 03:11:30 PM
Well the openGL fixed some of the problems. Thanks for that tip. But now Mode A goes completely black. Any idea?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 27, 2014, 04:13:14 PM
Well the openGL fixed some of the problems. Thanks for that tip. But now Mode A goes completely black. Any idea?

I suggest you to read the documentation of the Stereo 3D which is somewhere in the threads of the previous versions.

The different methods are there because some problmes in some GPUs. I don't know which video card you have, but I infere it is not a modern or good one. But you have the other 3 modes!!! Just don't get obsessed with Mode A. They are there only to find one that is suitable for you, and you got others.

Regards,
                        Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: redbaron on September 27, 2014, 08:44:52 PM
Ok. I'll do some more reading, but true I've become accustomed to mode D anyways. Cool mod thought, thanks for the help.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: PA-Dore on September 28, 2014, 02:52:43 AM
Great work benito ^^
It works perfectly in HSFX7.02 in Single missions and QMB
I tried to use it in coop and dogfight missions: Only some functions appear in the menu (and work well):

(S: Single C: Coop D: Dogfight) (*)
- 3D S C D
- Glasses choice S
- Soft external views S C D
- Extended Mini-map S C D
- New speed bar S C D
- RR (Rearm, Refuel) S
- Pilot command by joystick S C D
- Other aircraft control S

(*) In Coop and Dogfight the menu cannot be used because it's located under the chat window. To solve this, I needed to modify the chat window location, e.g.
Code: [Select]
[chat]
region=(dx=0.83177084,dy=0.05,x=0.0,y=0.3)
but I think the best way is to set the values in the conf.ini before loading the game and then not use the menu.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: wolfiz on September 28, 2014, 07:20:37 AM
Question: Do you plan to add inertia with mouse view panning back to the default walking pilot view, and with functioning alternate views (chase, etc.) when external views are enabled?

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 28, 2014, 09:56:46 AM
Great work benito ^^
It works perfectly in HSFX7.02 in Single missions and QMB
I tried to use it in coop and dogfight missions: Only some functions appear in the menu (and work well):

(S: Single C: Coop D: Dogfight) (*)
- 3D S C D
- Glasses choice S
- Soft external views S C D
- Extended Mini-map S C D
- New speed bar S C D
- RR (Rearm, Refuel) S
- Pilot command by joystick S C D
- Other aircraft control S

(*) In Coop and Dogfight the menu cannot be used because it's located under the chat window. To solve this, I needed to modify the chat window location, e.g.
Code: [Select]
[chat]
region=(dx=0.83177084,dy=0.05,x=0.0,y=0.3)
but I think the best way is to set the values in the conf.ini before loading the game and then not use the menu.

Good wrap up of coverage of features the one you made, perhaps the color are not so distinguishable. If you accept I will take the idea for the Documentation one day I will generate for this.

A couple of comments:

- Glasses choice S  <-This should work as the 3D Mode in any type of mission! Are you positive?
- Pilot command by joystick S C D <-This already was fixed and limited to only single missions, because if not big consistency and server problems could result. I have already developed a new version of the MOD with some bug-fixes and improvements, but I was still experimenting, Soon I'm going to update it.

  Regards,
                       Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 28, 2014, 10:05:43 AM
Question: Do you plan to add inertia with mouse view panning back to the default walking pilot view, and with functioning alternate views (chase, etc.) when external views are enabled?


Wolfiz,
               you mean if I'm going to allow free camera movements around the walking pilot when it is controllable? If this is the question, the answer is NO. The pilot is an actor of Paratrooper type, it cannot be a "PlayerAircraft". If you leave it free, whenever you press F1, F2, F8 or whatever, you go back to your last plane, instead of the pilot, and it gets "detached" of your sight.

  So there are several problems that made the solution I adopted, not only the most convenient, but the safest and probably the only one possible.

  Regards,
                        Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Tom2 on September 29, 2014, 02:29:58 PM
Pablo, I hope I did not overlook one of the readmes' advices :-[, but again one old question:
Do you think it could be possible to make a 6DOF mod style application integrated, atm the POV I choose always disappears when exiting cockpit views, I would like to have one like in e.g. DBW, where I set a cockpit angle and FOV and kept that the entire mission.


Thanks for your mod and tips, now my G meter works! :D
Cheers

Thorsten
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: PO_MAK_249RIP on October 05, 2014, 04:04:42 AM

Hi Guys,

I've been running Visual MOD V8 for sometime with no problems on TFM 4.12.2m and have just installed this version (V9), I now get a CTD when pressing the 'home' key for the game menu pointing to a memory error? I disabled this version and went back to V8 and the same thing is now happening with that too?

I've recently upgraded my Monitor to a 32" (a redundant Samsung TV HD) and increased my screen size to 1920x1080 - could this have any bearing on it? I've also recently installed the Martlet updates - could these be the prob? Now i've said that I better go check!

Cheers,

Mick

NB ITS NOT THE MARTLETS

OOPS! Sorry guys not been on for a while - just seen the rant about log.lst elsewhere on the site so I will try to send one asap

Bottom portion of log.lst attached - any ideas guys? Soon as I press 'home' for the VM Menu my game CTD's

Code: [Select]
[11:13:19 AM] FM called 'FlightModels/P-51D-20.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:13:20 AM] ERROR file: File users/doe/Icons not found
[11:13:20 AM] Mission: QuickQMBPro/Normandy1/Normandy1BlueNoneA00.mis is Playing
[11:13:21 AM] Time overflow (0): speed 0.6048387
[11:13:22 AM] warning: no files : music/inflight
[11:13:35 AM] java.lang.NoSuchMethodError
[11:13:35 AM] at com.maddox.il2.gui.GUIMenu$53.created(Unknown Source)
[11:13:35 AM] at com.maddox.gwindow.GWindow.doNew(GWindow.java:1336)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: wolfiz on October 06, 2014, 02:57:45 PM
Question: Do you plan to add inertia with mouse view panning back to the default walking pilot view, and with functioning alternate views (chase, etc.) when external views are enabled?


Wolfiz,
               you mean if I'm going to allow free camera movements around the walking pilot when it is controllable?

benito, thanks for response, sorry for late reply. I was simply referring to the paratrooper view one would normally have with external views enabled and "SkipParatrooperViews=0" in conf.ini. In the meantime have been using your mid-August version (without DoF screenshots). 
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: PO_MAK_249RIP on October 07, 2014, 08:54:10 AM
SOLVED!

I'd inadvertantly left my 'HUD Bottom right' MOD in place and discovered the classfiles were clashing - removed the HBR-MOD and voila! VM v9 now works a treat (and looks bl**dy ace on my big monitor) - its always the simple things hope this might help out someone with the same issue!

Cant wait for my new rig in Feb  ;D

Mick
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: rollnloop on October 10, 2014, 02:43:00 AM
Using it with HSFX 7.03

Thanks a lot for this mod  8)

Apologies if i overlooked the info written somewhere (i've read anything i could find i swear), but i have a problem with minimap in track mode.

I'm 100% sure in older (much older) versions the info shown was vertical position of the ennemy relative to my nose in this mode.

Currently the only way for me to get a dot is to have my nose already directly on the plane i track, then its dot is centered, even if i deviate slightly it stays 100% centered, just changing size when i come closer. Is it an intended new feature or is the old behaviour broken ?

Does it work properly on your installs (ie are you able to find a plane in the dark using 1st scan mode for horizontal then track mode for vertical search) ?

Thanks for any info  :)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Plowshare on October 16, 2014, 07:55:27 AM
Just to give names to pilots to keep things straight: Tom uses a joystick to fly with that has no ID number in the HOTAS section of the control panel while the rudder pedals show ID2. Harry uses a yoke that shows ID2 in the HOTAS section of the control board and his rudder pedals show no ID number.

I've been using Tom since the beginning of 4.12 and decided to get Harry into this and fly the P-38s as they are supposed to be flown. When I change over to being Harry and use the "Leave Plane" command I can only turn the avatar to the left with the rudder pedals.

Is there a setting to change the control of the avatar to the proper device number?

Bob

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on October 16, 2014, 08:17:42 AM
Just to give names to pilots to keep things straight: Tom uses a joystick to fly with that has no ID number in the HOTAS section of the control panel while the rudder pedals show ID2. Harry uses a yoke that shows ID2 in the HOTAS section of the control board and his rudder pedals show no ID number.

I've been using Tom since the beginning of 4.12 and decided to get Harry into this and fly the P-38s as they are supposed to be flown. When I change over to being Harry and use the "Leave Plane" command I can only turn the avatar to the left with the rudder pedals.

Is there a setting to change the control of the avatar to the proper device number?

Bob



Yes Bob,
                  the walking pilot controls are hardcoded to the Default Joystick.

  It could be solved obviously. But it requires investigation and it is a problem that affects 1% of the population.

  I will try to incorporate a check of which Joystick is in use for the User, but it will not be prioritary.

  Regards,
                       Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: PA-Dore on October 16, 2014, 03:42:00 PM
Thanks Pablo (again^^)

As I wrote previously, this mod works perfectly with HSFX7.0.3. I added it in my IL2 Database (IL2 Database (http://www.derrierloisirs.fr/il2/bdd2012/)--> HSFX --> HSFX7.xx).
I would like to use it in online missions and 2 functions would be great in dog or coop missions: RR and the menu bar(*) which do not work online. (see my previous post).
(*) the menu bar is at the location of the chat window and cannot be selected.

Do you think it would be possible to modify this?

Cheers
JP
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: ASiX on October 20, 2014, 09:23:50 AM
Hi guys !
Got a problem with visualmod 9 on TFM 412, since i've installed the mod i have no more speed and altitude informations on the HUD even if i cheched it in the options.
I also tried to hit the Show/Hide key.

This is a so cool mod, i don't want to do without it, can you help me ?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on October 20, 2014, 11:46:55 AM
Hi guys !
Got a problem with visualmod 9 on TFM 412, since i've installed the mod i have no more speed and altitude informations on the HUD even if i cheched it in the options.
I also tried to hit the Show/Hide key.

This is a so cool mod, i don't want to do without it, can you help me ?

It is conflicting with other MOD, for sure. You should disable any HUD, Map or similar MODs that could be installed simultaneously.

Regards,
                   Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on October 20, 2014, 11:57:16 AM
Thanks Pablo (again^^)

As I wrote previously, this mod works perfectly with HSFX7.0.3. I added it in my IL2 Database (IL2 Database (http://www.derrierloisirs.fr/il2/bdd2012/)--> HSFX --> HSFX7.xx).
I would like to use it in online missions and 2 functions would be great in dog or coop missions: RR and the menu bar(*) which do not work online. (see my previous post).
(*) the menu bar is at the location of the chat window and cannot be selected.

Do you think it would be possible to modify this?

Cheers
JP


The Refuel and Reload functions are basically a cheat in OnLine gaming. They would not have any correspondance at the server side.

The Zuti MDS originally had some Refuel / Reload / Repair based on time or points penalties in on-line. I'm not interested on invetigating this.

Sorry but it is too complicated to implement a version of the MOD that covers all the eventual issues from On-Line.

You should consider this a non-online compatible MOD.

Regards,
                     Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: ASiX on October 20, 2014, 12:47:25 PM
I have no other mods exept a MI24 overheat fix and the ''forgotten countries'' so ...
Any other ideas ?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: rollnloop on October 22, 2014, 07:11:31 PM
Pablo, what about a server enforced online availability, with conf.ini line to activate ?

visualmodRRRminimapmods=1 ?

or separate lines

visualmodRRR=1
visualmodminimapmods=1

?

 :)

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on October 22, 2014, 07:55:23 PM
Pablo, what about a server enforced online availability, with conf.ini line to activate ?

visualmodRRRminimapmods=1 ?

or separate lines

visualmodRRR=1
visualmodminimapmods=1

?

 :)



My friend,
                     it is not justa a matter of visibility. The menu options should do something: there is the problem, not in the fact if the lines appear or not.

  Regards,
                          Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: rollnloop on October 23, 2014, 03:44:35 PM
I guess it´s too far beyond my understanding, i have no clue what you are meaning  :'(

Can't you make options behave online exactly as offline if enabled by host via conf.ini ?

Thanks for your answer still, apologies for being clueless. :)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: western0221 on October 23, 2014, 06:54:38 PM
I'm trying this Visual MOD V9 on 4.12.2m + SASModAct5.3 + SAS Engine MOD 2.7 + Pre-DBW2.

With this MOD, when I go into the Full Mission Builder and close-up , push Enter of 10keys to enter 3D mode , then the camera continues rotating and up/down , not made stable.
The problem is not ALWAYS , but usually. Maybe with heavy modded maps.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on October 23, 2014, 08:31:32 PM
I'm trying this Visual MOD V9 on 4.12.2m + SASModAct5.3 + SAS Engine MOD 2.7 + Pre-DBW2.

With this MOD, when I go into the Full Mission Builder and close-up , push Enter of 10keys to enter 3D mode , then the camera continues rotating and up/down , not made stable.
The problem is not ALWAYS , but usually. Maybe with heavy modded maps.

I saw that only once and never again. So I considered that an isolated episode.

If you see it again, could you pay attention to any particular context whee it appears?

Regards,
                    Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on October 24, 2014, 12:07:06 AM
Pablo, i have experienced that same issue with the maps when going into 3d mode - the camera seems to have some infinite movement, and if you go out of the 3d mode, then usually you end up on the far edge of the map.
as mentioned, it doesn't always happen, but often enough that it should be mentioned.
i cannot find any pattern with this issue - it might happen once on a particular map, but the next time i play the game, that map is fine.
the only thing is, when it happens, it keeps happening until you restart the game.
i simply get around this by disabling the mod when i want to work in FMB, and re-enabling when i fly.
it would be nice if this can be resolved, but i don't see it as a major problem, as we can still work around it.

AND a note to those who just don't get the message - this is not for meant for online, simple as that. please stop asking about it.
it's easy enough to move the chat bar with the mouse, and then it seems to work fine anyway, so please stop asking the author to re-write the mod to suit online play. rather just move the chat bar yourself.
this has been mentioned more than once already, and i am tempted to issue a warning to the next person who persists in asking about the online part.
this entire site is not geared towards online play. if it works, good - if not, tough. deal with it.
sorry to sound harsh, but asking the modder the same thing over and over is plain ridiculous.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: PhoenixOrion on October 30, 2014, 12:21:27 AM
If I turn off external soft view it also turns off the 3d effect? There is no longer 3d I can move the mouse like I would like it but the 3d no longer works? It looks like it kicks in when I move the mouse though, but otherwise the 3d effect goes away. The soft view is very nice looking and smooth but not good for online gaming so I was hoping to turn it off and keep 3d effect but does not appear to work.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: srm on October 30, 2014, 10:56:00 PM
Loaded 00_PAL_VisualMOD9-v4122 into jsgmemods and enabled it.
Running IL2 SAS modact 5.3 with TFM.
About says its version 8
I get no menu for leaving aircraft.
I get menu options for taking control of other aircraft, but nothing about leaving.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on October 31, 2014, 06:44:21 AM
If I turn off external soft view it also turns off the 3d effect? There is no longer 3d I can move the mouse like I would like it but the 3d no longer works? It looks like it kicks in when I move the mouse though, but otherwise the 3d effect goes away. The soft view is very nice looking and smooth but not good for online gaming so I was hoping to turn it off and keep 3d effect but does not appear to work.

I'm going to confirm that.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on October 31, 2014, 06:45:47 AM
Loaded 00_PAL_VisualMOD9-v4122 into jsgmemods and enabled it.
Running IL2 SAS modact 5.3 with TFM.
About says its version 8
I get no menu for leaving aircraft.
I get menu options for taking control of other aircraft, but nothing about leaving.


Everything seems to point out in the direction of an old versión (v8) of the MOD still living in your installation. You should check out where it is.

Regards,
                   Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: srm on October 31, 2014, 09:10:57 AM
Found it and removed it.  Now I can leave the aircraft but the pilot doesn't move.  He just stands there.

Correction: He moves using the rudder pedals. Left brake turns him, right brake determines speed.

Can these assignments be changed?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: vonOben on November 01, 2014, 04:22:11 AM
Hi

A few questions about the Visual MOD V9.

I tested the walking pilot who run a few meters from the plane and then froze.
The View Friend / Enemy Actor looks strange: Only a small square is displyed. It worked ok in v8.

I tested adding PAL3DMaxMenu Actors=64 to my conf.ini but it looks the same.

(http://vonoben.free.fr/Temp/IL-2-PAL-VisualModv9.JPG)

Cheers

vonOben

Hi

I still have this problem with the View Friend / Enemy Actor.
Any ideas why this happens?

Is it normal that the walking pilot stops a few meters from the plane?

Cheers

vonOben
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on November 01, 2014, 07:55:29 AM
Hi

A few questions about the Visual MOD V9.

I tested the walking pilot who run a few meters from the plane and then froze.
The View Friend / Enemy Actor looks strange: Only a small square is displyed. It worked ok in v8.

I tested adding PAL3DMaxMenu Actors=64 to my conf.ini but it looks the same.

(http://vonoben.free.fr/Temp/IL-2-PAL-VisualModv9.JPG)

Cheers

vonOben

Hi

I still have this problem with the View Friend / Enemy Actor.
Any ideas why this happens?

Is it normal that the walking pilot stops a few meters from the plane?

Cheers

vonOben

vonOben,
                     this is due to the requested limit of actors. Read above or somewhere and you will find a line like this:

PALMaxActors=16

This is what limits how many actors would be shown. If you set in your conf.ini a huge number like 1000, it would never restrict the list.

Please find where it is explained for more details.

Regards,
                    Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: vonOben on November 03, 2014, 05:04:17 AM
I've tried
PAL3DMaxMenuActors=1000
PALMaxActors=1000
in the conf.ini but it still looks like this:

(http://vonoben.free.fr/Temp/IL-2-PAL-VisualModv9.JPG)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: PhoenixOrion on November 07, 2014, 10:15:06 PM
Very cool Benitomuso. It would be awesome if I could use this for online. Just not possible to use external views in a battle with soft view. I have taken a semester of python programming and I am currently taking c#. I may take java next and I have visual studio 2012 professional edition. Hopefully in 6 mo to a year. I will be good enough at programming to work on this myself. To make it output to a 3d tv in interlaced mode. Is java the only language you use for this mod? Or are there things you have to know about the graphics card as well?


If I turn off external soft view it also turns off the 3d effect? There is no longer 3d I can move the mouse like I would like it but the 3d no longer works? It looks like it kicks in when I move the mouse though, but otherwise the 3d effect goes away. The soft view is very nice looking and smooth but not good for online gaming so I was hoping to turn it off and keep 3d effect but does not appear to work.

I'm going to confirm that.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: LtSERGIO on November 10, 2014, 09:30:38 AM
 Hello,
 This has been asked several time but just for one more time:
  1) How to install Visual MOD V9 into 412.2?
  2) Do we need special device for that?
  Thanhs for help...
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Whacker on December 08, 2014, 10:06:04 AM
Dear Pablo, this mod is amazing and it works perfectly with 412-TFM.

Please consider a few requests.  Note that most of these are not intended for "serious" play, they would provide other comedic value, etc.

1.  Pilot walking around mode, pilot sometimes cannot cross bridges or other structures, probably because of some z-clipping issue, fixable?  Make it possible to "supercharge" the pilot's running so they can go extra fast and cover more ground?  Also the ability to cross bodies of water would be good.

2.  Please consider adding a separate "repair" option to the menu.  It is somewhat ridiculous as you say, however some people, myself included, would enjoy such a feature.

3.  Is there a list and explanation of the various conf.ini [MOD] section variables that this mod creates and uses?  Such a thing would be greatly appreciated and helpful.

Thanks for all your hard work.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: HotelAlpha on December 14, 2014, 11:22:52 AM
Thank you for the Nice mod PAL! Every peice of your work is amazing, I have had lots of fun walking around airfields, using 3D, and of course the menu bar.





Thank you.  :)
Title: Startup Problem
Post by: FL2070 on December 19, 2014, 03:05:45 PM
After installing the mod, I started the game and flew around in a sabre with no problems at all, but this happened when I restarted the game as a test.

hs_err-pid7900.log
Code: [Select]
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x76fce3be
Function name=RtlInitUnicodeString
Library=C:\Windows\SysWOW64\ntdll.dll

Current Java thread:
at java.io.Win32FileSystem.list(Native Method)
at java.io.File.list(Unknown Source)
at java.io.File.listFiles(Unknown Source)
at com.maddox.il2.game.Main.clearDir(Main.java:334)
at com.maddox.il2.game.Main.clearCache(Main.java:359)
at com.maddox.il2.game.Main.exec(Main.java:433)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Dynamic libraries:
0x00400000 - 0x0049A000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\il2fb.exe
0x76FA0000 - 0x77120000 C:\Windows\SysWOW64\ntdll.dll
0x76690000 - 0x767A0000 C:\Windows\syswow64\kernel32.dll
0x76890000 - 0x768D7000 C:\Windows\syswow64\KERNELBASE.dll
0x749B0000 - 0x74AB0000 C:\Windows\syswow64\USER32.dll
0x76AF0000 - 0x76B80000 C:\Windows\syswow64\GDI32.dll
0x76F70000 - 0x76F7A000 C:\Windows\syswow64\LPK.dll
0x765F0000 - 0x7668D000 C:\Windows\syswow64\USP10.dll
0x74E60000 - 0x74F0C000 C:\Windows\syswow64\msvcrt.dll
0x76A50000 - 0x76AF0000 C:\Windows\syswow64\ADVAPI32.dll
0x74B30000 - 0x74B49000 C:\Windows\SysWOW64\sechost.dll
0x767A0000 - 0x76890000 C:\Windows\syswow64\RPCRT4.dll
0x74940000 - 0x749A0000 C:\Windows\syswow64\SspiCli.dll
0x74930000 - 0x7493C000 C:\Windows\syswow64\CRYPTBASE.dll
0x72240000 - 0x72272000 C:\Windows\system32\WINMM.dll
0x75D40000 - 0x75DA0000 C:\Windows\syswow64\IMM32.dll
0x74F40000 - 0x7500C000 C:\Windows\syswow64\MSCTF.dll
0x6F9D0000 - 0x6F9F0000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\DINPUT.dll
0x72170000 - 0x721BC000 C:\Windows\system32\apphelp.dll
0x6D420000 - 0x6D4EF000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\bin\hotspot\jvm.dll
0x6D220000 - 0x6D227000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\bin\verify.dll
0x6D250000 - 0x6D266000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\bin\java.dll
0x6D3C0000 - 0x6D3CD000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\bin\zip.dll
0x6E100000 - 0x6E15B000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\wrapper.dll
0x75080000 - 0x75CCA000 C:\Windows\syswow64\SHELL32.dll
0x762D0000 - 0x76327000 C:\Windows\syswow64\SHLWAPI.dll
0x68380000 - 0x683A7000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\DT.dll
0x26200000 - 0x2620A000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\pathfind.dll
0x26860000 - 0x2973A000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\il2_core.dll
0x7C340000 - 0x7C396000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\MSVCR71.dll
0x26210000 - 0x26233000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\jgl.dll
0x26240000 - 0x2627A000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\il2_usgs2.dll
0x75CD0000 - 0x75D05000 C:\Windows\syswow64\WS2_32.dll
0x74B20000 - 0x74B26000 C:\Windows\syswow64\NSI.dll
0x2BFB0000 - 0x2C027000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\mg_snd_sse.dll
0x707A0000 - 0x707D0000 C:\Windows\system32\dinput8.dll
0x6FC00000 - 0x6FC09000 C:\Windows\system32\HID.DLL
0x76330000 - 0x764CD000 C:\Windows\syswow64\SETUPAPI.DLL
0x75D10000 - 0x75D37000 C:\Windows\syswow64\CFGMGR32.dll
0x74BF0000 - 0x74C7F000 C:\Windows\syswow64\OLEAUT32.dll
0x76030000 - 0x7618C000 C:\Windows\syswow64\ole32.dll
0x74F20000 - 0x74F32000 C:\Windows\syswow64\DEVOBJ.dll
0x76000000 - 0x7602E000 C:\Windows\syswow64\WINTRUST.dll
0x764D0000 - 0x765F0000 C:\Windows\syswow64\CRYPT32.dll
0x75010000 - 0x7501C000 C:\Windows\syswow64\MSASN1.dll
0x72320000 - 0x72341000 C:\Windows\system32\ntmarta.dll
0x74AB0000 - 0x74AF5000 C:\Windows\syswow64\WLDAP32.dll
0x6D340000 - 0x6D348000 C:\Users\Me\Desktop\Stuff\Programs\IL-2\IL-2 4.122m JW\bin\net.dll
0x742D0000 - 0x742D7000 C:\Windows\system32\WSOCK32.dll
0x71470000 - 0x71480000 C:\Windows\system32\NLAapi.dll
0x70780000 - 0x70790000 C:\Windows\system32\napinsp.dll
0x6F880000 - 0x6F892000 C:\Windows\system32\pnrpnsp.dll
0x729C0000 - 0x729FC000 C:\Windows\System32\mswsock.dll
0x72740000 - 0x72784000 C:\Windows\system32\DNSAPI.dll
0x701F0000 - 0x701F8000 C:\Windows\System32\winrnr.dll
0x725F0000 - 0x72617000 C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live\WLIDNSP.DLL
0x75FF0000 - 0x75FF5000 C:\Windows\syswow64\PSAPI.DLL
0x6A240000 - 0x6A308000 C:\Windows\system32\Opengl32.dll
0x6E0D0000 - 0x6E0F2000 C:\Windows\system32\GLU32.dll
0x5EB00000 - 0x5EBE7000 C:\Windows\system32\DDRAW.dll
0x6FBA0000 - 0x6FBA6000 C:\Windows\system32\DCIMAN32.dll
0x73420000 - 0x73433000 C:\Windows\system32\dwmapi.dll
0x6FB30000 - 0x6FB37000 C:\Windows\system32\atiglpxx.dll
0x2DA30000 - 0x2EC61000 C:\Windows\system32\atioglxx.dll
0x741A0000 - 0x741A9000 C:\Windows\system32\VERSION.dll
0x6FB20000 - 0x6FB2B000 C:\Windows\system32\atigktxx.dll
0x6DBD0000 - 0x6DC89000 C:\Windows\system32\aticfx32.dll
0x2ED70000 - 0x2EDCB000 C:\Windows\system32\atiadlxy.dll
0x74B00000 - 0x74B17000 C:\Windows\syswow64\USERENV.dll
0x768F0000 - 0x768FB000 C:\Windows\syswow64\profapi.dll
0x74160000 - 0x7416D000 C:\Windows\system32\WTSAPI32.dll
0x6E0A0000 - 0x6E0C5000 C:\Windows\system32\dinput.dll
0x6D120000 - 0x6D192000 C:\Windows\system32\dsound.dll
0x708D0000 - 0x708F5000 C:\Windows\system32\POWRPROF.dll
0x74B50000 - 0x74BD3000 C:\Windows\syswow64\CLBCatQ.DLL
0x71CF0000 - 0x71D29000 C:\Windows\System32\MMDevApi.dll
0x72A00000 - 0x72AF5000 C:\Windows\System32\PROPSYS.dll
0x71CB0000 - 0x71CE6000 C:\Windows\system32\AUDIOSES.DLL
0x762A0000 - 0x762CB000 C:\Windows\syswow64\imagehlp.dll
0x71000000 - 0x710EB000 C:\Windows\syswow64\dbghelp.dll

Local Time = Fri Dec 19 15:59:31 2014
Elapsed Time = 23
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#

I had the same problem with VisualMOD 8.  ???

EDIT: The game starts up intermittently, but all my view buttons are broken (F1, F2, F3, etc) and the only way to see the outside of my plane is to use View > Friendly Plane > My Plane and then I can't get back into the cockpit again.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benson on January 02, 2015, 12:18:48 PM
This is a great mod and has considerably added to my enjoyment of the game. Forgive a possibly stupid question and I have read through the posts but does the mod allow for aircraft 'skins'? The reason I ask is that if I play with the default skins when I take control of another aircraft everything works fine but if I try to use a modded skin when I take control of another plane it ends up with the skin of the player aircraft.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: UberDemon on January 22, 2015, 10:13:36 PM
benitomuso,

I installed this new version after you told me the issues from v8 were fixed (mainly the crashing due to bailouts).  I have several problems I encountered, it seems.

1) Like a few other people, the "PAL3DMaxMenuActors=64" item in conf.ini [Mods] section did not do anything, ground objects are still not selectable.
2) Once the pilot leaves the plane, all "view" controls stop working (Shift and Control F2, F3, F6, F8, etc.) so cannot scroll through other planes... also it takes away ability to shift pilot view to F8, making it easier to see where you are going.  (this used to not happen in v8)

I enjoy these features, if you can help me resolve these issues it would be awesome.  Thank you for your applications.

UberDemon/danzigzag
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: CrewMember on February 01, 2015, 12:13:05 PM
Hi all! When i try to open game menu bar via pressing "home" button, game crashes to desktop( I put visual mod to #SAS folder. What i did wrong?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: 3rd account of warduck on February 19, 2015, 09:04:04 AM
Thank you for this.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: ianp on February 23, 2015, 12:23:50 PM
Thank you Benitomuso for this mod its fantastic, to anyone using the mouse for external views and finds it a bit quick go to "main menu" "controls" "input" and lower the mouse speed setting mines was far to high at 2.5 so i lowered it to 0.5 and now its Benitomuso perfecto!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Komandor on April 01, 2015, 11:50:18 PM
Hello! Dear colleague Pablo
Please help. IL-2 4.12.2 + SAS MOD v.5.3_+_C.U.P._ +_WAW +00_VisualMOD9-v4122. Aircraft at the airport. After clicking “Leave Plane pilot jumps out of the cab, runs away from the plane and stops.
Question-1: How to force the pilot to go, forward - backward, left - right? On movement of the joystick doesn't respond.
Question-2: is it Possible to control the movements of the pilot to assign the buttons on the keyboard?
For control the plane I have  two joystick: joystick-1 pedals, joystick-2 roll - pitch.
Sorry for my English.
          With best wishes  Komandor
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Flappyclive on April 03, 2015, 02:03:57 AM
Question 2.Propably yes.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Komandor on April 03, 2015, 06:48:25 AM
Need an answer to question NR-1 and NR-2.
 With respect.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on April 03, 2015, 04:56:05 PM
Kommandor,
                       regarding your questions:

-Evidently the main commands of your joystick are not assigned to Josystick nr. 1 (which is the case of 97.5% of people). To make the pilot move I had to use a direct joystick reading (instead of reading the game aileron and elevator controls), so if your settings are not standard, it would not work. Solution to this? None I know under the current situation. Probably I could find a way in code of checking which joystick is the one you have configured for plane commands and then using it. Sorry but currently I don't have time and it is not in my scope.

-The current code ONLY detects movement based on Joystick Nr. 1, so the keyboard doesn't work. You are not conrolling a plane, that's why you lost everything related to plane control surfaces movement, and so the "universal" response of the game through your configured joystick + keyboard is not available.

Regards,
                              Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Komandor on April 07, 2015, 02:50:50 AM
Hello! Dear colleague Pablo.
1st  Thanks for the help. The pilot jumps out of the plane and runs on the airfield.
2nd   Thanks for a great MOD 00_VisualMOD9-v4122
With best wishes  Komandor  Lieutenant-Colonel of Air Force of Russia
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: PO_MAK_249RIP on April 09, 2015, 03:54:41 AM
I use VisualMod to alter my Font style but my aircraft labels still display as 'Arial' font - is there any way to alter the size and font for these?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Gerax on April 09, 2015, 11:00:01 AM
PO_MAK_249RIP, do a search for "font" and enable
"Search in topic subjects only".

With this I found this here:
https://www.sas1946.com/main/index.php/topic,21658.msg235321.html#msg235321

read through this thread and follow the link:
http://www.allaircraftsimulations.com/forum/viewtopic.php?f=20&t=10501&hilit=FONT
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: PO_MAK_249RIP on April 10, 2015, 01:59:33 AM
Hi mate - yep did all that just cant find the font that controls the aircraft labels? But i'll have another read I may have missed something

SOLVED I'll post how I did it incase any others want to do it too

https://www.sas1946.com/main/index.php?topic=45684.msg510632#msg510632
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: razanon on April 24, 2015, 06:42:13 AM
when i use visualmod 8 or 9. when im fliying get a ctd 6 dof track ir problem.

when i use game menu, ctd and same error
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on April 27, 2015, 04:48:55 AM
benitomuso,

I installed this new version after you told me the issues from v8 were fixed (mainly the crashing due to bailouts).  I have several problems I encountered, it seems.

1) Like a few other people, the "PAL3DMaxMenuActors=64" item in conf.ini [Mods] section did not do anything, ground objects are still not selectable.
2) Once the pilot leaves the plane, all "view" controls stop working (Shift and Control F2, F3, F6, F8, etc.) so cannot scroll through other planes... also it takes away ability to shift pilot view to F8, making it easier to see where you are going.  (this used to not happen in v8)

I enjoy these features, if you can help me resolve these issues it would be awesome.  Thank you for your applications.

UberDemon/danzigzag

Regarding these questions:


1) Like a few other people, the "PAL3DMaxMenuActors=64" item in conf.ini [Mods] section did not do anything, ground objects are still not selectable.

This line has to be interpreted as: "If actors are more than X then don't show actors". The "problem" is evident: most of the missions have many more actors. So if you want to display them, you have to use a much bigger number, i.e. PAL3DMaxMenuActors=2000

It doesn't mean that will only show X actors and not the rest, becasue it is a nonsense showing some (only the first in order which not necessarily are the most relevant).


2) Once the pilot leaves the plane, all "view" controls stop working (Shift and Control F2, F3, F6, F8, etc.) so cannot scroll through other planes... also it takes away ability to shift pilot view to F8, making it easier to see where you are going.  (this used to not happen in v8)

Yes, the walking pilot is like that. The game itself has an isParatrooper condition for the player which is very restrictive. The game itself "ends" when you bailout, the player becomes an isParatrooper one and nothing more can be done. I had to implement an intermediate situation: the pilot doesn't complete a bailout and stays in a limbo, so I can achieve walking around, re-entering into planes, etc. But in code there are maaaaaany simultaneous conditions to achieve. F2, F6, F8 are for actors. Paratrooper in the limbo cannot be managed as an independent actor. I should have to re-write 10 classes of the game and the way they opérate with the Paratrooper condition to make it different: it's just crazy!

So the walking pilot is 100% first person. You want to be a human being? It has its limitations. If you want to switch views, re-enter a plane and you are in command of all previous features. This is not a moody decision. Consider that getting to this balance required tens and tens of hours of investigation, it is not random. And nothing substantially better can be achieved without a huge manipulation to the game.

Regards,
                         Pablo

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: UberDemon on April 27, 2015, 09:08:41 PM
Thank you for the explanation Pablo!

I set "PAL3DMaxMenuActors=20000" and it works perfectly.  Thank you for the explanation about the view control in the walking pilot.  It explains why the complexity caused v8 to crash when there were several bailouts.

UD/dzz
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: teisco on May 06, 2015, 04:30:08 PM
As there is no documentation  with this mod could someone at least clue me in on what key to open the menu?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on May 07, 2015, 04:11:35 AM
The predefined one is "Home"
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: teisco on May 07, 2015, 05:42:16 AM
Thanks but my keyboard does not have a home key. Is there any way to set another key for the menu. Also I remember there is some text to add the the config to make this work but I cannot locate or find it anymore.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Gerax on May 07, 2015, 08:55:40 AM
you have to define a "home" key in the controls settings by yourself.
Find it there in the misc section.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: teisco on May 07, 2015, 09:26:39 AM
misc section? not sure where you mean.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Gerax on May 07, 2015, 09:40:39 AM
pics will help I am sure:

controls:

(http://s16.postimg.cc/3xp1dt7qd/image.jpg) (http://postimage.org/)

misc section:

(http://s16.postimg.cc/6dqurnpt1/image.jpg) (http://postimage.org/)

game menu (aka home):

(http://s16.postimg.cc/tf2e0aj51/image.jpg) (http://postimage.org/)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: MrMoonlight on May 07, 2015, 09:52:27 AM
you have to define a "home" key in the controls settings by yourself.
Find it there in the misc section.

No, no...I think he means that his keyboard doesn't physically have a "Home" key on the keyboard itself (known as "Pos 1" on a German keyboard). Although I have never seen a computer keyboard that didn't have a Home key. I know I couldn't write code very efficiently on the job if I didn't have one. I think teisco just isn't looking hard enough, or he's not using an English keyboard and "Home" is called something else in his language.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Gerax on May 07, 2015, 09:56:43 AM
Sorry, but I had to make this pic post anyway as I linked it in first post
for other members as a little help when looking for this key.

Pablo just named it "home", and I am not sure if he meant the
physical old home key as I remember it from english keyboards.
so, when you do not have this ominous "home" key simply
define another one you prefer. And have. ;)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: teisco on May 07, 2015, 10:11:07 AM
pics will help I am sure:
misc section
...

Teisco, no full quotes with pics please.


Thanks, cleared it up for me and it works great !
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: MrMoonlight on May 07, 2015, 12:38:24 PM
Sorry, but I had to make this pic post anyway as I linked it in first post
for other members as a little help when looking for this key.

No need to be sorry, Gerax...you did the right thing. Your pic was worth a thousand words.

Pablo just recommends assigning the "Home" key to the "Game Menu" command because it's one of the few keys available that is not already mapped somewhere by default in IL-2. So it's usually unoccupied and free to be used for bringing up the menu. Theoretically, you can assign any key you want to "Game Menu"...it's just that "Home" happens to be a convenient choice.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Tom2 on May 10, 2015, 05:10:51 AM
I have the latest version active and no leave plane option in my setup controls. :(
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Tom2 on May 10, 2015, 05:31:42 AM
I'm trying this Visual MOD V9 on 4.12.2m + SASModAct5.3 + SAS Engine MOD 2.7 + Pre-DBW2.

With this MOD, when I go into the Full Mission Builder and close-up , push Enter of 10keys to enter 3D mode , then the camera continues rotating and up/down , not made stable.
The problem is not ALWAYS , but usually. Maybe with heavy modded maps.

I saw that only once and never again. So I considered that an isolated episode.

If you see it again, could you pay attention to any particular context whee it appears?

Regards,
                    Pablo

This happens when the external soft view is active. Dactivate it and it is gone.


!  !
BTW as for my previous post, my apology for dumb noobness again. My install is CUP, and the segment I used WAW. There is no crashlog as it is not about a crash here, but if that helps I can post a logfile nevertheless.

I also think there is a big mistake some of us may do when installing this mod in the wrong manner:
First, indeed, I found remains of the default CUP Visual Mod 9 in my WAW folder.

Then, tried in ModAct 5.3, if you enable the mod via JSGME; the structure is totally different, so I opted (wrongly maybe) to install it in the Mods folder again. I see no sense having e.g. a Gui folder in my parent game folder.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Tom2 on May 10, 2015, 05:39:43 AM
Edit: I verified the correct path of this one is the actual Mods folder and after erasing the previous remains, I now have the leave plane option under Misc in my setup. :P :-[ Sometimes I hate it that I am so fast pased.
The order of this mod, activate by putting it into the target Mods folder, is logical, if you check the order of this mod. Enabling it via JSGME only works only for the default versions shipping with either ModAct 5.3 or C.U.P., as those have the correct orders in their folder structure.
If you replace a C.U.P. version of this mod with a downloaded version, you will have to do this manually inside each section Mods folder of C.U.P. AFTER disengaging any previous JSGME version.


Cheers

Tom
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: spartan18a on June 30, 2015, 09:24:33 AM
Could someone paste the cofig.ini related to this mod too see if I have it right?
Thanks

By the way, now the TAB control do not show the interface commands (wingman, etc) and the key above for the chat is also useless?  :o
What am I doing wrong?

Just a second, the TAB now works but the CHAT still does not ...


one more thing ... how do we know which mode, A B C or D is the best one for us? I notice no difference  :-X
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on June 30, 2015, 01:23:03 PM
spartan,

                 in several places that was referred. You have to use the Home key (or an altertnative) to deploy the Game Menu. The Tab option was the first one ver superseeded now.

  Gerard in the first page has posted a link to a reference to an explanation:

Quote
Normal Stereo:
(http://s11.postimg.cc/twrk4l65v/2014_09_11_at_20_16_49.jpg) (http://postimg.cc/image/7xl5hdpbj/full/)

~~~~~~~~~~~~~~~~~~~~~~~~~

Edit Gerax:

see here (https://www.sas1946.com/main/index.php/topic,42495.msg514790.html#msg514790) where to define the Game-Menu- and LeavePlane Key!

  Regards,
                      Pablo

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: spartan18a on June 30, 2015, 01:36:22 PM
Thanks Pablo.
I set the Home Key for the Menu (before I had it in L) and now the Tab works (I don´t know why but fine with me). However, the chat does not work. Probably I am doing another silly mistake which is unknown to me.

Please, tell me what to do.
I love your mod. It is really like a new brand game.

What about the Modes ABCD, what's the difference between them?
Thanks for your work and are you planning to get a v10 version?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: decipher on July 08, 2015, 03:06:19 AM
thank you for visualmod! i don't use the 3d rendering feature, but i love it for the menu's and view options available and it has become an essential addition for my il-2 adventures.

what i miss in il-2 is a display of the trimming settings. now there is a different mod, that exactly does this for il-2. it looks like this:

(http://i.imgur.com/zWQk7OH.jpg)

you instantly see the degrees of every trim axis displayed, which is really great. but of course... there is a big problem. all classfiles of this mod are already used by visualmod (of course, since they both change the HUD display :) )...

the mod is called HudCustomize (download link: https://www.mediafire.com/download/a36vm7w1cn86ejk/HudCustomize.7z taken from this thread:  https://www.sas1946.com/main/index.php/topic,46898.msg522200.html#msg522200 )

long story short: would it be possible for a future update of visualmod 9 to include this simple style display of trim axes? maybe optional with "on/off" so everyone can decide if they need this display or not.

i hope it is ok to request a feature like this... sorry if it is not appropriate :)

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Hontik on August 06, 2015, 09:06:05 PM
Hello!
I saw this wonderful mod and dosnloaded it but i cant seem to be able to get it working. The file that comes with the download doesnt share the names of the files in the main folder or IL2!
I am quite new to the game so please help me as i would really like to use this mod
Thank you!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: arthuro12 on September 21, 2015, 04:46:12 AM
Hey everyone, I'm kinda nooby to all of this but I managed to get about 10 gigs of stuff working so far :D

I have a problem with VM9 on CUP 4.12

When I enable the GUI through my custom key and want to use the functions there seems to be a dropdown menu in the way from the vanilla game itself.

It looks like this:

1 ALL
2 MY_ARMY
3
4
etc

Anyone know how to work around this?

Many love for all the amazing content on this website, what a community!

EDIT

I'm dumb, for other newbs that might run into this:

You can drag the window away to a different corner of your screen, try grabbing the edges of the GUI.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: sparky on September 21, 2015, 05:47:02 AM
Hi all


Is there any way to get this working in 4.10 at all please? Or anything similar that lets you control other aircraft?

thank you.

p.s could someone post a direct link to mediafire please, i can't seem to download it from the the link on the first page
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on September 21, 2015, 09:14:58 AM
Sparky, the Visual MOD as it is clearly explained is only for v4.12.2 of the game. Some of the MODs included on it existed in previous versions for v4.10. But not as a hole and most of the new features never existed. Running it in other versions would undoubtedly lead to a non-loading game. I cannot help you in any other way.

The link is alive. The direct file is here:             

https://www.mediafire.com/download/ij7331g0u7cybxc/00_PAL-VisualMOD9-v4122.rar

Regards,
                  Pablo

Hi all


Is there any way to get this working in 4.10 at all please? Or anything similar that lets you control other aircraft?

thank you.

p.s could someone post a direct link to mediafire please, i can't seem to download it from the the link on the first page
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: sparky on September 21, 2015, 02:43:03 PM
Thank you

For some reason the direct link was not working on my browser. I was aware this was only for 4.12, i was just asking if there was anyway that anyone knew to get the plane control part into 4.10.

thanks
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Whiskey_Sierra_972 on October 02, 2015, 12:57:41 PM
Hi Pablo!

Sorry to report and ask your help because I find a strange issue that is related to this mod (test in the same condition but with this mod disable don't give the issue) : when I eject from my plane the pilot after reching the ground start to run but after few seconds stops and don't jump on the ground....when reflying the mission or another mission the FOV change controls are locked....

Here is the log of the issue:

Code: [Select]
Loading mission Single/mod_test.mis...
Month = 6 , Hour = 12
Temperature -     0m = 15.0 .
Temperature -  1000m = 8.51001 .
Temperature -  2000m = 2.019989 .
Temperature -  3000m = -4.470001 .
Temperature -  4000m = -10.959991 .
Temperature -  5000m = -17.449997 .
Temperature -  6000m = -23.940002 .
Temperature -  7000m = -30.429993 .
Temperature -  8000m = -36.92 .
Temperature -  9000m = -43.410004 .
Temperature - 10000m = -49.899994 .
Temperature - 11000m = -56.39 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
FM called 'FlightModels/MiG-21MF.fmd:MIG21' is being loaded from File: 'mig21'
FM called 'FlightModels/MiG-21MF.fmd:MIG21' is being loaded from Alternative File: 'mig21'
FM called 'FlightModels/Tumanski:MIG21.emd' is being loaded from File: 'mig21'
FM called 'FlightModels/Tumanski:MIG21.emd' is being loaded from Alternative File: 'mig21'
Flight Model File FlightModels/MiG-21MF.fmd:MIG21 contains no Mach Drag Parameters.
FM called 'FlightModels/MiG-21MF.fmd:MIG21' is being loaded from File: 'mig21'
FM called 'FlightModels/MiG-21MF.fmd:MIG21' is being loaded from Alternative File: 'mig21'
INTERNAL ERROR: Str2FloatClamp() - Clamped 2.1 -> 2 (delta = -0.0999999) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3.5 -> 2 (delta = -1.5) to Range 0..2
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1399)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1370)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1357)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/MiG-21MF/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/MiG-21MF/Default' size: 0 != 512 | 1024
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
ERROR file: File users/doe/Icons not found
Mission: Single/mod_test.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLIn_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLIn_D1'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLIn_D2'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLIn_D3'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRIn_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRIn_D1'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRIn_D2'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRIn_D3'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLMid_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLMid_D1'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLMid_D2'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLMid_D3'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRMid_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRMid_D1'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRMid_D2'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRMid_D3'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap01_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap02_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'EffectBox'
java.lang.NullPointerException
at com.maddox.il2.objects.air.MIG_21MF.sirenaWarning(MIG_21MF.java:280)
at com.maddox.il2.objects.air.MIG_21MF.rareAction(MIG_21MF.java:269)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:565)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1084)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
warning: no files : music/takeoff
INTERNAL ERROR: HierMesh: Can't find chunk 'EffectBox'
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
java.lang.NullPointerException
at com.maddox.il2.objects.air.MIG_21MF.sirenaWarning(MIG_21MF.java:280)
at com.maddox.il2.objects.air.MIG_21MF.rareAction(MIG_21MF.java:269)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:565)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1084)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.air.MIG_21MF.sirenaWarning(MIG_21MF.java:280)
at com.maddox.il2.objects.air.MIG_21MF.rareAction(MIG_21MF.java:269)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:565)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1084)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Month = 0 , Hour = 12
Temperature -     0m = 6.0 .
Temperature -  1000m = -0.48999023 .
Temperature -  2000m = -6.980011 .
Temperature -  3000m = -13.470001 .
Temperature -  4000m = -19.960007 .
Temperature -  5000m = -26.449997 .
Temperature -  6000m = -32.940002 .
Temperature -  7000m = -39.429993 .
Temperature -  8000m = -45.92 .
Temperature -  9000m = -52.410004 .
Temperature - 10000m = -56.5 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 878,  Vert 76565,  Ind 267459
WARNING: * Buf1 : Obj: 162,  Vert 86989,  Ind 232884
WARNING: * Buf2 : Obj: 10,  Vert 1200,  Ind 2160
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
No Name for Mission
No Short for Mission
No Description for Mission
[Oct 2, 2015 6:08:55 PM] -------------- END log session -------------

Maybe I find something in the first portion of the log....something about com.maddox.rts.BackgroundTask.doRun....

Any thought about?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on October 02, 2015, 01:13:39 PM
Do you want to get dirty and pose your belly on ground?

You have described the behaviour of the Walking Pilot MOD:

https://www.sas1946.com/main/index.php/topic,42495.msg478040.html#msg478040

Usually, if you Eject normally (typically Ctrl+E) it should not happen, but if you eject with "Leave Plane" command (Shift + E in general) would happen what you described. But it should not affect on the next mission.

You are receiving some error messages related to the MiG-21, which clearly is not a perfect plane. Have you tried with other A/C to confirm if it is related or not?

Regards,
                  Pablo



Hi Pablo!

Sorry to report and ask your help because I find a strange issue that is related to this mod (test in the same condition but with this mod disable don't give the issue) : when I eject from my plane the pilot after reching the ground start to run but after few seconds stops and don't jump on the ground....when reflying the mission or another mission the FOV change controls are locked....

Here is the log of the issue:

Code: [Select]
Loading mission Single/mod_test.mis...
Month = 6 , Hour = 12
Temperature -     0m = 15.0 .
Temperature -  1000m = 8.51001 .
Temperature -  2000m = 2.019989 .
Temperature -  3000m = -4.470001 .
Temperature -  4000m = -10.959991 .
Temperature -  5000m = -17.449997 .
Temperature -  6000m = -23.940002 .
Temperature -  7000m = -30.429993 .
Temperature -  8000m = -36.92 .
Temperature -  9000m = -43.410004 .
Temperature - 10000m = -49.899994 .
Temperature - 11000m = -56.39 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
FM called 'FlightModels/MiG-21MF.fmd:MIG21' is being loaded from File: 'mig21'
FM called 'FlightModels/MiG-21MF.fmd:MIG21' is being loaded from Alternative File: 'mig21'
FM called 'FlightModels/Tumanski:MIG21.emd' is being loaded from File: 'mig21'
FM called 'FlightModels/Tumanski:MIG21.emd' is being loaded from Alternative File: 'mig21'
Flight Model File FlightModels/MiG-21MF.fmd:MIG21 contains no Mach Drag Parameters.
FM called 'FlightModels/MiG-21MF.fmd:MIG21' is being loaded from File: 'mig21'
FM called 'FlightModels/MiG-21MF.fmd:MIG21' is being loaded from Alternative File: 'mig21'
INTERNAL ERROR: Str2FloatClamp() - Clamped 2.1 -> 2 (delta = -0.0999999) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3.5 -> 2 (delta = -1.5) to Range 0..2
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1399)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1370)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1357)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/MiG-21MF/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/MiG-21MF/Default' size: 0 != 512 | 1024
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
ERROR file: File users/doe/Icons not found
Mission: Single/mod_test.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLIn_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLIn_D1'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLIn_D2'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLIn_D3'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRIn_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRIn_D1'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRIn_D2'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRIn_D3'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLMid_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLMid_D1'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLMid_D2'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingLMid_D3'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRMid_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRMid_D1'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRMid_D2'
INTERNAL ERROR: HierMesh: Can't find chunk 'WingRMid_D3'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap01_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap02_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'EffectBox'
java.lang.NullPointerException
at com.maddox.il2.objects.air.MIG_21MF.sirenaWarning(MIG_21MF.java:280)
at com.maddox.il2.objects.air.MIG_21MF.rareAction(MIG_21MF.java:269)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:565)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1084)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
warning: no files : music/takeoff
INTERNAL ERROR: HierMesh: Can't find chunk 'EffectBox'
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
java.lang.NullPointerException
at com.maddox.il2.objects.air.MIG_21MF.sirenaWarning(MIG_21MF.java:280)
at com.maddox.il2.objects.air.MIG_21MF.rareAction(MIG_21MF.java:269)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:565)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1084)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.air.MIG_21MF.sirenaWarning(MIG_21MF.java:280)
at com.maddox.il2.objects.air.MIG_21MF.rareAction(MIG_21MF.java:269)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:565)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1084)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Month = 0 , Hour = 12
Temperature -     0m = 6.0 .
Temperature -  1000m = -0.48999023 .
Temperature -  2000m = -6.980011 .
Temperature -  3000m = -13.470001 .
Temperature -  4000m = -19.960007 .
Temperature -  5000m = -26.449997 .
Temperature -  6000m = -32.940002 .
Temperature -  7000m = -39.429993 .
Temperature -  8000m = -45.92 .
Temperature -  9000m = -52.410004 .
Temperature - 10000m = -56.5 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 878,  Vert 76565,  Ind 267459
WARNING: * Buf1 : Obj: 162,  Vert 86989,  Ind 232884
WARNING: * Buf2 : Obj: 10,  Vert 1200,  Ind 2160
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
No Name for Mission
No Short for Mission
No Description for Mission
[Oct 2, 2015 6:08:55 PM] -------------- END log session -------------

Maybe I find something in the first portion of the log....something about com.maddox.rts.BackgroundTask.doRun....

Any thought about?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Whiskey_Sierra_972 on October 03, 2015, 05:21:26 AM
Yes mate I have tried with other planes....

....for example here is the log of the U-2

Code: [Select]
Loading mission Single/mod_test.mis...
Month = 6 , Hour = 12
Temperature -     0m = 15.0 .
Temperature -  1000m = 8.51001 .
Temperature -  2000m = 2.019989 .
Temperature -  3000m = -4.470001 .
Temperature -  4000m = -10.959991 .
Temperature -  5000m = -17.449997 .
Temperature -  6000m = -23.940002 .
Temperature -  7000m = -30.429993 .
Temperature -  8000m = -36.92 .
Temperature -  9000m = -43.410004 .
Temperature - 10000m = -49.899994 .
Temperature - 11000m = -56.39 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/M-11_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 1
Motor resolveFromFile starter = 1
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1399)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1370)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1357)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/U-2VS/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/U-2VS/Default' size: 0 != 512 | 1024
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
ERROR file: File users/doe/Icons not found
Mission: Single/mod_test.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
warning: no files : music/takeoff
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
Month = 0 , Hour = 12
Temperature -     0m = 6.0 .
Temperature -  1000m = -0.48999023 .
Temperature -  2000m = -6.980011 .
Temperature -  3000m = -13.470001 .
Temperature -  4000m = -19.960007 .
Temperature -  5000m = -26.449997 .
Temperature -  6000m = -32.940002 .
Temperature -  7000m = -39.429993 .
Temperature -  8000m = -45.92 .
Temperature -  9000m = -52.410004 .
Temperature - 10000m = -56.5 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 560,  Vert 44614,  Ind 149523
WARNING: * Buf1 : Obj: 157,  Vert 46626,  Ind 127023
WARNING: * Buf2 : Obj: 10,  Vert 1200,  Ind 2160
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
No Name for Mission
No Short for Mission
No Description for Mission
[Oct 3, 2015 11:07:32 AM] -------------- END log session -------------

And here is the test mission:

Code: [Select]
[MAIN]
  MAP Empty4b/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  army 2
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  na0100
[na0100]
  Planes 1
  Skill 1
  Class air.FI_156
  Fuel 100
  weapons default
[na0100_Way]
  TAKEOFF 42188.74 41369.63 0 0 &0
  NORMFLY 39682.73 42875.91 500.00 175.00 &0
[NStationary]
[Buildings]
[Bridge]
[House]

And here is the shoot of my mods folder:

(http://i614.photobucket.com/albums/tt222/waltersolito/MODS%20folder_zpsciig41lm.jpg)

and here a clickable to get a bigger resolution:

(http://i614.photobucket.com/albums/tt222/waltersolito/th_MODS%20folder_zpsciig41lm.jpg) (http://s614.photobucket.com/user/waltersolito/media/MODS%20folder_zpsciig41lm.jpg.html)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: yokogumo on October 04, 2015, 05:49:25 AM
Thanks for this marvellous addon.   Unfortunately for me, when I install it, I loose the wide screen.  did this happen to someone already? is there a post about this? 
I'm running the latest CUP with no extra addon.  As widescreen is included in visual MOD V9 I disabled  2 widescreen to avoid possible conflict.

thanks for any help ;-)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: The Radge on October 14, 2015, 02:46:08 PM
Hello! Thank you for this mod, but I don't have any of the new keys is the MISC section.
Also, I esolved hash files of this mod and didn't find AircraftHotKeys classes.
So, I have two questions, one of them is dumb:
 1. Why I don't have that new keys - Game Menu and Leave Plane ?
 2. In which classes did you wrote that new commands?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: E69STARK on November 10, 2015, 09:07:56 AM
Thanks for this marvellous addon.   Unfortunately for me, when I install it, I loose the wide screen.  did this happen to someone already? is there a post about this? 
I'm running the latest CUP with no extra addon.  As widescreen is included in visual MOD V9 I disabled  2 widescreen to avoid possible conflict.

thanks for any help ;-)

After eliminate the mod, I still having the same problem, someone can help me?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: JapanCat on December 22, 2015, 05:29:52 AM
Hi  Pablo

I was POST
https://www.sas1946.com/main/index.php/topic,49581.0.html

DCS in CardBord VR

If the possible side-by-side to IL-2 1946
It is super great

Thank you very much JapanCat
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: benitomuso on December 22, 2015, 05:58:40 AM
Hi JapanCat.

  I have been experimenting to get a side by side image for 3D TVs and other, which obvously could be used by Oculus Rift, etc.

  The problem is that the "ViewPorts" used by the game are kind of hardcoded to have origin (0,0) which means that it is very difficult to start the right subimage in (width/2, 0). I made some progress but with several issues. I didn't have more time to investigate the subject for the while.

  Regards,
                  Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: JapanCat on December 22, 2015, 06:41:19 AM
Hey, Pablo

Thank you for your reply.
I am also investigating the source of the Java code.

OpenGL32.dll also we will examine.

Il2 is if VR, I'm glad.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on December 29, 2015, 09:33:30 AM
Hi Pablo
it's been along time since i've had time for IL-2, but now i'm getting back into things, and i noticed something now, how long it's been this way, i'm not sure, but when i select the drop-down menu to view either friendly or enemy stationary/ground units, all i get is a little grey box, but the list does not appear like it used to.
any idea where i should be looking to solve this?
i've tried several entry values in the conf setting, but it makes no difference - in essence, i cannot view any vehicles or anything in the actors list.....
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on December 30, 2015, 12:44:39 AM
well, i managed to solve it, but it's a mystery to me - i compared the contents of the download rar file for the VisualMod v9 with the contents of the folder in my SAS folder, and found that i had 3 extra classfiles in there, which were not part of the original download...? whaaaa...?!
now, i have never messed with the contents of the folder, so i have no idea where these three classfiles come from, but removing them has solved the problem, now all the actors can be seen.
for interests sake, the 3 classfiles were: 6C27DBE460C85D86, 55CE8D5EC05A5232 and F4B4A398CD55A974 ....
 :D
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on December 30, 2015, 03:03:42 AM
Hi Pablo
it's been along time since i've had time for IL-2, but now i'm getting back into things, and i noticed something now, how long it's been this way, i'm not sure, but when i select the drop-down menu to view either friendly or enemy stationary/ground units, all i get is a little grey box, but the list does not appear like it used to.
any idea where i should be looking to solve this?
i've tried several entry values in the conf setting, but it makes no difference - in essence, i cannot view any vehicles or anything in the actors list.....

Malone, is 100% on purpose. Look at my previus explanation in this thread:

Hi

A few questions about the Visual MOD V9.

What does the selections "Gunner inertia", "Mouse Inertia" and "External TIR"do?

I tested the walking pilot who run a few meters from the plane and then froze.
The View Friend / Enemy Actor looks strange: Only a small square is displyed. It worked ok in v8.

I tested adding PAL3DMaxMenu Actors=64 to my conf.ini but it looks the same.

(http://vonoben.free.fr/Temp/IL-2-PAL-VisualModv9.JPG)

Cheers

vonOben

Dear von Oben, the names should be self explanatory. Gunner means that in Gunner positions, your weapons don't move instantaneously as the game used to do. Mouse inertia that when you move the point of view, it more like a head, with a response time. External TIR is if you have a Track IR, if it will change the position when you are in an external view of the plane.

Here you have an extra space: "PAL3DMaxMenu Actors=64"

Even though the logic of this is the next: If there are more than n (in this case 64) actors to show, then ignore all of them (because it is a huge number). So if you set a very high number (i.e. 1024) you will always see all of them.

Regards,
                     Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on December 30, 2015, 06:04:40 AM
Pablo, i understand perfectly the concept, and have used it successfully for several months already,  but my worry was that even with the "PAL3DMaxMenuActors=64" entry in my conf.ini, i was still not seeing the actor list.
it's only after i found, and removed, the three foreign classfiles, that it would work again.
that's why i mentioned them, in case you recognised them as something you worked with, however, they are NOT in the original download file for VisualMod V9, and i have no idea where they might have come from (as you can understand, i get very worried when 'mysterious' classfiles appear out of nowhere - your mod is not one of those i messed with in any way.
besides, i keep my modding firmly in the painting department... :D
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on December 30, 2015, 10:46:46 AM
Pablo, i understand perfectly the concept, and have used it successfully for several months already,  but my worry was that even with the "PAL3DMaxMenuActors=64" entry in my conf.ini, i was still not seeing the actor list.
it's only after i found, and removed, the three foreign classfiles, that it would work again.
that's why i mentioned them, in case you recognised them as something you worked with, however, they are NOT in the original download file for VisualMod V9, and i have no idea where they might have come from (as you can understand, i get very worried when 'mysterious' classfiles appear out of nowhere - your mod is not one of those i messed with in any way.
besides, i keep my modding firmly in the painting department... :D

Hi Malone.

  The real way to confirm if it is or not the Actors limitation is not with that value, but with something like this:

PAL3DMaxMenuActors=2000

  Consider than most of the missions would have more than 64 so it would not show anything.

  Regarding those hashed files, it is too tedious for me to guess what hey are. It would be very useful that you resolve them and tell me the real classes names so I can confirm if something could have been related to it or not. In fact I never understood why do we continue using hashed names which are an old inheritance of the first MODding system of the game. My wrappers and the TotalMODder philosophy is classes oriented, so you always know what what piece of code is whhich one.

  Regards,
                  Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on January 09, 2016, 12:26:15 AM
Pablo, thanks mate, i kept the view actors at a default of 64, and for the most part it's been working alright, but i have on several occasions now, had a huge freeze-up when trying to view ships. it has so far only happened with ships, and not with vehicles, but this freeze-up is because there was 24MB !!! worth of java error being thrown into the log, the same error over an over - i think it's because it's trying to track a moving ship, and literally throwing an exception for every position movement of the ship, and it can't seem to read it.
ingame, i simply freeze-up while on the selection of, eg: Chief_1, and can only recover by alt-tab'ing out, then back in, hit Escape, and some silly procedure, or simply have to end the il2 process.
here is an example of the log error that's being thrown out:

Code: [Select]
* Trying to switch View to '1_Chief' Actor!
[9:56:12 PM] java.lang.NullPointerException
[9:56:12 PM] at com.maddox.il2.engine.hotkey.HookView.computeInertiaPos(Unknown Source)
[9:56:12 PM] at com.maddox.il2.engine.hotkey.HookView.computePos(Unknown Source)
[9:56:12 PM] at com.maddox.il2.engine.ActorPosMove.validate(ActorPosMove.java:133)
[9:56:12 PM] at com.maddox.il2.engine.ActorPosMove.resetAsBase(ActorPosMove.java:643)
[9:56:12 PM] at com.maddox.il2.game.Main3D.setView(Main3D.java:1550)
[9:56:12 PM] at com.maddox.il2.game.Main3D.setView(Main3D.java:1537)
[9:56:12 PM] at com.maddox.il2.engine.ActorAux.doViewActor(Unknown Source)
[9:56:12 PM] at com.maddox.il2.gui.GUIMenu$46.execute(Unknown Source)
[9:56:12 PM] at com.maddox.gwindow.GWindowMenu.execute(GWindowMenu.java:119)
[9:56:12 PM] at com.maddox.gwindow.GWindowMenu.doExecute(GWindowMenu.java:125)
[9:56:12 PM] at com.maddox.gwindow.GWindowMenuItem.mouseButton(GWindowMenuItem.java:38)
[9:56:12 PM] at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
[9:56:12 PM] at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
[9:56:12 PM] at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
[9:56:12 PM] at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
[9:56:12 PM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[9:56:12 PM] at com.maddox.rts.Message._send(Message.java:1217)
[9:56:12 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:56:12 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:56:12 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:56:12 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:56:12 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:56:12 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:56:12 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[9:56:12 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:56:12 PM] java.lang.NullPointerException ...........on and on and on........

i don't find any conflicting files, VisualMod is right on top of the load order, and yet this is also only a very recent thing - anyway, I'm looking for a solution myself, but if you have an idea of what might be the cause, please let me know? i suspect it's to do with an Engine Mod update, but can't say for sure...?
thanks in advance, mate - apologies that it's mainly more problems i keep bringing you lately - i'll make it up somehow, where i can :D
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on January 09, 2016, 01:33:24 AM
thinking back to what i've done recently, the only mod i have added was a version of the blue flame exhaust mod, for which i had to disable your CockpitSound mod, as they conflicted.
now, as the exhaust mod works with hooks, and i see this hookview error there in the log, maybe there is a connection, or are those different 'hooks'?
as in, one a mesh 'hook' or another to do with camera? i'm guessing now, better stop...lol :D
as for the Visual Mod, however, i don't find any conflict between this and the flames mod....
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on January 26, 2016, 10:36:57 PM
hi Pablo, thought i better make a positive post, as my last few had been about problems, lol
i just tried the new 'ordnance cam' update, and it works a charm - i can highly recommend it, and especially following a torpedo along its deadly path is really great - you get a nice, up close and personal view of your 'victim' ship as you head towards it.
great job, mate - as always! :D

now a little query - i set the max actors at the default 64 for a mission i was trying, which consisted of 12 friendly planes, 6 enemy planes (parked on carrier deck for the duration of the mission), 3 friendly ships (one a carrier) and 4 enemy ships (also one carrier)
i created this mission from scratch in FMB, so there are no there actors/chiefs in the mission at all.
to me, this is way less than 64 actors, but when i try to view them in the drop-down menu, i see the message 'more than 64 actors'
how can this be? or does the game register a ship differently?
to my mind, this mission has a total of 18 planes, and 7 ships.... or is my thinking wrong?

anyway, great update, thanks again! :D
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on January 27, 2016, 03:20:08 AM
hi Pablo, thought i better make a positive post, as my last few had been about problems, lol
i just tried the new 'ordnance cam' update, and it works a charm - i can highly recommend it, and especially following a torpedo along its deadly path is really great - you get a nice, up close and personal view of your 'victim' ship as you head towards it.
great job, mate - as always! :D

now a little query - i set the max actors at the default 64 for a mission i was trying, which consisted of 12 friendly planes, 6 enemy planes (parked on carrier deck for the duration of the mission), 3 friendly ships (one a carrier) and 4 enemy ships (also one carrier)
i created this mission from scratch in FMB, so there are no there actors/chiefs in the mission at all.
to me, this is way less than 64 actors, but when i try to view them in the drop-down menu, i see the message 'more than 64 actors'
how can this be? or does the game register a ship differently?
to my mind, this mission has a total of 18 planes, and 7 ships.... or is my thinking wrong?

anyway, great update, thanks again! :D

Malone, the map itself can contain actors, which are not only the planes and ships you add...

But it is easy: set a real big number, so you are not limited. You should receive the whole list and then understand which other ones you were not taking into account.

Regards,
                 Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on January 27, 2016, 04:10:25 AM
will do, thanks mate :D
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: spartan18a on January 27, 2016, 04:48:36 AM
hi Pablo, thought i better make a positive post, as my last few had been about problems, lol
i just tried the new 'ordnance cam' update, and it works a charm - i can highly recommend it, and especially following a torpedo along its deadly path is really great - you get a nice, up close and personal view of your 'victim' ship as you head towards it.
great job, mate - as always! :D

Is it already implemented in the VisualMod?  :o
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on January 27, 2016, 05:00:34 AM
yes mate, here is the update VisualMod: https://www.sas1946.com/main/index.php/topic,50130.msg547482.html#msg547482
please test and let us know how it goes.
my testing so far is 100% successful, but others have reported a problem with not being able to select engines properly on multi-engined planes - if you can check how it is for you, and let us know, that will be great. ;)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Malone on January 30, 2016, 11:01:18 AM
i'm still having the frustrating problem atm with VisualMOD, but as here, i am not enjoying recently only having  issues to sort out, as opposed to just having things work as intended.
with the previous version, prior to adding the Ordnance Cam update version, i could cycle through all ground actors and chiefs, but not any ships.
with the latest version, the problem is now even stranger, and worse...  :P
no matter how high i edit my MaxActors setting in the conf, even on a map i built myself, which i know has less than 500 actor objects on the map, it keeps telling me there is more than that many actors, and won't list them.
i've currently got it set at 5000 actors for my Coral Islands map, for example, with one single player aircraft, and one single ground vehicle as a reference, but it refuses to cycle the camera, or even list the actors, simply saying there is more than 5000 actors - lol
the only way that this is remotely possible is if it's counting every single tree on the map as an actor, for example...
of course, yet again, this seems to only be me with this problem.
i think by now you must be long since tired of my continual issues, and i can understand that.
still, it leaves me with a semi-functional mod, which is not ideal, either.

i've now toned down the conf.ini setting slightly, as 5000 is just ridiculous, so it looks like this:

PAL3DMaxMenuActors=4096

here is the message i keep getting, even though i know for a fact that there are nowhere near this amount of actors.

(http://i196.photobucket.com/albums/aa226/bigbossmalone/2016-01-30%20at%2017-51-01_zpscznaiuzh.jpg)

i don't see any message regarding this in the error log, either.....  :(
sorry for the continual issues, i have no idea why this is happening....


Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on February 03, 2016, 03:39:08 AM
Malone, I'm completely puzzled by your situation. I'm going to later investigate a little the situation, but I think I don't have any of those issues.

But we have some news. I have the pilots (the walking pilot) being able of walking on carrier decks:

(http://s8.postimg.cc/6f6yp6mth/2016_02_03_at_10_28_28.jpg) (http://postimg.cc/image/4amlo3l6p/full/)

Regards,
                    Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on February 08, 2016, 06:43:42 AM
i'm really having bad luck with VisualMod recently - since the last time i posted with the ships problem, that was the ONLY thing not working correctly -
then when i installed the Ordinance cam update, i had the max actors problem as well.
now, with no new 'class' mods since the last time, only 3do mods in that time, i also discovered that the mouse wheel no longer controls the zoom in the minimap - it does nothing, so essentially i can't zoom in or out on the minimap anymore.

in FMB it's fine, the wheel still controls the zoom perfectly. i am at a total loss as to why i seem to simply be 'losing' more features of this mod lately, and with nothing that should interfere (3do mods, and maybe an aircraft or two)  - those all load much further down in the order, so there should not be any interference from them.
clueless....
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on February 10, 2016, 10:36:20 AM
hi Pablo, thought i better make a positive post, as my last few had been about problems, lol
i just tried the new 'ordnance cam' update, and it works a charm - i can highly recommend it, and especially following a torpedo along its deadly path is really great - you get a nice, up close and personal view of your 'victim' ship as you head towards it.
great job, mate - as always! :D

Is it already implemented in the VisualMod?  :o

I still haven't formally published it, but it is in this new version:

Preview is here:

https://www.sas1946.com/main/index.php/topic,50130.msg547482.html#msg547482

Regards,
                     Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on February 20, 2016, 11:59:43 AM
hi Pablo
just to try and eliminate any obvious errors, here is the list of my entries under the [Mods] section of my conf.ini - possibly something here is causing/contributing to the problem (i doubt it, but it's better to ask anyway, i think)

[Mods]
FOV=95
PALShowChocks=1
PALShowCatGear=1
CatapultAllow=1
CatapultAllowAI=1
CatapultBoost=1
AirShowSmokeEnhanced=1
AirShowSmoke=1
PAL3DStart=0
PAL3DSepAim=0.7
//PAL3DSepGun=1.35
//PAL3DSepPit=1.42
PAL3DSepGun=1.1700001
PAL3DSepPit=1.53
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DExternalTrackIR=1
//PALIniFilesFolder=MultiIni
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
RandomSplash=1
netCallsign=
PAL3DMaxMenuActors=128
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalMouseInertia=1
PALHUDMode=1
SpeedbarUnits=1
SpeedbarTAS=0
SpeedbarSIToo=1
SpeedbarShowExtraInfo=1
PAL3DFilterLeft=R___
PAL3DFilterRight=_GB_
P47PackNewFM=1
PAL3DDOFfNumber=0.0
PAL3DDOFFocus=20.0
PAL3DAdjustVariable=1
PAL3DFullColorFrames=0
PAL3DRenderStereo=0
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: tomoose on February 22, 2016, 03:49:14 PM
Silly question......is this mod only for Stereo 3D (I'm using HSFX non-stereo 3D)????    :-|
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on February 23, 2016, 12:45:18 AM
hi tomoose, the stereo 3d is an included option, but it's not a '3d only' mod, if that's what you're asking...
i seldom use the 3d feature, just because i don't like wearing the 3d glasses for any extended length of time... but it's really great when i do want to use it! :D
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: KingTiger503 on February 23, 2016, 01:17:56 AM
hi tomoose, the stereo 3d is an included option, but it's not a '3d only' mod, if that's what you're asking...
i seldom use the 3d feature, just because i don't like wearing the 3d glasses for any extended length of time... but it's really great when i do want to use it! :D

Me too, I cant Wear that 3d Glasses. Its Too much.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Malone on February 25, 2016, 05:26:04 AM
Hi Pablo
i'm going to try one final time to get some help with this, failing which - i'm not actually sure, lol
in an effort to try and make things a little easier, i have ported this VisualMod which is giving me all these problems, from my heavily-modded Modact environment, into an essentially brand new Modact - here is a screenshot of all that is in this mod folder at this point:

(http://i.imgur.com/03sghLg.jpg)

so, really just a small handful of mods, and nothing that should interfere with VisualMod.
in this setup, i suffer the same problem of not ever being able to view any chief/actors via the mod, it still keeps telling me there are too many actors!
as part of my last-ditch effort to try and figure out what the problem is, i also include the actual VisualMod, which is essentially VisualMod 9, with the ordnance cam view patch added over it... if you possibly have a few minutes at some point to test this one, and see how it behaves for you, i would really appreciate it.
due to there being no error log indications, and nothing that is visibly conflicting with it, the only other option is that something in this particular mod i have is wrong, but i have no clue what. the fact that no-one else has this problem makes me even more certain of it.
i'm hoping you might easier find any problem with it than i could.
as i say, i first thought it must be something in my heavy-modded Modact causing this, but after experiencing exactly the same in a brand new Modact, i now doubt that.
and, as this is one of my most essential mods, i am always quite careful to check that nothing is conflicting with it before any other mods...
anyway - here is the version i have that has this problem - if you get a few minutes to check it out some time, i will be truly grateful :D

https://www.mediafire.com/?pthxr9rxnq4myix
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Malone on February 25, 2016, 06:16:23 AM
okay, while i'm on this mission - here is the ENTIRE #SAS folder that i'm using (basically stock with a few mods)
in my Modact game, using this #SAS folder, the VisualMod does still not allow me to view chiefs or actors,constantly saying there are more actors than it can show...  (even when i know for a fact there aren't)  :(
please, if anyone would like to test this and tell me their findings, it might help me a lot to try and isolate the possible causes.

https://www.mediafire.com/?to05nf6xefn3ykk




Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Malone on February 25, 2016, 06:45:08 AM
this is now starting to drive me bat-shit crazy...over a month spent trying to fix this one problem, and still no success .
i now reverted to an original, newly- downloaded VisualMod 9, without the Ordnance cam, the one from the first post of this thread.
when trying it out, i'm met with the old greyed out box, as below.....

(http://i.imgur.com/ubh1Ill.jpg)

now, i've been told to fix this i must add the PALmaxActor entry in the conf.ini.
currently, my [Mods] section of the conf.ini looks as follows:

Code: [Select]
[Mods]
RandomSplash=1
netCallsign=
PALHUDMode=0
SpeedbarUnits=2
SpeedbarTAS=0
SpeedbarSIToo=1
SpeedbarShowExtraInfo=1
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.01
PAL3DConvAimR=-0.01
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DDOFfNumber=0.0
PAL3DDOFFocus=18.3
PAL3DAdjustVariable=1
PAL3DFullColorFrames=0
PAL3DRenderStereo=1
PAL3DFilterLeft=R___
PAL3DFilterRight=_GB_
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=0
PAL3DExternalMouseInertia=1

(at this point, i ask that guys who know this section, please look at it closely and tell me if there is any entry that doesn't belong, that might be causing the problem)

now i added the following line to this section:

PAL3DMaxMenuActors=256

and when i fire the game up this time, there is no change whatsoever - i am met with the same grey box as in the picture above.
what am i supposed to do about this?
what on earth am i missing? i have tried everything i know, and a bit more, to fix this, to no avail.... :(
this is a brand new install, and still it won't work.....




Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on February 25, 2016, 06:52:21 AM
I'm not sure if it makes you happy, but using your #SAS folder at least I can reproduce exactly the issue you've reported.
I'm now going to check what causes this.

Best regards - Mike
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on February 25, 2016, 06:57:38 AM
thankyou, Mike! that does make me happy, at least i know i'm not going mad here by myself... :D
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on February 25, 2016, 07:04:39 AM
I think I've found something, please stand by, have to verify this first...
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on February 25, 2016, 07:08:28 AM
Okay, so... don't ask me why this happens, but apparently something internally is wrong with checking the number of actors.
Set
Code: [Select]
PAL3DMaxMenuActors=0to disable the limitation feature and you should be fine.

For me this solved the issue in combination with the #SAS folder you've provided.

Best regards - Mike
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on February 25, 2016, 07:28:48 AM
Mike, i owe you at least a month's supply of fresh coffee, mate -
i just tried that now, first on the new Modact install, and then on my beloved gigantic modded install, and it has fixed the problem for both!
saying thank you hardly seems enough, i can't say how relieved i am that this is finally solved! :D
within my heart of hearts, i knew that i did not have any conflicting mods, so i was at a total loss here....
between the Engine Mod and the VisualMOD, both of which are absolutely essential to me, i always take care not to have any conflicts with them, which is why i was so puzzled by this....
what a relief! thanks, thanks and thanks again!  ;D
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on April 12, 2016, 06:29:07 AM
People, regarding the "TangleChute issue" referred here and in other places:

https://www.sas1946.com/main/index.php/topic,50646.0.html

I have checked and in the version and sources of the VisualMod V9 I was using at home there was no problem with that. I really don't know where the problem arised, but something was mixed up, probably in some late post of mine.

This version I have now uploaded is a tidy one and I have checked it performing OK in all the aspects being considered. Please verify it:

Download new Visual MOD 9 Pack for v4.12.2, from here (https://www.mediafire.com/download/ij7331g0u7cybxc/00_PAL-VisualMOD9-v4122.rar)

This one allows for walking in carrier decks, still with some issues when you go out of the deck itself, but quite well:

(http://s30.postimg.cc/l0j3jftj5/2016_04_12_at_01_00_05.jpg) (http://postimg.cc/image/num8wvvp9/full/)

Regards,
                        Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: taskf53 on April 12, 2016, 07:33:58 AM
Thanks a lot for updating this very great mod.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: JacobyWitness on April 16, 2016, 05:09:35 PM
Hello,

I'm getting a CTD when loading up a mission that has any plane with bombs or rockets on them.

Code: [Select]
[10:51:55 PM] fps:14 avg:47 max:66 min:12 #fr:252
[10:52:00 PM] fps:60 avg:53 max:66 min:12 #fr:539
[10:52:05 PM] fps:65 avg:52 max:66 min:1 #fr:792
[10:52:10 PM] fps:60 avg:54 max:66 min:1 #fr:1093
[10:52:14 PM] Loading mission QuickQMBPro/CUP-Korea_S/CUP-Korea_Sbluenonen00.mis...
[10:52:14 PM] Month = 6 , Hour = 7
[10:52:14 PM] Temperature -     0m = 7.0 .
[10:52:14 PM] Temperature -  1000m = 0.51000977 .
[10:52:14 PM] Temperature -  2000m = -5.980011 .
[10:52:14 PM] Temperature -  3000m = -12.470001 .
[10:52:14 PM] Temperature -  4000m = -18.960007 .
[10:52:14 PM] Temperature -  5000m = -25.449997 .
[10:52:14 PM] Temperature -  6000m = -31.940002 .
[10:52:14 PM] Temperature -  7000m = -38.429993 .
[10:52:14 PM] Temperature -  8000m = -44.92 .
[10:52:14 PM] Temperature -  9000m = -51.410004 .
[10:52:14 PM] Temperature - 10000m = -56.5 .
[10:52:14 PM] Temperature - 11000m = -56.5 .
[10:52:14 PM] Temperature - 12000m = -56.5 .
[10:52:14 PM] Loading map.ini defined airfields:
[10:52:14 PM] Detected Vertex Shaders 3.0.
[10:52:14 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[10:52:14 PM] Vertex texture units: 32
[10:52:14 PM]
[10:52:14 PM] INTERNAL ERROR: TGA: Unsupported format (b&w with not 8bits) in maps/_tex/cy6/korea/kto_greenfields.BumpH
[10:52:14 PM] WARNING: TGAFile_LoadTexture('maps/_tex/cy6/korea/kto_greenfields.BumpH')-Bump loading problem
[10:52:15 PM] PBuffer: suitable formats: 6
[10:52:15 PM]
[10:52:15 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[10:52:15 PM] Depth = 24, stencil = 8
[10:52:15 PM] PBuffer: suitable formats: 6
[10:52:15 PM]
[10:52:15 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[10:52:15 PM] Depth = 24, stencil = 8
[10:52:17 PM] Loading vertex/fragment programs: *266873952*
[10:52:17 PM] *** Loading: [vpFogFar2Tex2D]
[10:52:17 PM] *** Loading: [vpFog2Tex2DBlend]
[10:52:17 PM] *** Loading: [vpFogFar4Tex2D]
[10:52:17 PM] *** Loading: [vpFogFar8Tex2D]
[10:52:17 PM] *** Loading: [vpFogNoTex]
[10:52:17 PM] *** Loading: [vpFog4Tex2D]
[10:52:17 PM] *** Loading: [vpFog4Tex2D_UV2]
[10:52:17 PM] *** Loading: [vp4Tex2D]
[10:52:17 PM] *** Loading: [vp6Tex2D]
[10:52:17 PM] *** Loading: [vpTexUVTex2D]
[10:52:17 PM] *** Loading: [vpWaterGrid_NV]
[10:52:17 PM] *** Loading: [vpWaterSunLight_NV]
[10:52:17 PM] *** Loading: [vpWaterSunLight_ATI]
[10:52:17 PM] *** Loading: [vpWaterSunLight_FP]
[10:52:17 PM] *** Loading: [vpTreeSprite]
[10:52:17 PM] *** Loading: [vpTreeTrunk]
[10:52:17 PM] *** Loading: [vpVAObjectsN]
[10:52:17 PM] *** Loading: [vpVAObjectsL0]
[10:52:17 PM] *** Loading: [vpSprites]
[10:52:17 PM] *** Loading: [vpSimpleGL]
[10:52:17 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpSimpleGL]
[10:52:17 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpRiverCoastAA]
[10:52:17 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[10:52:17 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [vpWaterDM_CPU]
[10:52:17 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[10:52:17 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[10:52:17 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[10:52:17 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpWaterLFogDM]
[10:52:17 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[10:52:17 PM] fps:0 avg:48 max:67 min:0 #fr:1335
[10:52:17 PM] Load bridges
[10:52:17 PM] Load static objects
[10:52:17 PM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench3/live.sim)
[10:52:17 PM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench6/live.sim)
[10:52:17 PM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench1/live.sim)
[10:52:17 PM] ##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench2/live.sim)
[10:52:18 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[10:52:18 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/dead.sim)
[10:52:18 PM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Colonnade/live.sim)
[10:52:18 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[10:52:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[10:52:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[10:52:19 PM] FM called 'FlightModels/Yak-9UT.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[10:52:19 PM] FM called 'FlightModels/M-100_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
[10:52:19 PM] Motor resolveFromFile starter = 0
[10:52:19 PM] Motor resolveFromFile starter = 0
[10:52:19 PM] FM called 'FlightModels/Yak-9UT.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[10:52:19 PM] Loading preset my_presets/sounds/aircraft.common.prs
[10:52:19 PM] Loading sample my_samples/metal_noise_02m.wav
[10:52:19 PM] Loading sample my_samples/metal_noise_04m.wav
[10:52:19 PM] Loading sample my_samples/diving_17_81a.wav
[10:52:19 PM] Loading sample my_samples/vilga_land_00m.wav
[10:52:19 PM] Loading sample my_samples/vilga_land_01m.wav
[10:52:19 PM] Loading sample my_samples/vilga_land_00m_x.wav
[10:52:19 PM] Loading sample my_samples/vilga_land_01m_x.wav
[10:52:19 PM] Loading sample my_samples/air_clock_00.wav
[10:52:19 PM] Loading sample my_samples/brake_air.wav
[10:52:19 PM] Loading sample my_samples/brake_00_1.wav
[10:52:19 PM] Loading sample my_samples/brake_00_1x.wav
[10:52:19 PM] Loading sample my_samples/wind_rear_00m.wav
[10:52:19 PM] Loading sample my_samples/wind_rear_01m.wav
[10:52:19 PM] Loading preset my_presets/sounds/motor.CartridgeStart.prs
[10:52:19 PM] Loading sample my_samples/CartridgeStart.wav
[10:52:19 PM] Loading preset my_presets/sounds/motor.M-100_Series.start.begin.prs
[10:52:19 PM] Loading sample my_samples/std_estart.wav
[10:52:19 PM] Loading sample my_samples/std_xestart.wav
[10:52:19 PM] Loading preset my_presets/sounds/motor.M-100_Series.start.end.prs
[10:52:19 PM] Loading sample my_samples/std_estartup.wav
[10:52:19 PM] Loading sample my_samples/xhispano_startup.wav
[10:52:19 PM] Loading preset my_presets/sounds/motor.VK_107.prs
[10:52:19 PM] Loading sample my_samples/AM-38_starter.wav
[10:52:19 PM] Loading sample my_samples/VK107_1000.wav
[10:52:19 PM] Loading sample my_samples/VK107_1500.wav
[10:52:19 PM] Loading sample my_samples/VK107_2000.wav
[10:52:19 PM] Loading sample my_samples/VK107_2700.wav
[10:52:19 PM] Loading sample my_samples/xAM-38_starter.wav
[10:52:19 PM] Loading sample my_samples/xVK107_1000.wav
[10:52:19 PM] Loading sample my_samples/xVK107_1500.wav
[10:52:19 PM] Loading sample my_samples/xVK107_2000.wav
[10:52:19 PM] Loading sample my_samples/xVK107_2700.wav
[10:52:19 PM] Loading sample my_samples/xVK107_2701.wav
[10:52:19 PM] Loading sample my_samples/dive_1.wav
[10:52:19 PM] Loading sample my_samples/dive_2.wav
[10:52:19 PM] Loading sample my_samples/1dm.wav
[10:52:19 PM] Loading sample my_samples/2dm.wav
[10:52:19 PM] Loading sample my_samples/DB605_dmg.wav
[10:52:19 PM] Loading sample my_samples/M82_dmg.wav
[10:52:19 PM] Loading sample my_samples/Pops and Bangs.wav
[10:52:19 PM] Loading sample my_samples/prop17_81_24.wav
[10:52:19 PM] Loading preset my_presets/sounds/aircraft.misc.prs
[10:52:19 PM] Loading sample my_samples/p_dev_02.wav
[10:52:19 PM] Loading sample my_samples/p_dev_00.wav
[10:52:19 PM] Loading sample my_samples/vilga_key11m.wav
[10:52:19 PM] Loading preset my_presets/sounds/hit.air.prs
[10:52:19 PM] Loading sample my_samples/impact_1.wav
[10:52:19 PM] Loading sample my_samples/impact_1b.wav
[10:52:19 PM] Loading sample my_samples/impact_4.wav
[10:52:19 PM] Loading sample my_samples/impact_6b.wav
[10:52:19 PM] Loading sample my_samples/impact_7.wav
[10:52:19 PM] Loading sample my_samples/impact_5.wav
[10:52:19 PM] Loading sample my_samples/impact_3.wav
[10:52:19 PM] Loading sample my_samples/impact_2.wav
[10:52:19 PM] Loading sample my_samples/impact_8.wav
[10:52:19 PM] Loading sample my_samples/bullet4.wav
[10:52:19 PM] Loading sample my_samples/cannonimpact_1.WAV
[10:52:19 PM] Loading sample my_samples/cannonimpact_2e.wav
[10:52:19 PM] Loading sample my_samples/cannonimpact_2.wav
[10:52:19 PM] Loading sample my_samples/cannonimpact_2b.wav
[10:52:19 PM] Loading sample my_samples/cannonimpact_2c.wav
[10:52:19 PM] Loading sample my_samples/cannonimpact_2d.wav
[10:52:19 PM] Loading sample my_samples/exp3_19a.wav
[10:52:19 PM] Loading sample my_samples/exp3_20.wav
[10:52:19 PM] Loading sample my_samples/exp3_21.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_A.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_B.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_C.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_D.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_E.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_F.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_G.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_H.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_I.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_J.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_K.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_L.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_M.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_N.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_O.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_P.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_Q.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_R.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_S.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_T.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_U.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_V.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_W.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_X.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_Y.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_Z.wav
[10:52:19 PM] Loading original sample from SFS samples/Lorenz_Dash.wav
[10:52:19 PM] Loading original sample from SFS samples/Lorenz_Dot.wav
[10:52:19 PM] Loading original sample from SFS samples/Lorenz_Solid.wav
[10:52:19 PM] Loading original sample from SFS samples/Lorenz_Outer_Marker.wav
[10:52:19 PM] Loading original sample from SFS samples/Lorenz_Inner_Marker.wav
[10:52:19 PM] Loading original sample from SFS samples/BeaconCarrier.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_1.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_2.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_3.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_4.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_5.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_6.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_7.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_8.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_9.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_0.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_comma.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_period.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_question.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_hyphen.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_space.wav
[10:52:19 PM] Loading original sample from SFS samples/RadioStatic.wav
[10:52:19 PM] Loading original sample from SFS samples/RadioStatic2.wav
[10:52:19 PM] Loading original sample from SFS samples/BeaconStatic.wav
[10:52:19 PM] Loading original sample from SFS samples/Static.wav
[10:52:19 PM] Loading preset my_presets/sounds/aircraft.misc.prs
[10:52:19 PM] Loading sample my_samples/p_dev_02.wav
[10:52:19 PM] Loading sample my_samples/p_dev_00.wav
[10:52:19 PM] Loading sample my_samples/vilga_key11m.wav
[10:52:19 PM] Searching for weapon preset my_presets/sounds/weapon.mgun_b20.prs. FOUND!
[10:52:19 PM] Loading preset my_presets/sounds/weapon.mgun_b20.prs
[10:52:19 PM] Loading sample my_samples/MG_Breda127_1x.wav
[10:52:19 PM] Loading sample my_samples/MG_Breda127_2x.wav
[10:52:19 PM] Loading sample my_samples/MG_Breda127_1i.wav
[10:52:19 PM] Loading sample my_samples/MG_Breda127_2i.wav
[10:52:19 PM] Searching for weapon preset my_presets/sounds/weapon.mgun_b20.prs. FOUND!
[10:52:19 PM] Searching for weapon preset my_presets/sounds/weapon.cannon_ns37.prs. FOUND!
[10:52:19 PM] Loading preset my_presets/sounds/weapon.cannon_ns37.prs
[10:52:19 PM] Loading sample my_samples/G_7_1M.wav
[10:52:19 PM] Loading preset my_presets/acoustics/bf109.prs
[10:52:19 PM] Loading preset my_presets/sounds/aircraft.cockpit.prs
[10:52:19 PM] Loading sample my_samples/key_03.wav
[10:52:19 PM] Loading sample my_samples/gear_93.wav
[10:52:19 PM] Loading sample my_samples/buzzer_109_0.wav
[10:52:19 PM] java.io.FileNotFoundException
[10:52:19 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[10:52:19 PM] at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
[10:52:19 PM] at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
[10:52:19 PM] at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
[10:52:19 PM] at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1399)
[10:52:19 PM] at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1370)
[10:52:19 PM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1357)
[10:52:19 PM] at com.maddox.il2.game.Mission._load(Mission.java:762)
[10:52:19 PM] at com.maddox.il2.game.Mission.access$600(Mission.java:120)
[10:52:19 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
[10:52:19 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[10:52:19 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[10:52:19 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[10:52:19 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[10:52:19 PM] INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/Yak-9UT/Yellow 816 stars P39D2.bmp'
[10:52:19 PM] INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/Yak-9UT/Yellow 816 stars P39D2.bmp' size: 0 != 512 | 1024
[10:52:20 PM] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[10:52:20 PM] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from Alternative File: 'ad4_fm'
[10:52:20 PM] FM called 'FlightModels/R-3350-26WA:AD4_FM.emd' is being loaded from File: 'ad4_fm'
[10:52:20 PM] FM called 'FlightModels/R-3350-26WA:AD4_FM.emd' is being loaded from Alternative File: 'ad4_fm'
[10:52:20 PM] Motor resolveFromFile starter = 0
[10:52:20 PM] Motor resolveFromFile starter = 0
[10:52:20 PM] Flight Model File FlightModels/A1H.fmd:AD4_FM contains no Mach Drag Parameters.
[10:52:20 PM] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[10:52:20 PM] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from Alternative File: 'ad4_fm'
[10:52:20 PM] Loading preset my_presets/sounds/motor.CartridgeStart.prs
[10:52:20 PM] Loading sample my_samples/CartridgeStart.wav
[10:52:20 PM] Loading preset my_presets/sounds/motor.PrattWhitney_R-2800_Series.start.begin.prs
[10:52:20 PM] Loading sample my_samples/R2800_start.wav
[10:52:20 PM] Loading sample my_samples/xR2800_start.wav
[10:52:20 PM] Loading preset my_presets/sounds/motor.PrattWhitney_R-2800_Series.start.end.prs
[10:52:20 PM] Loading sample my_samples/r2800_startup.wav
[10:52:20 PM] Loading sample my_samples/xr2800_startup.wav
[10:52:20 PM] Loading preset my_presets/sounds/motor.PrattWhitney_R-2800_Series.prs
[10:52:20 PM] Loading sample my_samples/PratSU.wav
[10:52:20 PM] Loading sample my_samples/PrattWhitney_2800_1000.wav
[10:52:20 PM] Loading sample my_samples/PrattWhitney_2800_1500.wav
[10:52:20 PM] Loading sample my_samples/PrattWhitney_2800_2000.wav
[10:52:20 PM] Loading sample my_samples/PrattWhitney_2800_2700.wav
[10:52:20 PM] Loading sample my_samples/PrattWhitney_2800_2701.wav
[10:52:20 PM] Loading sample my_samples/PrattWhitney_2800_2702.wav
[10:52:20 PM] Loading sample my_samples/dive_1.wav
[10:52:20 PM] Loading sample my_samples/ssprop1.wav
[10:52:20 PM] Loading sample my_samples/xdive_1.wav
[10:52:20 PM] Loading sample my_samples/xssprop1.wav
[10:52:20 PM] Loading sample my_samples/xPrattWhitney_2800_1000.wav
[10:52:20 PM] Loading sample my_samples/xPrattWhitney_2800_1500.wav
[10:52:20 PM] Loading sample my_samples/xPrattWhitney_2800_2000.wav
[10:52:20 PM] Loading sample my_samples/xPrattWhitney_2800_2700.wav
[10:52:20 PM] Loading sample my_samples/xPrattWhitney_2800_2701.wav
[10:52:20 PM] Loading sample my_samples/xPrattWhitney_2800_2702.wav
[10:52:20 PM] Loading sample my_samples/1dm.wav
[10:52:20 PM] Loading sample my_samples/2dm.wav
[10:52:20 PM] Loading sample my_samples/DB605_dmg.wav
[10:52:20 PM] Loading sample my_samples/M82_dmg.wav
[10:52:20 PM] Loading sample my_samples/Pops and Bangs.wav
[10:52:20 PM] Loading sample my_samples/prop17_81_4.wav
[10:52:20 PM] Loading sample my_samples/an2_cyl_00.wav
[10:52:20 PM] Loading sample my_samples/an2_cyl_01.wav
[10:52:20 PM] Loading sample my_samples/an2_cyl_02.wav
[10:52:20 PM] Loading preset my_presets/sounds/aircraft.misc.prs
[10:52:20 PM] Loading sample my_samples/p_dev_02.wav
[10:52:20 PM] Loading sample my_samples/p_dev_00.wav
[10:52:20 PM] Loading preset my_presets/sounds/aircraft.misc.prs
[10:52:20 PM] Loading sample my_samples/p_dev_02.wav
[10:52:20 PM] Loading sample my_samples/p_dev_00.wav
[10:52:20 PM] Searching for weapon preset my_presets/sounds/weapon.cannon_hispanomk1.prs. FOUND!
[10:52:20 PM] Loading preset my_presets/sounds/weapon.cannon_hispanomk1.prs
[10:52:20 PM] Loading sample my_samples/MG_64_25.wav
[10:52:20 PM] Loading sample my_samples/MG_64_25i.wav
[10:52:20 PM] Searching for weapon preset my_presets/sounds/weapon.cannon_hispanomk1.prs. FOUND!
[10:52:20 PM] Searching for weapon preset my_presets/sounds/weapon.cannon_hispanomk1.prs. FOUND!
[10:52:20 PM] Searching for weapon preset my_presets/sounds/weapon.cannon_hispanomk1.prs. FOUND!
[10:52:20 PM] java.lang.NoSuchMethodError
[10:52:20 PM] at com.maddox.il2.engine.Actor.<init>(Actor.java:861)
[10:52:20 PM] at com.maddox.il2.engine.ActorMesh.<init>(ActorMesh.java:56)
[10:52:20 PM] at com.maddox.il2.objects.weapons.Bomb.<init>(Bomb.java:583)
[10:52:20 PM] at com.maddox.il2.objects.weapons.Bomb750lbs.<init>(Bomb750lbs.java:10)
[10:52:20 PM] at java.lang.Class.newInstance0(Native Method)
[10:52:20 PM] at java.lang.Class.newInstance(Unknown Source)
[10:52:20 PM] at com.maddox.il2.objects.weapons.BombGun.newBomb(BombGun.java:313)
[10:52:20 PM] at com.maddox.il2.objects.weapons.BombGun.set(BombGun.java:375)
[10:52:20 PM] at com.maddox.il2.objects.weapons.BombGun.set(BombGun.java:347)
[10:52:20 PM] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3101)
[10:52:20 PM] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3064)
[10:52:20 PM] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2703)
[10:52:20 PM] at com.maddox.il2.game.Mission.loadAir(Mission.java:1666)
[10:52:20 PM] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[10:52:20 PM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
[10:52:20 PM] at com.maddox.il2.game.Mission._load(Mission.java:762)
[10:52:20 PM] at com.maddox.il2.game.Mission.access$600(Mission.java:120)
[10:52:20 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
[10:52:20 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[10:52:20 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[10:52:20 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[10:52:20 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

This is on 4.12.2m with CUP, your other vis mod disabled in JSGME, and only occurring in the JTW module. I don't have any mods that change bombs or anything. Other than that, no crashes with parachutes, and walking on carriers is working fine as well.

Thanks!

EDIT: My guess is that it has something to do with the ordinance follow camera, but I'm not 100% sure.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on April 17, 2016, 10:13:04 PM
Hello,

I'm getting a CTD when loading up a mission that has any plane with bombs or rockets on them.

Code: [Select]
[10:51:55 PM] fps:14 avg:47 max:66 min:12 #fr:252
[10:52:00 PM] fps:60 avg:53 max:66 min:12 #fr:539
[10:52:05 PM] fps:65 avg:52 max:66 min:1 #fr:792
[10:52:10 PM] fps:60 avg:54 max:66 min:1 #fr:1093
[10:52:14 PM] Loading mission QuickQMBPro/CUP-Korea_S/CUP-Korea_Sbluenonen00.mis...
[10:52:14 PM] Month = 6 , Hour = 7
[10:52:14 PM] Temperature -     0m = 7.0 .
[10:52:14 PM] Temperature -  1000m = 0.51000977 .
[10:52:14 PM] Temperature -  2000m = -5.980011 .
[10:52:14 PM] Temperature -  3000m = -12.470001 .
[10:52:14 PM] Temperature -  4000m = -18.960007 .
[10:52:14 PM] Temperature -  5000m = -25.449997 .
[10:52:14 PM] Temperature -  6000m = -31.940002 .
[10:52:14 PM] Temperature -  7000m = -38.429993 .
[10:52:14 PM] Temperature -  8000m = -44.92 .
[10:52:14 PM] Temperature -  9000m = -51.410004 .
[10:52:14 PM] Temperature - 10000m = -56.5 .
[10:52:14 PM] Temperature - 11000m = -56.5 .
[10:52:14 PM] Temperature - 12000m = -56.5 .
[10:52:14 PM] Loading map.ini defined airfields:
[10:52:14 PM] Detected Vertex Shaders 3.0.
[10:52:14 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[10:52:14 PM] Vertex texture units: 32
[10:52:14 PM]
[10:52:14 PM] INTERNAL ERROR: TGA: Unsupported format (b&w with not 8bits) in maps/_tex/cy6/korea/kto_greenfields.BumpH
[10:52:14 PM] WARNING: TGAFile_LoadTexture('maps/_tex/cy6/korea/kto_greenfields.BumpH')-Bump loading problem
[10:52:15 PM] PBuffer: suitable formats: 6
[10:52:15 PM]
[10:52:15 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[10:52:15 PM] Depth = 24, stencil = 8
[10:52:15 PM] PBuffer: suitable formats: 6
[10:52:15 PM]
[10:52:15 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[10:52:15 PM] Depth = 24, stencil = 8
[10:52:17 PM] Loading vertex/fragment programs: *266873952*
[10:52:17 PM] *** Loading: [vpFogFar2Tex2D]
[10:52:17 PM] *** Loading: [vpFog2Tex2DBlend]
[10:52:17 PM] *** Loading: [vpFogFar4Tex2D]
[10:52:17 PM] *** Loading: [vpFogFar8Tex2D]
[10:52:17 PM] *** Loading: [vpFogNoTex]
[10:52:17 PM] *** Loading: [vpFog4Tex2D]
[10:52:17 PM] *** Loading: [vpFog4Tex2D_UV2]
[10:52:17 PM] *** Loading: [vp4Tex2D]
[10:52:17 PM] *** Loading: [vp6Tex2D]
[10:52:17 PM] *** Loading: [vpTexUVTex2D]
[10:52:17 PM] *** Loading: [vpWaterGrid_NV]
[10:52:17 PM] *** Loading: [vpWaterSunLight_NV]
[10:52:17 PM] *** Loading: [vpWaterSunLight_ATI]
[10:52:17 PM] *** Loading: [vpWaterSunLight_FP]
[10:52:17 PM] *** Loading: [vpTreeSprite]
[10:52:17 PM] *** Loading: [vpTreeTrunk]
[10:52:17 PM] *** Loading: [vpVAObjectsN]
[10:52:17 PM] *** Loading: [vpVAObjectsL0]
[10:52:17 PM] *** Loading: [vpSprites]
[10:52:17 PM] *** Loading: [vpSimpleGL]
[10:52:17 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpSimpleGL]
[10:52:17 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpRiverCoastAA]
[10:52:17 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[10:52:17 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [vpWaterDM_CPU]
[10:52:17 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[10:52:17 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[10:52:17 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[10:52:17 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[10:52:17 PM] *** Loading: [fpWaterLFogDM]
[10:52:17 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[10:52:17 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[10:52:17 PM] fps:0 avg:48 max:67 min:0 #fr:1335
[10:52:17 PM] Load bridges
[10:52:17 PM] Load static objects
[10:52:17 PM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench3/live.sim)
[10:52:17 PM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench6/live.sim)
[10:52:17 PM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench1/live.sim)
[10:52:17 PM] ##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench2/live.sim)
[10:52:18 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[10:52:18 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/dead.sim)
[10:52:18 PM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Colonnade/live.sim)
[10:52:18 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[10:52:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[10:52:19 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[10:52:19 PM] FM called 'FlightModels/Yak-9UT.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[10:52:19 PM] FM called 'FlightModels/M-100_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
[10:52:19 PM] Motor resolveFromFile starter = 0
[10:52:19 PM] Motor resolveFromFile starter = 0
[10:52:19 PM] FM called 'FlightModels/Yak-9UT.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[10:52:19 PM] Loading preset my_presets/sounds/aircraft.common.prs
[10:52:19 PM] Loading sample my_samples/metal_noise_02m.wav
[10:52:19 PM] Loading sample my_samples/metal_noise_04m.wav
[10:52:19 PM] Loading sample my_samples/diving_17_81a.wav
[10:52:19 PM] Loading sample my_samples/vilga_land_00m.wav
[10:52:19 PM] Loading sample my_samples/vilga_land_01m.wav
[10:52:19 PM] Loading sample my_samples/vilga_land_00m_x.wav
[10:52:19 PM] Loading sample my_samples/vilga_land_01m_x.wav
[10:52:19 PM] Loading sample my_samples/air_clock_00.wav
[10:52:19 PM] Loading sample my_samples/brake_air.wav
[10:52:19 PM] Loading sample my_samples/brake_00_1.wav
[10:52:19 PM] Loading sample my_samples/brake_00_1x.wav
[10:52:19 PM] Loading sample my_samples/wind_rear_00m.wav
[10:52:19 PM] Loading sample my_samples/wind_rear_01m.wav
[10:52:19 PM] Loading preset my_presets/sounds/motor.CartridgeStart.prs
[10:52:19 PM] Loading sample my_samples/CartridgeStart.wav
[10:52:19 PM] Loading preset my_presets/sounds/motor.M-100_Series.start.begin.prs
[10:52:19 PM] Loading sample my_samples/std_estart.wav
[10:52:19 PM] Loading sample my_samples/std_xestart.wav
[10:52:19 PM] Loading preset my_presets/sounds/motor.M-100_Series.start.end.prs
[10:52:19 PM] Loading sample my_samples/std_estartup.wav
[10:52:19 PM] Loading sample my_samples/xhispano_startup.wav
[10:52:19 PM] Loading preset my_presets/sounds/motor.VK_107.prs
[10:52:19 PM] Loading sample my_samples/AM-38_starter.wav
[10:52:19 PM] Loading sample my_samples/VK107_1000.wav
[10:52:19 PM] Loading sample my_samples/VK107_1500.wav
[10:52:19 PM] Loading sample my_samples/VK107_2000.wav
[10:52:19 PM] Loading sample my_samples/VK107_2700.wav
[10:52:19 PM] Loading sample my_samples/xAM-38_starter.wav
[10:52:19 PM] Loading sample my_samples/xVK107_1000.wav
[10:52:19 PM] Loading sample my_samples/xVK107_1500.wav
[10:52:19 PM] Loading sample my_samples/xVK107_2000.wav
[10:52:19 PM] Loading sample my_samples/xVK107_2700.wav
[10:52:19 PM] Loading sample my_samples/xVK107_2701.wav
[10:52:19 PM] Loading sample my_samples/dive_1.wav
[10:52:19 PM] Loading sample my_samples/dive_2.wav
[10:52:19 PM] Loading sample my_samples/1dm.wav
[10:52:19 PM] Loading sample my_samples/2dm.wav
[10:52:19 PM] Loading sample my_samples/DB605_dmg.wav
[10:52:19 PM] Loading sample my_samples/M82_dmg.wav
[10:52:19 PM] Loading sample my_samples/Pops and Bangs.wav
[10:52:19 PM] Loading sample my_samples/prop17_81_24.wav
[10:52:19 PM] Loading preset my_presets/sounds/aircraft.misc.prs
[10:52:19 PM] Loading sample my_samples/p_dev_02.wav
[10:52:19 PM] Loading sample my_samples/p_dev_00.wav
[10:52:19 PM] Loading sample my_samples/vilga_key11m.wav
[10:52:19 PM] Loading preset my_presets/sounds/hit.air.prs
[10:52:19 PM] Loading sample my_samples/impact_1.wav
[10:52:19 PM] Loading sample my_samples/impact_1b.wav
[10:52:19 PM] Loading sample my_samples/impact_4.wav
[10:52:19 PM] Loading sample my_samples/impact_6b.wav
[10:52:19 PM] Loading sample my_samples/impact_7.wav
[10:52:19 PM] Loading sample my_samples/impact_5.wav
[10:52:19 PM] Loading sample my_samples/impact_3.wav
[10:52:19 PM] Loading sample my_samples/impact_2.wav
[10:52:19 PM] Loading sample my_samples/impact_8.wav
[10:52:19 PM] Loading sample my_samples/bullet4.wav
[10:52:19 PM] Loading sample my_samples/cannonimpact_1.WAV
[10:52:19 PM] Loading sample my_samples/cannonimpact_2e.wav
[10:52:19 PM] Loading sample my_samples/cannonimpact_2.wav
[10:52:19 PM] Loading sample my_samples/cannonimpact_2b.wav
[10:52:19 PM] Loading sample my_samples/cannonimpact_2c.wav
[10:52:19 PM] Loading sample my_samples/cannonimpact_2d.wav
[10:52:19 PM] Loading sample my_samples/exp3_19a.wav
[10:52:19 PM] Loading sample my_samples/exp3_20.wav
[10:52:19 PM] Loading sample my_samples/exp3_21.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_A.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_B.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_C.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_D.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_E.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_F.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_G.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_H.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_I.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_J.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_K.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_L.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_M.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_N.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_O.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_P.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_Q.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_R.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_S.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_T.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_U.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_V.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_W.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_X.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_Y.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_Z.wav
[10:52:19 PM] Loading original sample from SFS samples/Lorenz_Dash.wav
[10:52:19 PM] Loading original sample from SFS samples/Lorenz_Dot.wav
[10:52:19 PM] Loading original sample from SFS samples/Lorenz_Solid.wav
[10:52:19 PM] Loading original sample from SFS samples/Lorenz_Outer_Marker.wav
[10:52:19 PM] Loading original sample from SFS samples/Lorenz_Inner_Marker.wav
[10:52:19 PM] Loading original sample from SFS samples/BeaconCarrier.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_1.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_2.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_3.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_4.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_5.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_6.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_7.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_8.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_9.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_0.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_comma.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_period.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_question.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_hyphen.wav
[10:52:19 PM] Loading original sample from SFS samples/Morse_space.wav
[10:52:19 PM] Loading original sample from SFS samples/RadioStatic.wav
[10:52:19 PM] Loading original sample from SFS samples/RadioStatic2.wav
[10:52:19 PM] Loading original sample from SFS samples/BeaconStatic.wav
[10:52:19 PM] Loading original sample from SFS samples/Static.wav
[10:52:19 PM] Loading preset my_presets/sounds/aircraft.misc.prs
[10:52:19 PM] Loading sample my_samples/p_dev_02.wav
[10:52:19 PM] Loading sample my_samples/p_dev_00.wav
[10:52:19 PM] Loading sample my_samples/vilga_key11m.wav
[10:52:19 PM] Searching for weapon preset my_presets/sounds/weapon.mgun_b20.prs. FOUND!
[10:52:19 PM] Loading preset my_presets/sounds/weapon.mgun_b20.prs
[10:52:19 PM] Loading sample my_samples/MG_Breda127_1x.wav
[10:52:19 PM] Loading sample my_samples/MG_Breda127_2x.wav
[10:52:19 PM] Loading sample my_samples/MG_Breda127_1i.wav
[10:52:19 PM] Loading sample my_samples/MG_Breda127_2i.wav
[10:52:19 PM] Searching for weapon preset my_presets/sounds/weapon.mgun_b20.prs. FOUND!
[10:52:19 PM] Searching for weapon preset my_presets/sounds/weapon.cannon_ns37.prs. FOUND!
[10:52:19 PM] Loading preset my_presets/sounds/weapon.cannon_ns37.prs
[10:52:19 PM] Loading sample my_samples/G_7_1M.wav
[10:52:19 PM] Loading preset my_presets/acoustics/bf109.prs
[10:52:19 PM] Loading preset my_presets/sounds/aircraft.cockpit.prs
[10:52:19 PM] Loading sample my_samples/key_03.wav
[10:52:19 PM] Loading sample my_samples/gear_93.wav
[10:52:19 PM] Loading sample my_samples/buzzer_109_0.wav
[10:52:19 PM] java.io.FileNotFoundException
[10:52:19 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[10:52:19 PM] at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
[10:52:19 PM] at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
[10:52:19 PM] at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
[10:52:19 PM] at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1399)
[10:52:19 PM] at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1370)
[10:52:19 PM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1357)
[10:52:19 PM] at com.maddox.il2.game.Mission._load(Mission.java:762)
[10:52:19 PM] at com.maddox.il2.game.Mission.access$600(Mission.java:120)
[10:52:19 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
[10:52:19 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[10:52:19 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[10:52:19 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[10:52:19 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[10:52:19 PM] INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/Yak-9UT/Yellow 816 stars P39D2.bmp'
[10:52:19 PM] INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/Yak-9UT/Yellow 816 stars P39D2.bmp' size: 0 != 512 | 1024
[10:52:20 PM] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[10:52:20 PM] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from Alternative File: 'ad4_fm'
[10:52:20 PM] FM called 'FlightModels/R-3350-26WA:AD4_FM.emd' is being loaded from File: 'ad4_fm'
[10:52:20 PM] FM called 'FlightModels/R-3350-26WA:AD4_FM.emd' is being loaded from Alternative File: 'ad4_fm'
[10:52:20 PM] Motor resolveFromFile starter = 0
[10:52:20 PM] Motor resolveFromFile starter = 0
[10:52:20 PM] Flight Model File FlightModels/A1H.fmd:AD4_FM contains no Mach Drag Parameters.
[10:52:20 PM] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[10:52:20 PM] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from Alternative File: 'ad4_fm'
[10:52:20 PM] Loading preset my_presets/sounds/motor.CartridgeStart.prs
[10:52:20 PM] Loading sample my_samples/CartridgeStart.wav
[10:52:20 PM] Loading preset my_presets/sounds/motor.PrattWhitney_R-2800_Series.start.begin.prs
[10:52:20 PM] Loading sample my_samples/R2800_start.wav
[10:52:20 PM] Loading sample my_samples/xR2800_start.wav
[10:52:20 PM] Loading preset my_presets/sounds/motor.PrattWhitney_R-2800_Series.start.end.prs
[10:52:20 PM] Loading sample my_samples/r2800_startup.wav
[10:52:20 PM] Loading sample my_samples/xr2800_startup.wav
[10:52:20 PM] Loading preset my_presets/sounds/motor.PrattWhitney_R-2800_Series.prs
[10:52:20 PM] Loading sample my_samples/PratSU.wav
[10:52:20 PM] Loading sample my_samples/PrattWhitney_2800_1000.wav
[10:52:20 PM] Loading sample my_samples/PrattWhitney_2800_1500.wav
[10:52:20 PM] Loading sample my_samples/PrattWhitney_2800_2000.wav
[10:52:20 PM] Loading sample my_samples/PrattWhitney_2800_2700.wav
[10:52:20 PM] Loading sample my_samples/PrattWhitney_2800_2701.wav
[10:52:20 PM] Loading sample my_samples/PrattWhitney_2800_2702.wav
[10:52:20 PM] Loading sample my_samples/dive_1.wav
[10:52:20 PM] Loading sample my_samples/ssprop1.wav
[10:52:20 PM] Loading sample my_samples/xdive_1.wav
[10:52:20 PM] Loading sample my_samples/xssprop1.wav
[10:52:20 PM] Loading sample my_samples/xPrattWhitney_2800_1000.wav
[10:52:20 PM] Loading sample my_samples/xPrattWhitney_2800_1500.wav
[10:52:20 PM] Loading sample my_samples/xPrattWhitney_2800_2000.wav
[10:52:20 PM] Loading sample my_samples/xPrattWhitney_2800_2700.wav
[10:52:20 PM] Loading sample my_samples/xPrattWhitney_2800_2701.wav
[10:52:20 PM] Loading sample my_samples/xPrattWhitney_2800_2702.wav
[10:52:20 PM] Loading sample my_samples/1dm.wav
[10:52:20 PM] Loading sample my_samples/2dm.wav
[10:52:20 PM] Loading sample my_samples/DB605_dmg.wav
[10:52:20 PM] Loading sample my_samples/M82_dmg.wav
[10:52:20 PM] Loading sample my_samples/Pops and Bangs.wav
[10:52:20 PM] Loading sample my_samples/prop17_81_4.wav
[10:52:20 PM] Loading sample my_samples/an2_cyl_00.wav
[10:52:20 PM] Loading sample my_samples/an2_cyl_01.wav
[10:52:20 PM] Loading sample my_samples/an2_cyl_02.wav
[10:52:20 PM] Loading preset my_presets/sounds/aircraft.misc.prs
[10:52:20 PM] Loading sample my_samples/p_dev_02.wav
[10:52:20 PM] Loading sample my_samples/p_dev_00.wav
[10:52:20 PM] Loading preset my_presets/sounds/aircraft.misc.prs
[10:52:20 PM] Loading sample my_samples/p_dev_02.wav
[10:52:20 PM] Loading sample my_samples/p_dev_00.wav
[10:52:20 PM] Searching for weapon preset my_presets/sounds/weapon.cannon_hispanomk1.prs. FOUND!
[10:52:20 PM] Loading preset my_presets/sounds/weapon.cannon_hispanomk1.prs
[10:52:20 PM] Loading sample my_samples/MG_64_25.wav
[10:52:20 PM] Loading sample my_samples/MG_64_25i.wav
[10:52:20 PM] Searching for weapon preset my_presets/sounds/weapon.cannon_hispanomk1.prs. FOUND!
[10:52:20 PM] Searching for weapon preset my_presets/sounds/weapon.cannon_hispanomk1.prs. FOUND!
[10:52:20 PM] Searching for weapon preset my_presets/sounds/weapon.cannon_hispanomk1.prs. FOUND!
[10:52:20 PM] java.lang.NoSuchMethodError
[10:52:20 PM] at com.maddox.il2.engine.Actor.<init>(Actor.java:861)
[10:52:20 PM] at com.maddox.il2.engine.ActorMesh.<init>(ActorMesh.java:56)
[10:52:20 PM] at com.maddox.il2.objects.weapons.Bomb.<init>(Bomb.java:583)
[10:52:20 PM] at com.maddox.il2.objects.weapons.Bomb750lbs.<init>(Bomb750lbs.java:10)
[10:52:20 PM] at java.lang.Class.newInstance0(Native Method)
[10:52:20 PM] at java.lang.Class.newInstance(Unknown Source)
[10:52:20 PM] at com.maddox.il2.objects.weapons.BombGun.newBomb(BombGun.java:313)
[10:52:20 PM] at com.maddox.il2.objects.weapons.BombGun.set(BombGun.java:375)
[10:52:20 PM] at com.maddox.il2.objects.weapons.BombGun.set(BombGun.java:347)
[10:52:20 PM] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3101)
[10:52:20 PM] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3064)
[10:52:20 PM] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2703)
[10:52:20 PM] at com.maddox.il2.game.Mission.loadAir(Mission.java:1666)
[10:52:20 PM] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[10:52:20 PM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
[10:52:20 PM] at com.maddox.il2.game.Mission._load(Mission.java:762)
[10:52:20 PM] at com.maddox.il2.game.Mission.access$600(Mission.java:120)
[10:52:20 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
[10:52:20 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[10:52:20 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[10:52:20 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[10:52:20 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

This is on 4.12.2m with CUP, your other vis mod disabled in JSGME, and only occurring in the JTW module. I don't have any mods that change bombs or anything. Other than that, no crashes with parachutes, and walking on carriers is working fine as well.

Thanks!

EDIT: My guess is that it has something to do with the ordinance follow camera, but I'm not 100% sure.


Nobody experienced nothing like that.

Are positive that it is associated to the Visual MOD? If you keep everything as now (same missions, same mods, etc.) and you disable the VisualMOD, does it work normally?

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Luky on April 18, 2016, 06:33:09 AM
Hello,
is there any possibility for me to run il 2 side by side with OpenGL?
I use iz3d with my homemade oculus but iz3d runs only with dx.
Can Visual mod run side by side? Is there any possibility to do it in the future?

Thank you, Luky
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on April 18, 2016, 08:52:16 AM
Hello,
is there any possibility for me to run il 2 side by side with OpenGL?
I use iz3d with my homemade oculus but iz3d runs only with dx.
Can Visual mod run side by side? Is there any possibility to do it in the future?

Thank you, Luky

Luky, in the papers it should not be difficult, but at the end there are some troubles because of the way the game was programmed, and it finally is a little difficult.

I have experimented with it and in OpenGl is not complex at all to make the image to be half wide (scaled by 0.5 in the x axis). The stupid thing is that there is no way in the game to reposition the origin of the viewport so you cannot make the second frame to appear aside the first one.

For sure investigating more and with several attempts it could be achieved, but it takes a long time and I don't have any Oculus Rift and I don't have any real motivation.

Regards,
                 Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: JacobyWitness on April 18, 2016, 05:04:15 PM
Nobody experienced nothing like that.

Are positive that it is associated to the Visual MOD? If you keep everything as now (same missions, same mods, etc.) and you disable the VisualMOD, does it work normally?

It was associated with the mod, I just forgot to put it at the top of the Mods folder. ;D Whoops!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: JacobyWitness on April 18, 2016, 05:48:40 PM
Sorry for the double post, but that didn't fix the entire problem. Whenever I fire a guided missile such as an AIM-9 or an AIM-7, it gives me this CTD:
Code: [Select]
[11:38:13 PM] Loading preset my_presets/sounds/models.Ship.prs
[11:38:13 PM] Loading sample my_samples/ship_00.wav
[11:38:13 PM] Tried to load preset my_presets/sounds/weapon.cannon200.prs but file is not found
[11:38:13 PM] Tried to load sample my_samples/200Cannon.wav but file is not found
[11:38:13 PM] Loading original sample from SFS samples/200Cannon.wav
[11:38:13 PM] Loading preset my_presets/sounds/weapon.Cannon45t.prs
[11:38:13 PM] Loading sample my_samples/gun_big_02.wav
[11:38:13 PM] Loading preset my_presets/sounds/models.Tank.prs
[11:38:13 PM] Loading sample my_samples/tank_01.wav
[11:38:13 PM] Loading preset my_presets/sounds/models.Car.prs
[11:38:13 PM] Loading sample my_samples/auto_01.wav
[11:38:14 PM] FM called 'FlightModels/H8K1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:38:15 PM] ERROR file: File users/doe/Icons not found
[11:38:15 PM] Mission: QuickQMBPro/CUP-Midway_Early/CUP-Midway_Earlyredarmor00.mis is Playing
[11:38:15 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[11:38:15 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'L_MC'
[11:38:15 PM] WARNING: ***( GL error: 0x0500 (pBuf11a)
[11:38:15 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Prop1_D0'
[11:38:15 PM] Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
[11:38:15 PM]
[11:38:16 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'HMask1_D0'
[11:38:16 PM] warning: no files : music/inflight
[11:38:18 PM] fps:60 avg:44 max:68 min:1 #fr:971
[11:38:23 PM] fps:60 avg:47 max:68 min:1 #fr:1271
[11:38:28 PM] fps:60 avg:49 max:68 min:1 #fr:1571
[11:38:30 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Pilot1_D1'
[11:38:33 PM] fps:59 avg:50 max:68 min:1 #fr:1873
[11:38:38 PM] fps:60 avg:51 max:68 min:1 #fr:2161
[11:38:40 PM] Loading preset my_presets/sounds/aircraft.SonicBoom.prs
[11:38:40 PM] Loading sample my_samples/SonicBoom.wav
[11:38:40 PM] Loading preset my_presets/sounds/aircraft.SonicBoomInternal.prs
[11:38:40 PM] Loading sample my_samples/SonicBoomInternal.wav
[11:38:40 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 0.1 (delta = -2.9) to Range 0..0.1
[11:38:43 PM] fps:60 avg:52 max:68 min:1 #fr:2461
[11:38:46 PM] INTERNAL ERROR: Can't open file '3DO/Effects/Materials/eWhiteSmoke.mat'
[11:38:46 PM] WARNING: object '3DO/Effects/Materials/eWhiteSmoke.mat' of class 'TMaterial' not loaded
[11:38:48 PM] fps:60 avg:53 max:68 min:1 #fr:2761
[11:38:50 PM] Loading preset my_presets/sounds/crash.tank.prs
[11:38:50 PM] Tried to load sample my_samples/Ahhh.wav but file is not found
[11:38:50 PM] Loading original sample from SFS samples/Ahhh.wav
[11:38:50 PM] Loading sample my_samples/crash_09.wav
[11:38:50 PM] Loading preset my_presets/sounds/crash.air.prs
[11:38:50 PM] Tried to load sample my_samples/Ah.wav but file is not found
[11:38:50 PM] Loading original sample from SFS samples/Ah.wav
[11:38:50 PM] Loading sample my_samples/exp3_01.wav
[11:38:50 PM] Loading sample my_samples/tech_cb_1_60_1.wav
[11:38:50 PM] Loading sample my_samples/tech_cb_1_60_2.wav
[11:38:50 PM] Loading sample my_samples/exp3_05.wav
[11:38:50 PM] Loading sample my_samples/tech_cb_1_60_3.wav
[11:38:50 PM] Loading sample my_samples/exp3_08.wav
[11:38:50 PM] Loading sample my_samples/boominfly.wav
[11:38:50 PM] Loading sample my_samples/exC.wav
[11:38:50 PM] Loading preset my_presets/sounds/explode.zenitka.prs
[11:38:50 PM] Loading sample my_samples/zenitka_gd.wav
[11:38:50 PM] Loading sample my_samples/grenade_efx1_93_1.wav
[11:38:50 PM] Loading sample my_samples/grenade_efx1_93_2.wav
[11:38:50 PM] Loading sample my_samples/grenade_efx1_92_1.wav
[11:38:50 PM] Loading sample my_samples/grenade_efx1_92_2.wav
[11:38:50 PM] Loading sample my_samples/exp3_04.wav
[11:38:50 PM] Loading sample my_samples/exp3_07.wav
[11:38:50 PM] Loading sample my_samples/flakhit_2.wav
[11:38:50 PM] Loading sample my_samples/flakhit_2_b.wav
[11:38:50 PM] Loading sample my_samples/flakhit_3.wav
[11:38:50 PM] Loading sample my_samples/flakhit_4.wav
[11:38:50 PM] Loading sample my_samples/flakhit_5.wav
[11:38:50 PM] Loading sample my_samples/flakhit_6.wav
[11:38:50 PM] Loading sample my_samples/flakhit_7.wav
[11:38:50 PM] Loading preset my_presets/sounds/explode.bullet.prs
[11:38:50 PM] Loading sample my_samples/hit1.wav
[11:38:50 PM] Loading sample my_samples/hit2.wav
[11:38:50 PM] Loading sample my_samples/hit3.wav
[11:38:50 PM] Loading sample my_samples/hit5.wav
[11:38:50 PM] Loading sample my_samples/hit6.wav
[11:38:50 PM] Loading sample my_samples/hit9.wav
[11:38:50 PM] Loading sample my_samples/hit10.wav
[11:38:50 PM] Loading sample my_samples/hit11.wav
[11:38:50 PM] Loading sample my_samples/hit12.wav
[11:38:50 PM] Loading preset my_presets/sounds/explode.shell.prs
[11:38:50 PM] Loading sample my_samples/exp3_19.wav
[11:38:50 PM] Loading sample my_samples/exp3_10.wav
[11:38:50 PM] Loading sample my_samples/exp3_17.wav
[11:38:50 PM] Loading preset my_presets/sounds/explode.big.prs
[11:38:50 PM] Loading sample my_samples/zenitka_gd.wav
[11:38:50 PM] Loading sample my_samples/exp_big_1.wav
[11:38:50 PM] Loading sample my_samples/exp_big_2.wav
[11:38:50 PM] Loading sample my_samples/exp_big_3.wav
[11:38:50 PM] Loading sample my_samples/exp_big_4.wav
[11:38:50 PM] Loading sample my_samples/exp3_30a.wav
[11:38:50 PM] Loading sample my_samples/exp3_04.wav
[11:38:50 PM] Loading sample my_samples/exp3_07.wav
[11:38:50 PM] Loading sample my_samples/exp3_08.wav
[11:38:50 PM] Loading sample my_samples/flak_explode.wav
[11:38:50 PM] Loading sample my_samples/expl_cb_1_79_1.wav
[11:38:50 PM] Loading sample my_samples/expl_cb_1_79_2.wav
[11:38:50 PM] Loading sample my_samples/expl_cb_1_79_3.wav
[11:38:50 PM] Loading sample my_samples/exB.wav
[11:38:50 PM] Loading preset my_presets/sounds/explode.middle.prs
[11:38:50 PM] Loading sample my_samples/zenitka_gd.wav
[11:38:50 PM] Loading sample my_samples/exp_mid_1.wav
[11:38:50 PM] Loading sample my_samples/exp_mid_2.wav
[11:38:50 PM] Loading sample my_samples/exp_mid_3.wav
[11:38:50 PM] Loading sample my_samples/exp_mid_4.wav
[11:38:50 PM] Loading sample my_samples/exp_mid_5.wav
[11:38:50 PM] Loading sample my_samples/exp_mid_6.wav
[11:38:50 PM] Loading sample my_samples/exp3_08.wav
[11:38:50 PM] Loading sample my_samples/expl_ltl_2_75_1.wav
[11:38:50 PM] Loading sample my_samples/expl_ltl_2_75_2.wav
[11:38:50 PM] Loading sample my_samples/expl_ltl_2_75_3.wav
[11:38:50 PM] Loading sample my_samples/exM.wav
[11:38:50 PM] cannot open file for reading
[11:38:50 PM] Cannot open audio file samples/Ahhh.wav
[11:38:50 PM] cannot open file for reading
[11:38:50 PM] Cannot open audio file samples/Ah.wav
[11:38:50 PM]
[11:38:50 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearC211_D0'
[11:38:50 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearB21_D0'
[11:38:50 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearB3_D0'
[11:38:53 PM] fps:60 avg:53 max:68 min:1 #fr:3063
[11:38:58 PM] fps:60 avg:54 max:68 min:1 #fr:3361
[11:39:03 PM] fps:60 avg:54 max:68 min:1 #fr:3663
[11:39:08 PM] fps:60 avg:55 max:68 min:1 #fr:3964
[11:39:13 PM] fps:60 avg:55 max:68 min:1 #fr:4264
[11:39:16 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Prop1_D0'
[11:39:16 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearC211_D0'
[11:39:16 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearB21_D0'
[11:39:16 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearB3_D0'
[11:39:16 PM] java.lang.NoSuchMethodError
[11:39:16 PM] at com.maddox.il2.objects.weapons.Missile.destroy(Missile.java:667)
[11:39:16 PM] at com.maddox.il2.objects.weapons.RocketGun.doDestroy(RocketGun.java:18)
[11:39:16 PM] at com.maddox.il2.engine.Interpolators.interplateClean(Interpolators.java:255)
[11:39:16 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:234)
[11:39:16 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
[11:39:16 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[11:39:16 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[11:39:16 PM] at com.maddox.rts.Message._send(Message.java:1217)
[11:39:16 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[11:39:16 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[11:39:16 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[11:39:16 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[11:39:16 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[11:39:16 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[11:39:16 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[11:39:16 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

And when I spawn in the F-18 that comes stock with CUP, it gives me this CTD:
Code: [Select]
[11:36:06 PM] Loading preset my_presets/sounds/models.Ship.prs
[11:36:06 PM] Loading sample my_samples/ship_00.wav
[11:36:06 PM] Tried to load preset my_presets/sounds/weapon.cannon200.prs but file is not found
[11:36:06 PM] Tried to load sample my_samples/200Cannon.wav but file is not found
[11:36:06 PM] Loading original sample from SFS samples/200Cannon.wav
[11:36:06 PM] Loading preset my_presets/sounds/weapon.Cannon45t.prs
[11:36:06 PM] Loading sample my_samples/gun_big_02.wav
[11:36:06 PM] Loading preset my_presets/sounds/models.Tank.prs
[11:36:06 PM] Loading sample my_samples/tank_01.wav
[11:36:06 PM] Loading preset my_presets/sounds/models.Car.prs
[11:36:06 PM] Loading sample my_samples/auto_01.wav
[11:36:06 PM] FM called 'FlightModels/H8K1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:36:07 PM] fps:50 avg:53 max:64 min:0 #fr:2718
[11:36:08 PM] ERROR file: File users/doe/Icons not found
[11:36:08 PM] Mission: QuickQMBPro/CUP-Midway_Early/CUP-Midway_Earlyredarmor00.mis is Playing
[11:36:08 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[11:36:08 PM] WARNING: ***( GL error: 0x0500 (SetData0)
[11:36:12 PM] java.lang.NoSuchMethodError
[11:36:12 PM] at com.maddox.il2.objects.air.F_18.RWRLaunchWarning(F_18.java:488)
[11:36:12 PM] at com.maddox.il2.objects.air.F_18.update(F_18.java:1682)
[11:36:12 PM] at com.maddox.il2.objects.air.F_18C.update(F_18C.java:290)
[11:36:12 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1057)
[11:36:12 PM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[11:36:12 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
[11:36:12 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1084)
[11:36:12 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[11:36:12 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
[11:36:12 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[11:36:12 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[11:36:12 PM] at com.maddox.rts.Message._send(Message.java:1217)
[11:36:12 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[11:36:12 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[11:36:12 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[11:36:12 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[11:36:12 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[11:36:12 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[11:36:12 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[11:36:12 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
I've tested it with the F-16 and it doesn't give me a crash, and all of this worked perfectly fine before installing the new Vis Mod.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: western0221 on April 18, 2016, 06:12:11 PM
Sorry for the double post, but that didn't fix the entire problem. Whenever I fire a guided missile such as an AIM-9 or an AIM-7, it gives me this CTD:
(.... )

And when I spawn in the F-18 that comes stock with CUP, it gives me this CTD:
Code: [Select]
[11:36:08 PM] WARNING: ***( GL error: 0x0500 (SetData0)
[11:36:12 PM] java.lang.NoSuchMethodError
[11:36:12 PM] at com.maddox.il2.objects.air.F_18.RWRLaunchWarning(F_18.java:488)
[11:36:12 PM] at com.maddox.il2.objects.air.F_18.update(F_18.java:1682)
[11:36:12 PM] at com.maddox.il2.objects.air.F_18C.update(F_18C.java:290)
[11:36:12 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1057)
I've tested it with the F-16 and it doesn't give me a crash, and all of this worked perfectly fine before installing the new Vis Mod.

This code ? (from F_18.java:488 )
Code: [Select]
List list = Engine.missiles();
Engine.class of 11th/Apr./2016 dated is reverted to too old and not compatible to Engine MOD 2.7 .
In my checking , Engine.class of 27th/Jan./2016 dated Visual MOD V9 one contained ArrayList codes of missile and countermeasure enabling compatible to Engine MOD 2.7 and modern Jets like F-18.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on April 19, 2016, 07:31:45 AM
Sorry for the double post, but that didn't fix the entire problem. Whenever I fire a guided missile such as an AIM-9 or an AIM-7, it gives me this CTD:
(.... )

And when I spawn in the F-18 that comes stock with CUP, it gives me this CTD:
Code: [Select]
[11:36:08 PM] WARNING: ***( GL error: 0x0500 (SetData0)
[11:36:12 PM] java.lang.NoSuchMethodError
[11:36:12 PM] at com.maddox.il2.objects.air.F_18.RWRLaunchWarning(F_18.java:488)
[11:36:12 PM] at com.maddox.il2.objects.air.F_18.update(F_18.java:1682)
[11:36:12 PM] at com.maddox.il2.objects.air.F_18C.update(F_18C.java:290)
[11:36:12 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1057)
I've tested it with the F-16 and it doesn't give me a crash, and all of this worked perfectly fine before installing the new Vis Mod.

This code ? (from F_18.java:488 )
Code: [Select]
List list = Engine.missiles();
Engine.class of 11th/Apr./2016 dated is reverted to too old and not compatible to Engine MOD 2.7 .
In my checking , Engine.class of 27th/Jan./2016 dated Visual MOD V9 one contained ArrayList codes of missile and countermeasure enabling compatible to Engine MOD 2.7 and modern Jets like F-18.

Western, it depends on how you consider it. The Engine class is not old, it is the v4.13 one, so it is the latest.

In the past it was not used in the VisualMOD. It shouldn't have been present in former versions.

Now I only implemented the Ordinance View as in v4.13 and I incorporated the required "new" Engine.class

Please, if you point me out the required methods for Missiles I can add them to the v4.13 Engine.class to make it compatible.

Regards,
                  Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: western0221 on April 19, 2016, 07:49:31 AM
Western, it depends on how you consider it. The Engine class is not old, it is the v4.13 one, so it is the latest.

In the past it was not used in the VisualMOD. It shouldn't have been present in former versions.

Now I only implemented the Ordinance View as in v4.13 and I incorporated the required "new" Engine.class

Please, if you point me out the required methods for Missiles I can add them to the v4.13 Engine.class to make it compatible.

I decompile both Engine.class contained 11th/Apr./2016 version and 27th/Jan./2016 version (You first released importing 4.13m's Ordinance View into 4.12.2m). In my looking, 27th/Jan./2016 version's Engine.class had compatible codes of Engine MOD's missile and countermeasure ArrayList and 4.13m's Ordinance View ArrayList code. So, 27th/Jan./2016 version might be full compatible to each functions.

I think only reverting 27th/Jan./2016 version's Engine.class makes fully compatible to your latest Visual MOD V9.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: devvvtrain on May 21, 2016, 09:34:43 PM
 ;D I am so so boned because I don't have a joystick and that's the only way to control your pilot.....

Is there another way?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: mikojan3 on June 14, 2016, 04:14:56 AM
damn i can`t find this option in my controll ,of game menu, and leave plane, because my keybord and menu is all in german language ,i don`t know because my installation is all german boohh.the required file i have downloaded all in sas forum uffff.i have all installation c.u.p, dbw mediapack and modact.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: harpia on June 28, 2016, 01:27:43 PM
I still can not implement the Visual Mod9, every time is enabled in JSGME the game returns to start. I've done a restore point of JSGME, I'm in the third reinstallation of IL2. I know it's a matter of noob but I'll try with this latest update Visual mod9 ordinance test. Now I'm at work, the night will see what will happen and put the result here for you before giving up the visual mod9. :-[ :-[ :-[
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Malone on June 29, 2016, 11:46:21 PM
;D I am so so boned because I don't have a joystick and that's the only way to control your pilot.....

Is there another way?

your first sentence contains the answer, so why even ask the second? lol
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: aerozat on July 11, 2016, 07:19:31 AM
Hello! While checking some options in visual mod game menu I selected the color set intendet for 3D TVs (I don't have one) and since then my game screen is freezing just as the simulation starts. I can controll the plane (blindly), quit to game menu, pause etc. but the screen is frozen. I tried disabling and reenabling of the mod, then reinstalling the mod but the issue is still present.

What can I do to fix it? Can I reset the VM settings to default somehow?

The Full Mission Builder mouse is frozen aswell
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on July 11, 2016, 09:29:42 AM
Hello! While checking some options in visual mod game menu I selected the color set intendet for 3D TVs (I don't have one) and since then my game screen is freezing just as the simulation starts. I can controll the plane (blindly), quit to game menu, pause etc. but the screen is frozen. I tried disabling and reenabling of the mod, then reinstalling the mod but the issue is still present.

What can I do to fix it? Can I reset the VM settings to default somehow?

The Full Mission Builder mouse is frozen aswell

Yes. Somewhere it is explained somewhere. There is an issue when you select multi-coloured alternate frames for a 3d TV. Typically if you set in the [Mods] section the PAL3dStart to 0, you would be able to start it normally and later reconfigure it as you want.

Regards,
                     Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: aerozat on July 11, 2016, 12:32:44 PM
Quote

Yes. Somewhere it is explained somewhere. There is an issue when you select multi-coloured alternate frames for a 3d TV. Typically if you set in the [Mods] section the PAL3dStart to 0, you would be able to start it normally and later reconfigure it as you want.

Regards,
                     Pablo

So have I done. It's working. Thank You!
By the way; the mod is great; it makes the old IL2 seem like on the movies!  8)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Ta183Huckebein on July 18, 2016, 05:13:33 PM
Hello, I have a potentially stupid question:

How do I get widescreen to work with this mod?

I'm laying out a new 4.12.2 Modact 5.30 game, and without Visual Mod (using the "2 Ecran Wide" mod), I have widescreen working perfectly. However, as soon as I added Visual Mod, the game returned to the "Square display with black bars on the sides" version of "widescreen" that the stock game allows. I looked for a value in the conf.ini and the in-game menu to adjust this, and didn't see anything that popped. Any help would be appreciated.

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: western0221 on July 18, 2016, 07:20:52 PM
How do I get widescreen to work with this mod?

I'm laying out a new 4.12.2 Modact 5.30 game, and without Visual Mod (using the "2 Ecran Wide" mod), I have widescreen working perfectly.

I feel strange.

Stock 4.12.2m game has native widescreen function in Hardware Setup menu, and SASModAct 5.30 doesn't inhibit that stock new function.
No No No "Ecran Wide" anymore on 4.12.2m and later.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Ta183Huckebein on July 19, 2016, 03:48:44 AM
To clarify, I have a 1920x1080 pixel monitor, and only get a "full screen" widescreen when I use the 2 Ecran mod, yet Visual mod appears to disable it's effects.

I tried making 2 Ecran load before Visual mod, but this disabled visual mod, and when I tried to fly a mission, the game ctd'ed, leaving this in the log:
Code: [Select]
java.lang.NoSuchFieldError: FocusP
at com.maddox.il2.engine.hotkey.HookView.set(HookView.java:295)
at com.maddox.il2.engine.hotkey.HookView.reset(HookView.java:176)
at com.maddox.il2.game.Main3D.resetGameClear(Main3D.java:2092)
at com.maddox.il2.game.Main.resetGame(Main.java:144)
at com.maddox.il2.game.Mission.clear(Mission.java:714)
at com.maddox.il2.game.Mission.loadFromSect(Mission.java:649)
at com.maddox.il2.gui.GUIMission$2.doAction(GUIMission.java:59)
at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: benitomuso on July 19, 2016, 04:07:15 AM
Visual MOD V9 has included all features in Ecran Wide MOD plus everything in v4.12.2 regarding wide screen.

It's is reasonable that everything crashes for you if you use that old code.

Regards, Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: JacobyWitness on July 21, 2016, 04:47:56 PM
What are the lines that you put into the conf.ini to show the extra info and the G counter that you have in this picture? I've already enabled the "Show Extra Info" option and all that appears is the box where the info should be.

(https://s21.postimg.cc/rlk6a9x7r/2014_09_10_at_02_05_31.jpg)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on July 22, 2016, 11:06:48 AM
What are the lines that you put into the conf.ini to show the extra info and the G counter that you have in this picture? I've already enabled the "Show Extra Info" option and all that appears is the box where the info should be.

(https://s21.postimg.cc/rlk6a9x7r/2014_09_10_at_02_05_31.jpg)


Are you using the latest version?

That visual is the "Digital Numeric" one with the Extra Info. The Extra Info (The upper box in the picture), has several ways of displaying the lines and which info is shown. It is explained in some posts in the histor of the VisualMOD (not necessarely in this same thread, I don't remember). But the default one (without entering any info in the conf.ini) is the one shown above.

You have to take in mind that only in cockpit mode you get the extra data. When you are in outside view (F2, F8...) you don't see anything else but the basic HUD info.

Regards,
                Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: JacobyWitness on July 22, 2016, 02:08:35 PM
Are you using the latest version?

That visual is the "Digital Numeric" one with the Extra Info. The Extra Info (The upper box in the picture), has several ways of displaying the lines and which info is shown. It is explained in some posts in the histor of the VisualMOD (not necessarely in this same thread, I don't remember). But the default one (without entering any info in the conf.ini) is the one shown above.

You have to take in mind that only in cockpit mode you get the extra data. When you are in outside view (F2, F8...) you don't see anything else but the basic HUD info.

Regards,
                Pablo

Yes I'm using the latest version, I'll look around in the other threads for how to get it working. Thanks for the help!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: JacobyWitness on July 22, 2016, 04:04:31 PM
Alright, got it working with the first 2 replies on here if anyone will ever need it. https://www.sas1946.com/main/index.php/topic,15931.84.html

Thanks for your help!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: JimmyBlonde on September 02, 2016, 06:34:04 AM
Hi Pablo.

I have a small problem with your mod, I have the latest version from the OP and it's installed and working fine but when I leave my aircraft and try to re-enter I can't get back into cockpit view. My player model can be seen in the aircraft but I'm locked out!

Is this a "MaxActors" variable issue? This is the only line in the config that I can see might be causing a problem.

(Here's the [mods] section of my config anyway, could you cast a professional eye over it please?)

Code: [Select]
[Mods]
PALMODsColor=0
PALQMBLinesMap=10
PALQMBLinesPl0=25
PALQMBLinesPl1=20
PALQMBLinesPl2=19
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
BombBayDoors=0
RandomSplash=1
netCallsign=
TracersPlayer=400
TracersAircrafts=300
TracersWorld=25
TracersWirbelwind=5
HUDLogLines=3
HUDLogColor1=80FFFFFF
HUDLogColor2=10FFFFFF
HUDLogBottomColor1=80FFFFFF
HUDLogBottomColor2=10FFFFFF
FOV=95
PALShowChocks=1
PALShowCatGear=1
CatapultAllow=1
CatapultAllowAI=1
CatapultBoost=1
AirShowSmokeEnhanced=1
AirShowSmoke=1
PAL3DStart=0
PAL3DSepAim=0.7
//PAL3DSepGun=1.35
//PAL3DSepPit=1.42
PAL3DSepGun=1.1700001
PAL3DSepPit=1.53
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DExternalTrackIR=1
//PALIniFilesFolder=MultiIni
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
RandomSplash=1
netCallsign=
PAL3DMaxMenuActors=128
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalMouseInertia=1
PALHUDMode=1
SpeedbarUnits=3
SpeedbarTAS=0
SpeedbarSIToo=1
SpeedbarShowExtraInfo=0
PAL3DFilterLeft=R___
PAL3DFilterRight=_GB_
P47PackNewFM=1
PAL3DDOFfNumber=0.0
PAL3DDOFFocus=21.31533
PAL3DAdjustVariable=1
PAL3DFullColorFrames=0
PAL3DRenderStereo=0

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: SAS~Tom2 on September 03, 2016, 02:08:39 PM
pics will help I am sure:

controls:

(http://s16.postimg.cc/3xp1dt7qd/image.jpg) (http://postimage.org/)

misc section:

(http://s16.postimg.cc/6dqurnpt1/image.jpg) (http://postimage.org/)

game menu (aka home):

(http://s16.postimg.cc/tf2e0aj51/image.jpg) (http://postimage.org/)

Great help Gerhard, as I find myself as well reinstalling all of MA 5.3 ..and tend to have forgotten many things.
Many thanks
Thorst.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: libory on September 05, 2016, 05:55:33 PM
How do you start IL2 with this MOD installed but with stereo off.

I want to activate when I need it....
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: niume123456 on September 25, 2016, 01:02:57 AM
WHATS TO PRESS TO OPEN THE MENU???
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on September 25, 2016, 01:08:05 AM
I'm not sure anymore if there's a default key for this (in that case IIRC it's F10) or you have to assign a key yourself.
Either case you should unlock the shift key (http://netiquette.wikia.com/wiki/Rule_number_2_-_Do_not_use_all_caps) on your keyboard.

Best regards - Mike
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: spartan18a on October 05, 2016, 04:52:48 PM
Finally it's working in my VP installation. It goes in the SAS folder and not in the JSGMEMODS, DOH!

I have added the Cocks Mod (https://www.sas1946.com/main/index.php?topic=37819.0)
But I`ve noticed that the chocks in/out is not working visually. I don´t see the yellow chocks in the 00_PAL-VisualMOD9 Ordinance Test


Something that I'm doing wrong this time .... ?  :-|
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: camilojunior on October 06, 2016, 12:01:15 AM
Hi JacobyWitness,

Did you found a solution to the problems reported in posts 186 and 191? I have exactly the same problems and it doesn't exist in version 8. When I load the F-18 the game freezes and when I load any jet with missiles I have a CTD. It doesn't  happen when I disable the MOD. Someone else knows anything about it? I'm using SAS 14.2.2m, MA 5.3, EM 2.7.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: camilojunior on October 06, 2016, 01:53:25 AM
Nevermind. The new PAL-VisualMOD9-OrdinanceTest is working!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Komandor on November 08, 2016, 05:33:12 AM
Hello! Dear colleague Pablo!
1. Is there MissionProCombo-v4122 for IL-2 m132?
2. Where can I download?

With best wishes  Komandor
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Squashman on November 26, 2016, 10:46:43 AM
Hi Pablo

First of all thanks for the superb work with the Visual Mod - the pilot on the carrier deck is very impressive. Like previous posts, however, I'm always getting CTD when trying to load any mission with any aircraft loaded with bombs, torpedoes or rockets. I have tried same missions with previous Visual Mod and they work perfectly. as soon as I install new Visual Mod, I get CTD at about 50% mission load. My Logfile shows similar results to those posted earlier. If the aircraft have no ordnance then the missions load and play fine, but of course there is nothing to look at with the Ordnance Cam.
I have tried installing the visual mod as a straightforward delete and replace, and also pasting over the top of old visual mod - same CTD with bombs etc.
Any further ideas about how to fix this?

regards
Squashman

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on November 26, 2016, 11:19:48 AM
I get CTD at about 50% mission load. My Logfile shows similar results to those posted earlier.
Which results exactly?
Lots of logs have been posted, yours is missing.
I'm sorry but we're not here to guess.

Best regards - Mike
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Squashman on November 28, 2016, 01:07:51 PM
I get CTD at about 50% mission load. My Logfile shows similar results to those posted earlier.
Which results exactly?
Lots of logs have been posted, yours is missing.
I'm sorry but we're not here to guess.

Best regards - Mike

Hi Mike

As a relative newcomer, I am unsure how to post the logfile correctly - I know the method is described somewhere on the site but my searching so far has not revealed it - but I am sure I will find it before long. In the meanwhile, I was mainly referring to replies #186, 191 from JacobyWitness - though, as I mentioned in my previous post, pasting over the top of the existing mod made no difference at all, compared to JacobyWitness who reported that doing so seemed to delay the CTD to the point of launching a missile

best regards
Squashman
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Squashman on November 28, 2016, 01:48:52 PM
I get CTD at about 50% mission load. My Logfile shows similar results to those posted earlier.
Which results exactly?
Lots of logs have been posted, yours is missing.
I'm sorry but we're not here to guess.

Best regards - Mike

Hi Mike

As a relative newcomer, I am unsure how to post the logfile correctly - I know the method is described somewhere on the site but my searching so far has not revealed it - but I am sure I will find it before long. In the meanwhile, I was mainly referring to replies #186, 191 from JacobyWitness - though, as I mentioned in my previous post, pasting over the top of the existing mod made no difference at all, compared to JacobyWitness who reported that doing so seemed to delay the CTD to the point of launching a missile

best regards
Squashman

Code: [Select]
'FlightModels/B5N2.fmd:B5N_FM' is being loaded from Alternative File: 'b5n_fm'
FM called 'FlightModels/Nakajima:B5N_FM.emd' is being loaded from File: 'b5n_fm'
FM called 'FlightModels/Nakajima:B5N_FM.emd' is being loaded from Alternative File: 'b5n_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/B5N2.fmd:B5N_FM' is being loaded from File: 'b5n_fm'
FM called 'FlightModels/B5N2.fmd:B5N_FM' is being loaded from Alternative File: 'b5n_fm'
FM called 'FlightModels/A6M2-21.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Nakajima.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/A6M2-21.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/F4F-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/PrattWhitney_R-1830_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/F4F-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F4F-4/Default s1=3DO/Plane/F4F-4(USA)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1399)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1370)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1357)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/F4F-4/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/F4F-4/Default' size: 0 != 512 | 1024
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
fps:0 avg:36 max:72 min:0 #fr:3313
FM called 'FlightModels/SBD-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Wright_Cyclone1820_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/SBD-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
java.lang.NoSuchMethodError
at com.maddox.il2.engine.Actor.<init>(Actor.java:861)
at com.maddox.il2.engine.ActorMesh.<init>(ActorMesh.java:56)
at com.maddox.il2.objects.weapons.Bomb.<init>(Bomb.java:583)
at com.maddox.il2.objects.weapons.Bomb1000lbs.<init>(Bomb1000lbs.java:7)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.weapons.BombGun.newBomb(BombGun.java:313)
at com.maddox.il2.objects.weapons.BombGun.set(BombGun.java:375)
at com.maddox.il2.objects.weapons.BombGun.set(BombGun.java:347)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3085)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3048)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2687)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1666)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Hi Mike
I found the page that explains the posting editor - so hopefully here is the extract from the end of the logfile.

regards
Squashman
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on November 28, 2016, 11:13:11 PM
Thanks Squashman, that helps a lot.
The issue is caused by an overlapping load order.
You've got some other mod in your game which shares classes with PAL's VisualMod, but that conflicting mod loads first, so the VisualMod classes are getting (partly) overwritten.
In your case it's the "Engine" class which is the culprit, the hashed classfile name is "35AE75DA10682FAA".

You can either look for which mod holds that file and make sure that your VisualMod loads before that one (just change the folder name from "00_PAL-VisualMOD9" to something else which comes first alphabetically) or just rename "00_PAL-VisualMOD9" to something like "!!!!!!!_00_PAL-VisualMOD9" to be on the safe side.

This somewhat sounds like a conflict between the Engine Mod and Visual Mod, which is a known thing: You always have to make sure VisualMOD loads first!

Best regards - Mike
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Squashman on November 29, 2016, 05:08:29 AM
Thanks Mike

and WOW! such a concise and detailed, not to mention, patient, explanation - those few sentences have given me a new insight into the potential reasons for CTD's in the sim.
I can't wait to get on that this evening and will post some feedback asap.

best regards
Squashman
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Squashman on November 29, 2016, 08:05:20 AM
Big thankyou Mike

Altering the Visual Mod file-name worked like a charm with both my CUP and Modact 5 install, but still got a Stopped working error crash with HSFX 7.3 at almost 100% (just for the sake of symmetry I like to have all versions in the stable - as they all have a slightly different flavour - and keep them as similarly modded as possible) Grateful to hear your thoughts on this anomaly.
The ordnance cam, by the way, is as fascinating to use as I hoped it would be; much appreciated.

Logfile below
Code: [Select]
B4Y1.fmd:B4Y1_FM
m_lastFMFile = gui/game/buttons
opening new fm file b4y1_fm
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109b-2sas.fmd
s = FlightModels/Bf-109B-2SAS.fmd
m_lastFMFile = b4y1_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7.fmd
s = FlightModels/Bf-109E-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-2.fmd
s = FlightModels/Bf-109G-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/blenheim_mki.fmd
s = FlightModels/Blenheim_MkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = aichid1a_fm
s1 = flightmodels/aichi-d1a.fmd
s = FlightModels/Aichi-D1A.fmd:AichiD1A_FM
m_lastFMFile = gui/game/buttons
opening new fm file aichid1a_fm
sFMDir = gui/game/buttons
s1 = flightmodels/d3a1.fmd
s = FlightModels/D3A1.fmd
m_lastFMFile = aichid1a_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/d4y2.fmd
s = FlightModels/D4Y2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/d4y2s.fmd
s = FlightModels/D4Y2S.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/d4y3.fmd
s = FlightModels/D4Y3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/d4y3s.fmd
s = FlightModels/D4Y3S.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do17z2.fmd
s = FlightModels/Do17Z2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-2.fmd
s = FlightModels/Fw-190A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9.fmd
s = FlightModels/Fw-190D-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g50.fmd
s = FlightModels/G50.fmd
m_lastFMFile = gui/game/buttons
sFMDir = e7ks_fm
s1 = flightmodels/e7k1.fmd
s = FlightModels/E7K1.fmd:E7Ks_FM
m_lastFMFile = gui/game/buttons
opening new fm file e7ks_fm
sFMDir = f1m_pete_fm
s1 = flightmodels/f1m-pete.fmd
s = FlightModels/F1M-Pete.fmd:F1M_Pete_FM
m_lastFMFile = e7ks_fm
opening new fm file f1m_pete_fm
sFMDir = g3m2-22_fm
s1 = flightmodels/g3m2-22.fmd
s = FlightModels/G3M2-22.fmd:G3M2-22_FM
m_lastFMFile = f1m_pete_fm
opening new fm file g3m2-22_fm
sFMDir = gui/game/buttons
s1 = flightmodels/g4m1-11.fmd
s = FlightModels/G4M1-11.fmd
m_lastFMFile = g3m2-22_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/h8k1.fmd
s = FlightModels/H8K1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = h6k_fm
s1 = flightmodels/h6k.fmd
s = FlightModels/H6K.fmd:H6K_FM
m_lastFMFile = gui/game/buttons
opening new fm file h6k_fm
sFMDir = gui/game/buttons
s1 = flightmodels/p-36a-3.fmd
s = FlightModels/P-36A-3.fmd
m_lastFMFile = h6k_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-36a-4-87.fmd
s = FlightModels/P-36A-4-87.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-12.fmd
s = FlightModels/He-111H-12.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-46-iiikai.fmd
s = FlightModels/Ki-46-IIIKai.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/j2m3.fmd
s = FlightModels/J2M3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/j2m5.fmd
s = FlightModels/J2M5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/j7w1.fmd
s = FlightModels/J7W1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87b-2.fmd
s = FlightModels/Ju-87B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = ki10_fm
s1 = flightmodels/ki10.fmd
s = FlightModels/Ki10.fmd:Ki10_FM
m_lastFMFile = gui/game/buttons
opening new fm file ki10_fm
sFMDir = gui/game/buttons
s1 = flightmodels/ki-21-i.fmd
s = FlightModels/Ki-21-I.fmd
m_lastFMFile = ki10_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-21-ii.fmd
s = FlightModels/Ki-21-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-27.fmd
s = FlightModels/Ki-27.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-ia.fmd
s = FlightModels/Ki-43-Ia.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-ii.fmd
s = FlightModels/Ki-43-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-iii.fmd
s = FlightModels/Ki-43-III.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-44-iiko.fmd
s = FlightModels/Ki-44-IIko.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-45-tei.fmd
s = FlightModels/Ki-45-Tei.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-45-hei.fmd
s = FlightModels/Ki-45-Hei.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-46-iiirecce.fmd
s = FlightModels/Ki-46-IIIRecce.fmd
m_lastFMFile = gui/game/buttons
sFMDir = ki48-i_fm
s1 = flightmodels/ki-48-i.fmd
s = FlightModels/Ki-48-I.fmd:Ki48-I_FM
m_lastFMFile = gui/game/buttons
opening new fm file ki48-i_fm
sFMDir = ki48-ii_fm
s1 = flightmodels/ki-48-ii.fmd
s = FlightModels/Ki-48-II.fmd:Ki48-II_FM
m_lastFMFile = ki48-i_fm
opening new fm file ki48-ii_fm
sFMDir = ki48-iib_fm
s1 = flightmodels/ki-48-iib.fmd
s = FlightModels/Ki-48-IIb.fmd:Ki48-IIb_FM
m_lastFMFile = ki48-ii_fm
opening new fm file ki48-iib_fm
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-iko.fmd
s = FlightModels/Ki-61-IKo.fmd
m_lastFMFile = ki48-iib_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-iotsu.fmd
s = FlightModels/Ki-61-IOtsu.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-ihei.fmd
s = FlightModels/Ki-61-IHei.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki67-i.fmd
s = FlightModels/Ki67-I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-84-ia.fmd
s = FlightModels/Ki-84-Ia.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/

Thanks in advance
Squashman
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on November 29, 2016, 08:19:32 AM
I'm glad that it worked for you Squash :)

HSFX 7.03 is a bit more difficult.
The log you've posted is truncated, which is normal since by default IL-2 doesn't flush the log buffers, so if the game hangs or crashes, the last log part (the most interesting one) won't make it to the disk.

You can try to put the "InstantLog" folder from your Modact 5 game into the HSFX 7.03 game and see if it works since if it does, it will generate a full log of the error.
Copy the folder "InstantLog" from "<Your Modact 5 Path here>/#SAS/" to "<Your HSFX 7.03 Path here>/MODS/" and try again please.

Best regards - Mike
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Squashman on November 29, 2016, 10:49:38 AM
Hi Mike

[code)You can try to put the "InstantLog" folder from your Modact 5 game into the HSFX 7.03 game and see if it works since if it does, it will generate a full log of the error.
Copy the folder "InstantLog" from "<Your Modact 5 Path here>/#SAS/" to "<Your HSFX 7.03 Path here>/MODS/" and try again please.[/code]


Once again it seems you were spot-on with your diagnosis. The InstantLog has produced additional data - see below

Code: [Select]
m
sFMDir = ki48-ii_fm
s1 = flightmodels/ki-48-ii.fmd
s = FlightModels/Ki-48-II.fmd:Ki48-II_FM
m_lastFMFile = ki48-i_fm
opening new fm file ki48-ii_fm
sFMDir = ki48-iib_fm
s1 = flightmodels/ki-48-iib.fmd
s = FlightModels/Ki-48-IIb.fmd:Ki48-IIb_FM
m_lastFMFile = ki48-ii_fm
opening new fm file ki48-iib_fm
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-iko.fmd
s = FlightModels/Ki-61-IKo.fmd
m_lastFMFile = ki48-iib_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-iotsu.fmd
s = FlightModels/Ki-61-IOtsu.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-ihei.fmd
s = FlightModels/Ki-61-IHei.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki67-i.fmd
s = FlightModels/Ki67-I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-84-ia.fmd
s = FlightModels/Ki-84-Ia.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-100-i.fmd
s = FlightModels/Ki-100-I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = ki109_fm
s1 = flightmodels/ki109.fmd
s = FlightModels/Ki109.fmd:Ki109_FM
m_lastFMFile = gui/game/buttons
opening new fm file ki109_fm
sFMDir = gui/game/buttons
s1 = flightmodels/mxy-7-11.fmd
s = FlightModels/MXY-7-11.fmd
m_lastFMFile = ki109_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1k1-j.fmd
s = FlightModels/N1K1-J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1k2-ja.fmd
s = FlightModels/N1K2-Ja.fmd
m_lastFMFile = gui/game/buttons
House: Parameter [buildings.Plate$Dinan16]:<Mesh> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.buildings.Plate$SPAWN.getS(Plate.java:115)
at com.maddox.il2.objects.buildings.Plate$SPAWN.LoadProperties(Plate.java:128)
at com.maddox.il2.objects.buildings.Plate$SPAWN.<init>(Plate.java:178)
at com.maddox.il2.objects.buildings.Plate.registerSpawner(Plate.java:46)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.builder.PlMisHouse$Type.<init>(PlMisHouse.java:60)
at com.maddox.il2.builder.PlMisHouse.configure(PlMisHouse.java:283)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3134)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:849)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:508)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in plate spawn registration: com.maddox.il2.objects.buildings.Plate$Dinan16
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Loading mission Records/Intro 04 Ed.trk...
Total number of airports for loaded mission: 0
Load bridges
Load static objects
sFMDir = gui/game/buttons
s1 = flightmodels/prattwhitney_r-1830_series.emd
s = FlightModels/PrattWhitney_R-1830_Series.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sakae.emd
s = FlightModels/Sakae.emd
m_lastFMFile = gui/game/buttons
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
at com.maddox.rts.SectFile.<init>(SectFile.java:126)
at com.maddox.rts.SectFile.<init>(SectFile.java:86)
at com.maddox.il2.gui.GUIBWDemoPlay.gameBegin(GUIBWDemoPlay.java:305)
at com.maddox.il2.gui.GUIBWDemoPlay.gameBeginNet(GUIBWDemoPlay.java:272)
at com.maddox.il2.gui.GUIBWDemoPlay.access$1200(GUIBWDemoPlay.java:22)
at com.maddox.il2.gui.GUIBWDemoPlay$MissionListener.netMissionState(GUIBWDemoPlay.java:201)
at com.maddox.il2.game.Mission.netInput(Mission.java:3251)
at com.maddox.il2.game.Mission.access$4(Mission.java:2998)
at com.maddox.il2.game.Mission$NetMissionObj.netInput(Mission.java:4061)
at com.maddox.rts.NetObj.msgNet(NetObj.java:375)
at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:56)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NoSuchMethodError
at com.maddox.il2.game.AircraftHotKeys$79.begin(AircraftHotKeys.java:3987)
at com.maddox.rts.HotKeyCmd.start(HotKeyCmd.java:103)
at com.maddox.rts.HotKeyCmd._exec(HotKeyCmd.java:263)
at com.maddox.rts.KeyRecord$HotPlayer.msgTimeOut(KeyRecord.java:152)
at com.maddox.rts.KeyRecord$NetKeyRecord.netInput(KeyRecord.java:549)
at com.maddox.rts.NetObj.msgNet(NetObj.java:375)
at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:56)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Many thanks once again
Squash
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on November 29, 2016, 11:17:40 PM
Hi Squash,

Now we're diving deep down the IL-2 abyss...
Some mod touched your "AircraftHotKeys" class and it's incompatible with HSFX apparently.
My bet would be the Engine Mod, but who knows...
So far I can only tell that the "AircraftHotKeys" class loaded by your game does not belong to HSFX, Visual Mod 9, Stabs4All or any Engine Mod version I have on my harddisk.

Please check which of your mods contains the file "2EEDF17051403952".
Do the check in your "MODS" subfolders alphabetically, since that's the loading order IL-2 uses too.
First hit will be the culprit mod then.

Best regards - Mike
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Squashman on November 30, 2016, 07:10:06 AM
Hi Mike

Thanks for that insight - I'll get on that asap - my HSFX install loads and plays well with the two versions of the old visual mod that are available out there (one of them does not seem to provide the information box on the right side of the screen, but apart from that seems identical).
If, using one of these older versions, I stopped the loading manually at the same point, would it be any help to compare the resulting logfile with the one showing the CTD ?

best regards
Squash
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on November 30, 2016, 07:13:24 AM
Unfortunately that won't help much.
We need to know which mod in which version exactly causes the issue.
This is the only way so I can download the very same mod, reverse engineer it and find out what exactly it's trying to do in the line of code where the crash happens.

Best regards - Mike
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Squashman on December 05, 2016, 12:40:37 PM
Code: [Select]
Now we're diving deep down the IL-2 abyss...
Some mod touched your "AircraftHotKeys" class and it's incompatible with HSFX apparently.
My bet would be the Engine Mod, but who knows...
So far I can only tell that the "AircraftHotKeys" class loaded by your game does not belong to HSFX, Visual Mod 9, Stabs4All or any Engine Mod version I have on my harddisk.

Please check which of your mods contains the file "2EEDF17051403952".
Do the check in your "MODS" subfolders alphabetically, since that's the loading order IL-2 uses too.
First hit will be the culprit mod then.

Hi Mike

The file was in the Tiger Flyby's Mod, which, in my install was enabled through JSGME. For now I simply disabled the Mod and HSFX plays well with the new version of Visual Mod 9.
Once again you have my gratitude. Should the file in question (2EEDF17051403952), be in the Tiger Flyby's Mod?
By the way I just brought my CUP WAW install up to date to Part 22 and, after making sure the Visual Mod was high in the loading order as per your previous advice, it works marvellously.

Many thanks
Squash
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on December 06, 2016, 01:02:20 AM
Should the file in question (2EEDF17051403952), be in the Tiger Flyby's Mod?
Yes, it's okay that the file is in there, but apparently Tiger's Flyby mod is incompatible with VisualMod 9.

Best regards - Mike
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Kiwi on December 11, 2016, 02:44:24 AM
how do i disable the walking pilot mod? when i bail out my pilot is frozen in time after running away from the aircraft then im stuck in cockpit mode and have to restart the game thanks
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on December 11, 2016, 03:29:08 AM
how do i disable the walking pilot mod?
By deinstalling it, how else?

when i bail out my pilot is frozen in time after running away from the aircraft then im stuck in cockpit mode and have to restart the game thanks
log.lst?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Kiwi on December 11, 2016, 01:13:29 PM
log.lst?
Code: [Select]
fps:5 avg:278 max:573 min:0 #fr:89641
Loading mission test.mis...
Month = 6 , Hour = 12
Temperature -     0m = 13.0 .
Temperature -  1000m = 6.51001 .
Temperature -  2000m = 0.019989014 .
Temperature -  3000m = -6.470001 .
Temperature -  4000m = -12.959991 .
Temperature -  5000m = -19.449997 .
Temperature -  6000m = -25.940002 .
Temperature -  7000m = -32.429993 .
Temperature -  8000m = -38.92 .
Temperature -  9000m = -45.410004 .
Temperature - 10000m = -51.899994 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Load bridges
Load static objects
fps:3 avg:275 max:573 min:0 #fr:90500
FM called 'FlightModels/I-16type24.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Gnome-Rhome-Jupiter.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 5
Motor resolveFromFile starter = 5
FM called 'FlightModels/I-16type24.fmd' is being loaded from Alternative File: 'gui/game/buttons'
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1399)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1370)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1357)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/I-16type24/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/I-16type24/Default' size: 0 != 512 | 1024
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
ERROR file: File users/0/Icons not found
Mission: test.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
warning: no files : music/takeoff
fps:66 avg:272 max:573 min:0 #fr:90721
Month = 0 , Hour = 12
Temperature -     0m = 4.0 .
Temperature -  1000m = -2.4899902 .
Temperature -  2000m = -8.980011 .
Temperature -  3000m = -15.470001 .
Temperature -  4000m = -21.960007 .
Temperature -  5000m = -28.449997 .
Temperature -  6000m = -34.940002 .
Temperature -  7000m = -41.429993 .
Temperature -  8000m = -47.92 .
Temperature -  9000m = -54.410004 .
Temperature - 10000m = -56.5 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 26,  Vert 747,  Ind 2781
WARNING: * Buf1 : Obj: 138,  Vert 14559,  Ind 35004
WARNING: * Buf2 : Obj: 50,  Vert 24118,  Ind 39066
Load bridges
Load static objects
(http://i.imgur.com/eRCXPLl.png)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: FANATIC MODDER on December 14, 2016, 12:34:51 AM
sorry, I may be dump, but how can I access this menu? Can you help me please?



(https://s21.postimg.cc/rlk6a9x7r/2014_09_10_at_02_05_31.jpg)


Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on December 14, 2016, 03:13:47 AM
@Kiwi: Select a working plane and pilot skin please.
The ones you've selected seem not to be present in your game or they cannot be loaded (HD mod switched on/off?).

@FM: You have to define a key for it, check your control settings.

Best regards - Mike
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: FANATIC MODDER on December 14, 2016, 03:41:00 AM
Thank you! That was quick! I finally managed to disactivated the external soft view, which for almost 2 years I was never able to get used to it!!! A big THANKS!!!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Treetop64 on January 31, 2017, 07:03:27 PM
Just discovered this wonderful mod.  Thank you very, very much!

Just one issue, however.  Lost the minimap zoom function, which is kinda important since I'm deep in a campaign and I turned off the "GPS" functions of the minimap in the difficulty settings before starting the campaign, leaving only the map waypoints themselves.  Now I can't use the minimap at all since I cannot zoom in or out with it (can still hold the LMB and pan with it, though with the map zoomed all the way in that doesn't help the situation), which pretty much makes it prohibitive to fly missions now.

Am I missing something obvious?

Thanks again for this wonderful mod, the inertial movements made a world of improvement to the game!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: SAS~Storebror on January 31, 2017, 11:25:58 PM
Am I missing something obvious?
Maybe.
Stock game uses right mouse button to cycle through the zoom modes of the minimap.
With visualmod you have to use your mousewheel.

Best regards - Mike
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Treetop64 on February 01, 2017, 12:45:22 PM
Am I missing something obvious?
Maybe.
Stock game uses right mouse button to cycle through the zoom modes of the minimap.
With visualmod you have to use your mousewheel.

Best regards - Mike

Had the mouse wheel mapped to the throttle so that I could control it while mouse-looking and maneuvering.  Unmapped it and the map can be zoomed, but now I have to use the old "keyboard throttle"...

Tried to see if there was any way of mapping the map zoom to another control but no luck.  Is there anything that can be done about that?


EDIT - Using a simple workaround to keep the mouse wheel throttle:
After booting up the game, go into the Controls - HOTAS menu and deactivate the mouse wheel throttle.  Then later, after entering any cockpit, bring up the map and zoom it to your liking.  Exit back to the Controls menu and reassign the mouse wheel throttle.  The map will retain the selected zoom setting for the remainder of the IL-2 session, over different missions, aircraft, and even with different pilots.  The bad news is that you have to do this every time you boot up IL-2 for the first time, but that's not a big deal.

Thanks for the reply.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: henkypenky on February 26, 2017, 06:55:02 AM
Short question for Pablo - or anyone else who knows  ;) - the engine rpm is dispayed as 2k500. can this be changed to 2500 in the config.ini?

Thanks for reading
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Kraut1 on March 08, 2017, 11:49:25 AM
Hi, great mod, Stereo 3d works but I have to make some adjustments.
Sorry for my question but I don't know which keys to be used for adjustments.
I find in the game menu the Stereo 3D / Adjust modes, can select one but I don't know with which keys to adjust.
Could you please help or is there a Manual available?
Best regards
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on March 08, 2017, 03:41:38 PM
Short question for Pablo - or anyone else who knows  ;) - the engine rpm is dispayed as 2k500. can this be changed to 2500 in the config.ini?

Thanks for reading

No, there's no way to adjust that...
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on March 08, 2017, 03:42:54 PM
Hi, great mod, Stereo 3d works but I have to make some adjustments.
Sorry for my question but I don't know which keys to be used for adjustments.
I find in the game menu the Stereo 3D / Adjust modes, can select one but I don't know with which keys to adjust.
Could you please help or is there a Manual available?
Best regards

Most of the adjustments are made with the mouse wheel. It is not clearly documented but everything is explained in these pages.

Regards, Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Kraut1 on March 09, 2017, 03:31:53 AM
Hi, great mod, Stereo 3d works but I have to make some adjustments.
Sorry for my question but I don't know which keys to be used for adjustments.
I find in the game menu the Stereo 3D / Adjust modes, can select one but I don't know with which keys to adjust.
Could you please help or is there a Manual available?
Best regards

Most of the adjustments are made with the mouse wheel. It is not clearly documented but everything is explained in these pages.

Regards, Pablo
Thanks for your help!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Samplish on June 13, 2017, 04:38:46 PM
I'm having some slight issues getting Visual MOD V9 to work with my VP Modpack + Tiger33 sounds install. All of the features are working (walking pilot, menu, nice camera movements, etc.) except for the detailed HUD. I am seeing the little dark box (it is in the bottom right corner however) but there is no text inside like the one I've seen in your screenshots and only one grey box instead of the two I'm seeing in your screenies. I can however, pull up the little virtual dashboard HUD and the Stock game HUD with no problem. My problem seems to only affect the gray box HUD.  I have come across several threads advising that I delete the HUD and HUD Log Bottom Right 4.12 folders within my #SAS folder that comes with the VP Modpack. This doesn't seem to have any effect. My .conf layout seems to be in order as well.     I'm troubled as to why this isn't working as Steven 197106's many videos showcasing the VP Modpack uses Visual Mod V9's HUD layout.  Any pointers?   :)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: PencilStorm on July 20, 2017, 04:55:48 AM
Hey I can't find the PDF file with the instructions inside the rar. for some reason?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: PencilStorm on July 20, 2017, 12:58:40 PM
Hey guys I can't find the installation instructions in the rar. Would anyone mind copying them and sending them to my inbox by doing copy & paste?

I tried downloading earlier versions to see if it's there but they don't have it either. Help will be appreciated  ;D
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: PO_MAK_249RIP on July 26, 2017, 03:14:12 AM
Try the link at the bottom of the page for useful tips m8

"Edit Gerax:

see here where to define the Game-Menu- and LeavePlane Key!"
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: PencilStorm on July 26, 2017, 01:39:04 PM
Thanks but the link doesn't work!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: camilojunior on September 23, 2017, 07:52:00 PM
Nevermind. The new PAL-VisualMOD9-OrdinanceTest is working!
Now I have another problem. When I fight against bomber the game freezes as soon as I drop the first one. If I disable VM9 this doesn't happen. Any opinion?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: artao on October 11, 2017, 08:29:05 AM
Hello, I've got a couple questions regarding this mod. I'm running VP Mod and, of course, Modact 5.3
A) I installed v8 via the Optional JSGME Mods for Modact. No problems getting it to work. However, there's nothing that includes v9 to install it. When I try to install it via the .rar file, it puts all the files in the base root directory rather than in the #SAS directory, and as such doesn't work. So how do I install this to work with Modact?

B) There is no manual in the .rar, with either v8 or v9. I managed to track down an earlier manual from v4 IIRC, but obviously that doesn't contain any infor regarding newer features. A couple posts up someone apparently tried to link to a manual, but failed to actually make a link.

C) How the heck do I switch between different HUDs? I would REALLY like to get those grey boxes that I've seen in screenshots and videos. But, with no manual, I have no clue how to do this. I see nothing in my conf.ini that might relate to this. As you might imagine, this is rather frustrating.

Thanks.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Mysticpuma on June 04, 2018, 09:39:14 AM
Just saw it in the JSGME folder for B.A.T   cool!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: -Jäger- on June 04, 2018, 09:41:51 AM
If you have BAT installed it will be avaible in JSGME.exe  ;)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Mysticpuma on June 05, 2018, 03:45:16 AM
Hi, okay, I have this activated through JGSME.....and can't work out how to make it work in-game? Not interested in anything else apart from the camera motion effects which I think (in older versions) used to be activated by F9 or F10.

All I am after is the wonderful drifting camera effect and smooth mouse pan around the aircraft. How can I activate this?

Cheers, MP
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: -Jäger- on June 05, 2018, 12:29:10 PM
For F10 and F11 I have to same problem I dont know how to fix it.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Marat on December 19, 2018, 03:35:59 PM
Dear Benitomuso,
First of all many thanks to you for your fantastic mod!!! This is really great mod thanks to which I started to create the 'double task' missions with landing rearming and refuelling for a new task.
But I have a question: how to make the characters in the menu & commands smaller? In fact, I have too many maps and a half of them are not visible in the FMB map list due to bigger characters in comparison with the default ones. Deactivating the 'font' folder caused the Tab button for radiocommands fail to work, namely it pauses the game. Any chance to solve this issue?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Marat on December 20, 2018, 05:33:21 AM
I understood how to do this and managed to. Now everything is OK  :)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: blackshark on January 07, 2019, 02:48:07 AM
One question:
When you change plane during a flight (with Control feature) i am not able to go to radio commands anymore (TAB).
is it normal or should it work again?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: norman on March 02, 2019, 01:15:00 PM
How disable walking pilot mod? I want use all mods, but a I don't want use walking pilot. Is there any chance to disable it?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: tomoose on March 25, 2019, 05:48:04 PM
Is it possible to only activate the RR aspect of this mod?  I'm using HSFX in a coop campaign (BoB) and the RR feature might be a handy item.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Soumik007 on November 27, 2020, 08:57:47 AM
Hey can u make a version for this mod that is 4.13.2 or above please
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Soumik007 on November 30, 2020, 01:01:58 PM
Can u make a video of how to setup and install this mod?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on December 01, 2020, 07:06:18 AM
Can u make a video of how to setup and install this mod?

You would find several explanations on how to activate a MOD. Even the BAT has it quite handy.

Regards, Pablo
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Soumik007 on January 04, 2021, 05:26:12 AM
I found and weird bug where for some reason when i install this mod and activate it, the speed,altitude and heading indicator disappears
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Candyman0756 on January 04, 2021, 10:06:58 AM
Activate? Why are you using JSGME? Just drop the mod into your mods folder, this is the way I got VM9 to work.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Candyman0756 on January 04, 2021, 10:13:25 AM
Also, what game version are you using? This is supposed to be for 4.12.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Modifly1 on January 28, 2021, 10:41:26 AM
Hello. First I still wish to say thank you for this mod. It is clearly had a lot of effort put into it. However,  I've run into some issues with this mod and I wonder if anyone else has had this issue or if there is some fix or whether it's just me being stupid. I used the older V8 and it worked absolutely perfectly on 4.12.2 except that whenever crew bailed out, the parachutes would snag and the game then encountered an error. V9 doesn't have this problem but instead has 2 extra irritating issues or so I found. When I leave the plane, all is well. But when I enter the plane or even click 'control friend plane' and then click on my plane, the autopilot is magically on and the engine running. Also, when entering stationary planes that are used as spawn points, it duplicates my plane with only one being flyable which the older V8 didn't do. Also, the markings which may have been turned off in order to work with skins instead turn back on again which can ruin the paint job. Thank you to anyone who replies.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on January 31, 2021, 06:10:59 PM
Hello. First I still wish to say thank you for this mod. It is clearly had a lot of effort put into it. However,  I've run into some issues with this mod and I wonder if anyone else has had this issue or if there is some fix or whether it's just me being stupid. I used the older V8 and it worked absolutely perfectly on 4.12.2 except that whenever crew bailed out, the parachutes would snag and the game then encountered an error. V9 doesn't have this problem but instead has 2 extra irritating issues or so I found. When I leave the plane, all is well. But when I enter the plane or even click 'control friend plane' and then click on my plane, the autopilot is magically on and the engine running. Also, when entering stationary planes that are used as spawn points, it duplicates my plane with only one being flyable which the older V8 didn't do. Also, the markings which may have been turned off in order to work with skins instead turn back on again which can ruin the paint job. Thank you to anyone who replies.

Good list of issues you found. I'm out of MODding and even when some of them could be relatively easy of being fixed I'm not in condition of retaking anything of that.

Regards, Pablo.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Modifly1 on February 01, 2021, 03:57:26 PM
Okay thank you. I'm relatively new to the actual wheels and cogs of how these mods actually work. So I figure I might as well ask, is there any chance of something I could do to help fix the trouble, or any older files I could instead replace it with to try and fix the trouble? If not, I can live with it, I'll just leave my plane when I'm finished the flight. It's just that I liked doing walkarounds before going flying. If anyone else can help me here, feel free to reply on here. Once again, I still wish to say thank you for making this the first game I've ever played in 3D. I keep playing the pearl harbour missions that come with the campaign and then scrambling out of the aircraft during a crash landing and then running for cover. Never gets old!
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Drewm3i on February 18, 2021, 06:52:45 PM
Does this stereo 3d mod work with vr headsets? Anyone know? Vorpx is less than ideal.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on February 19, 2021, 02:19:52 PM
Does this stereo 3d mod work with vr headsets? Anyone know? Vorpx is less than ideal.

No, it doesn't.

Before leaving the MODding activity I made some experimentes on generating a Side by Side image as many of the Stereo Video use on 3d TVs and others, which could have been suitable too for some of the VR Sets, but there is a problem on how the Engine renders the frames. Some parts of the rendering would always start on point(0,0) and there isn't any way to modify that from Java.

Regards, Pablo.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Alien_12 on March 07, 2021, 03:21:53 AM
Maybe a stupid question, but... How to use this mod, how to bind a key to open the menu? Haven't seen any instructions.

Edit: I found some info that the controls should be in the controls menu... But I don't have them. I installed the mod via JSGME.
Edit2: I tested it with a clean BAT 4.1.2 install, still doesn't work.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Modifly1 on September 26, 2021, 12:32:00 PM
Hi, it's me again. Uh, I noticed on the map you can select between tracking and scanning radar. I get scanning radar no problem. However with the tracking radar I presume it picks up ships, but I can't make head or tail of what I'm seeing. Most of the time the ships seem to appear slightly away from where they actually are and their size on the screen goes a bit haywire. Can you tell me how to interpret/use the tracking radar function please?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Modifly1 on September 26, 2021, 12:37:33 PM
Wait never mind. I get it now. It's based upon your long axis, so the X axis when it scans. So the reason it turns isn't due to heading, it's due to roll changes. Aaah.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: whistler on September 26, 2021, 12:44:35 PM
You might find of interest NG-MAP (https://www.sas1946.com/main/index.php/topic,59835.0.html). It can be installed on top of VisualMod.
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Kaducael_Romanov on November 30, 2021, 04:56:49 AM
I only wanted the Rearm and Refuel option, how can I have only this mod option?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Akagi_11222 on June 29, 2022, 01:40:39 PM
how to walk
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Artiglio on October 26, 2023, 12:59:23 PM
I have a question to ask the more experienced...
But there is a command to follow the bomb, torpedo etc... with the camera in the "PAL-VisualMOD9" mod?
 Thanks in advance  😉🤗
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Sergent Pepper on November 01, 2023, 07:23:42 AM
Yes, of course.
Look in command menu and set a key for it. (Ordinance view)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Dark_Hornet19 on December 19, 2023, 07:46:29 AM
With the help of this mod I was able to park planes on the deck of an aircraft carrier. This seems to only work on aircraft carriers with catapults. I tried this on Japanese aircraft carriers, but the bots automatically take off and won't let me park. With the catapult mod, planes behind the player will not take off while you are still on the deck. This has no practical use, but can be used for beautiful screenshots.
(https://i.postimg.cc/Hswxd9bt/2023-11-27-at-13-22-04.jpg) (https://postimg.cc/hfGg0xyJ)

(https://i.postimg.cc/XYxYyNHG/2023-12-19-at-14-38-21.jpg) (https://postimg.cc/yDgHMKzs)

(https://i.postimg.cc/nhnLz9kf/2023-12-19-at-14-39-30.jpg) (https://postimg.cc/7fQ4t6dK)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Yaro59 on June 30, 2024, 12:40:58 AM
#00_PAL-VisualMOD9#- Is there any chance that this wonderful mod will work in the latest B.A.T 4.2.3 ?
It's all about smooth view transitions and zooming in (or out) more than the standard ones already installed in the latest BAT.

(https://i.postimg.cc/3J3gZgMK/1-1.png) (https://postimg.cc/7bQGHJYc)


(https://i.postimg.cc/RZFKk4Vy/2-2.png) (https://postimg.cc/F7MYctSV)
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: benitomuso on June 30, 2024, 03:42:51 PM
It should't be difficult, but I'm completely out of MODding so I'm unable to perform the task myself.

#00_PAL-VisualMOD9#- Is there any chance that this wonderful mod will work in the latest B.A.T 4.2.3 ?
It's all about smooth view transitions and zooming in (or out) more than the standard ones already installed in the latest BAT.

(https://i.postimg.cc/3J3gZgMK/1-1.png) (https://postimg.cc/7bQGHJYc)

(https://i.postimg.cc/RZFKk4Vy/2-2.png) (https://postimg.cc/F7MYctSV)

Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: FL2070 on June 30, 2024, 11:16:30 PM
Is there any chance that this wonderful mod will work in the latest B.A.T 4.2.3 ?

It's all about smooth view transitions

Most likely not.

Get NG-CAM instead, it has the same camera functionality: https://www.sas1946.com/main/index.php/topic,60008.0.html
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Yaro59 on July 01, 2024, 12:56:01 AM
Thank you very much for your reply FL2070.  ]notworthy[ I think I can find what I am looking for at these links.
Greetings Y
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Myxo6oT on October 01, 2024, 12:41:25 PM
Can i post here links to PAL-VisualMOD9-v4134, PAL-VisualMOD9-v4151?
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
Post by: Frankiek on October 01, 2024, 01:16:41 PM
As this is quite a complex mod please make sure that the two adaptations are working well without glitches
Title: Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest) [4.12]
Post by: Myxo6oT on October 01, 2024, 01:21:10 PM
PAL-VisualMOD9-v4134 (https://www.mediafire.com/file/dzb7uvwflq7l2h7/00_PAL-VisualMOD9-v4134.rar/file), PAL-VisualMOD9-v4151 (https://www.mediafire.com/file/7chq2uaabmtidv5/00_PAL-VisualMOD9-v4151.rar/file).