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Special Aircraft Service
The SAS Factory - Tech Help, Ancient Mods etc. => Tech Help (other than BAT or IL-2 Great Battles) => Tech Help : Using Mods => Topic started by: Hubberranz on April 22, 2017, 04:22:29 PM
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Some errors do not prevent a mod from working, but countless errors in log do accumulate... makes debugging an inferno in complex missions.
I dedicate this post to some solutions ( I ) found to remove these error messages that are caused by some otherwise fully working mods.
Perhaps these solutions are not perfect ... and don't know if I can retrace my steps to all of them since the errors
do not exist anymore in my log... But i'll try if I can... :P
Feel free to participate. Add your own finds.
Warning: not meant to be a BAT issue tread. None of the input applied here may be relevant to BAT: strictly I use 412,2, SAS modact 5.3.
At times I refer to BAT for potential undesired consequences it would have, as a reminder of this fact. But I do not test in BAT.
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Lancaster MkIII generated errors. https://www.sas1946.com/main/index.php/topic,4359.msg43274.html#msg43274
A- my log:
[10:09:03 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[10:09:03 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[10:09:04 PM] Motor resolveFromFile starter = 0
[10:09:04 PM] Motor resolveFromFile starter = 0
[10:09:04 PM] Motor resolveFromFile starter = 0
[10:09:04 PM] Motor resolveFromFile starter = 0
[10:09:04 PM] Motor resolveFromFile starter = 0
[10:09:04 PM] Motor resolveFromFile starter = 0
[10:09:04 PM] Motor resolveFromFile starter = 0
[10:09:04 PM] Motor resolveFromFile starter = 0
[10:09:07 PM] cannot open file for reading
[10:09:07 PM] Cannot open audio file samples/1.wav
[10:09:07 PM] cannot open file for reading
[10:09:07 PM] Cannot open audio file samples/x2.wav
[10:09:07 PM]
[10:09:15 PM] ERROR file: File users/mitsuko/Icons not found
[10:09:15 PM] Mission: Quick/BattleRoyaleBoB/BattleRoyaleBoBRedArmor00.mis is Playing
[Apr 22, 2017 10:09:25 PM] -------------- END log session -------------
[10:09:07 PM] cannot open file for reading
[10:09:07 PM] Cannot open audio file samples/1.wav
[10:09:07 PM] cannot open file for reading
[10:09:07 PM] Cannot open audio file samples/x2.wav
Not everyone will have this error. If you have the correct sound pack. Missing wavs: https://www.mediafire.com/file/dihi3jbiwo9fdmb/My_samples1.zip (https://www.mediafire.com/file/dihi3jbiwo9fdmb/My_samples1.zip)
Hum... seen this error before by some other plane(s) then the lanc...
B- my log:
[10:55:04 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[10:55:04 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[10:55:04 PM] Motor resolveFromFile starter = 0
[10:55:04 PM] Motor resolveFromFile starter = 0
[10:55:04 PM] Motor resolveFromFile starter = 0
[10:55:04 PM] Motor resolveFromFile starter = 0
[10:55:04 PM] Motor resolveFromFile starter = 0
[10:55:04 PM] Motor resolveFromFile starter = 0
[10:55:04 PM] Motor resolveFromFile starter = 0
[10:55:04 PM] Motor resolveFromFile starter = 0
[10:55:14 PM] ERROR file: File users/mitsuko/Icons not found
[10:55:14 PM] Mission: Quick/BattleRoyaleBoB/BattleRoyaleBoBRedArmor00.mis is Playing
[10:55:14 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'TurretA'
[10:55:14 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'TurretB'
[10:55:46 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'TurretC'
[Apr 22, 2017 10:55:58 PM] -------------- END log session -------------
10:55:14 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'TurretA'
[10:55:14 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'TurretB'
[10:55:46 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'TurretC' <---- this error will only appear if U switch places = use turrets, use Bombsight.
OK. If you use only AI, you wont have these. They are related to 412 bombsight class demands;
so I gave it what it wants i.e. fakes: find 3do\Cockpit\b-25j-bombardier\bombardierLANC.him
At end of .HIM I added these lines, tailored for Lanc; mesh used must exist; seems generic enough:
[TurretA]
Mesh TheDarkerSide
Parent Body
hidden
Attaching 1 0 0 0 1 0 0 0 1 0 0 0
[TurretB]
Mesh TheDarkerSide
Parent Body
hidden
Attaching 1 0 0 0 1 0 0 0 1 0 0 0
[TurretC]
Mesh TheDarkerSide
Parent Body
hidden
Attaching 1 0 0 0 1 0 0 0 1 0 0 0
C- my log:
[11:29:02 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:29:02 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[11:29:02 PM] Motor resolveFromFile starter = 0
[11:29:02 PM] Motor resolveFromFile starter = 0
[11:29:02 PM] Motor resolveFromFile starter = 0
[11:29:02 PM] Motor resolveFromFile starter = 0
[11:29:02 PM] Motor resolveFromFile starter = 0
[11:29:02 PM] Motor resolveFromFile starter = 0
[11:29:02 PM] Motor resolveFromFile starter = 0
[11:29:02 PM] Motor resolveFromFile starter = 0
[11:29:12 PM] ERROR file: File users/mitsuko/Icons not found
[11:29:12 PM] Mission: Quick/BattleRoyaleBoB/BattleRoyaleBoBRedArmor00.mis is Playing
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Wiper1'
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'XLampFuel1'
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'XLampFuel2'
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'STRELKA_FUEL5'
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'STRELKA_FUEL6'
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'STRELKA_FUEL7'
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'STRELKA_FUEL8'
[Apr 22, 2017 11:29:22 PM] -------------- END log session -------------
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Wiper1'
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'XLampFuel1'
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'XLampFuel2'
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'STRELKA_FUEL5'
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'STRELKA_FUEL6'
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'STRELKA_FUEL7'
[11:29:12 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'STRELKA_FUEL8'
Cockpit classfiles demand entries in HIM for these non existing objects, so I provide them borrowed from other planes and hidden:
in 3do\Cockpit\Lancpit\hier.him add these lines:
[Z_Wiper1]
Mesh Z_Wiper1 // borrowed from Hallifax to resolve error message chunk.
Parent _ROOT_
hidden
//Attaching 0 1 0 -0.565518 0 0.824736 0.824736 0 0.565518 4.57 0.45 1.6
Attaching -0.34202 0.939693 0 -0.531436 -0.193427 0.824719 0.774982 0.28207 0.565543 4.52 0.45 1.62
[XLampFuel1]
Mesh XLampFuel1 // borrowed from Whitley to resolve error message chunk.
Parent Walloil
hidden
Attaching 1 0 0 0 1 0 0 0 1 4.0009 0.174571 1.38637
[XLampFuel2]
Mesh XLampFuel1 // borrowed from Do-24 to resolve error message chunk.; oh well, that one works too.
Parent Walloil
hidden
Attaching 1 0 0 0 1 0 0 0 1 4.0009 0.174571 1.38637
[STRELKA_FUEL5]
Mesh STRELKA_FUEL5 // borrowed from Hallifax to resolve error message chunk.
Parent DOSKA
hidden
Attaching 0.0842501 -0.481274 0.872512 -0.0432987 -0.876571 -0.479322 0.995505 0.00263467 -0.0946763 0.68392 0.17346 0.6941
[STRELKA_FUEL6]
Mesh STRELKA_FUEL6 // borrowed from Hallifax to resolve error message chunk.
Parent DOSKA
hidden
Attaching 0.0854521 -0.458475 0.88459 -0.0410668 -0.888693 -0.456661 0.995494 0.00269192 -0.0947898 0.68653 0.17343 0.72194
[STRELKA_FUEL7]
Mesh STRELKA_FUEL7 // borrowed from Hallifax to resolve error message chunk.
Parent DOSKA
hidden
Attaching 0.0868253 -0.429717 0.89878 -0.0383156 -0.902966 -0.428001 0.995488 0.0026919 -0.0948466 0.68387 0.08706 0.69565
[STRELKA_FUEL8]
Mesh STRELKA_FUEL8 // borrowed from Hallifax to resolve error message chunk.
Parent DOSKA
hidden
Attaching 0.0861388 -0.443924 0.891914 -0.0396912 -0.896058 -0.442159 0.995494 0.00269192 -0.0947898 0.68657 0.0864 0.72401
Only do this if you experience such errors and want to get rid of them... 412SAS5.3 Lancaster v3.2 (PS: correcting classfiles might be another way to do it... )
Yikes ! You need the mesches; forgot that; pending...WIP > https://www.mediafire.com/file/mpqe2adstavprtw/MeshesForLancFix.7z (https://www.mediafire.com/file/mpqe2adstavprtw/MeshesForLancFix.7z)
... add in 3do\Cockpit\Lancpit\ .... <--put those msh here. Oh well = XLampFuel2 msh from do-24 not required after all.
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339_fuelsystem.wav
Note two: Cannot open audio file samples/339_fuelsystem.wav ; I found this error is all over the place in logs at SAS..( search for it !).
Have not found this wav file anywhere; made one: took F4_no_lock.wav ( no sound )copied,retitled into 339_fuelsystem.wav.
Can be place in My_Samples or L-39_pack_vega10092015\Samples or L-39_Sounds\Samples. https://www.mediafire.com/file/lpmrhpn9l3zh720/339_fuelsystem.zip (https://www.mediafire.com/file/lpmrhpn9l3zh720/339_fuelsystem.zip)
This is related to all L-39 based plane mods. Lot more errors with these, even loops of errors.
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ja Actor6 01.wav missing
[2:15:31 PM] Cannot open audio file samples/Speech/ja/Actor6/01.wav solved //// does not exist; 0.wav and 01.wav from ja/Actor1 copied into Actor6/7/8/9.
Of course it depends which JA you use since there are many variants; I use an hybrid combination of all these, so think I have most existing speech lines and more.
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control sample.339_idle_x4.wav
[code][1:18:22 AM] FM called 'FlightModels/L-39ZA.fmd:L39' is being loaded from File: 'l39'
[1:18:22 AM] FM called 'FlightModels/L-39ZA.fmd:L39' is being loaded from Alternative File: 'l39'
[1:18:22 AM] FM called 'FlightModels/IvchenkoA:L39.emd' is being loaded from File: 'l39'
[1:18:22 AM] FM called 'FlightModels/IvchenkoA:L39.emd' is being loaded from Alternative File: 'l39'
[1:18:22 AM] Flight Model File FlightModels/L-39ZA.fmd:L39 contains no Mach Drag Parameters.
[1:18:22 AM] FM called 'FlightModels/L-39ZA.fmd:L39' is being loaded from File: 'l39'
[1:18:22 AM] FM called 'FlightModels/L-39ZA.fmd:L39' is being loaded from Alternative File: 'l39'
[1:18:22 AM] ERROR loading sound control sample.339_idle_x4.wav.rpm
This error dates back in original L-39 sound file, and is still found in Vega big pack:
Note one: ERROR loading sound control sample.339_idle_x4.wav.rpm
Edit: file motor.rrviper.prs which has an error:
[sample.339_idle_x4.rpm]
minlo 2000
minhi 3000
maxlo 6000
maxhi 6500
value 1.0
pmin 1.3
pmax 1.4
should read:
[sample.339_idle_x4.wav.rpm]
minlo 2000
minhi 3000
maxlo 6000
maxhi 6500
value 1.0
pmin 1.3
pmax 1.4
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Can't find chunk 'GearL4_D0' , MirageIIIC
[1:52:51 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[1:52:51 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[1:52:51 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearL4_D0'
[1:53:04 AM] ERROR file: File users/mitsuko/Icons not found
[1:53:04 AM] Mission: Quick/BattleRoyaleBoB/BattleRoyaleBoBRedArmor00.mis is Playing
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap1'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap2'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap3'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap4'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap5'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap6'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap7'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap8'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap9'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap10'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap11'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap12'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap13'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap14'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap15'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap16'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap17'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EngineExhaustFlap18'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'EffectBox'
[1:53:04 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Cone'
[1:53:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
[1:53:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
[Apr 23, 2017 1:53:24 AM] -------------- END log session -------------
I've not work much on this bird for obvious reasons: it's a big WIP.
It seems to suffer from same series of errors as L-39 related planes....
[1:52:51 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearL4_D0' is just a missing entry... strange since GearR4_D0 does exists...
Author must have removed it because of problems...
...absent wheels and gear covers.
So I put fake "part" lines in my planes, hidden ( above left wing center rear: a small invisible misplaced gear-door panel; no arm done ):
[GearL4_D0]
Mesh GearL4_D0
Parent WingLIn_D0
Separable
Hidden
Attaching -1.000000 0 0 0 -1.000000 0 0 0 1 1.807404 2.003084 -0.483321
I guess the whole series of errors could be treated the same way, one by one, but new upgrade of this plane will probably come along.
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WARNING: Bad water if MapRID == 0
[3:05:37 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[3:05:37 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[3:05:38 AM] Motor resolveFromFile starter = 0
[3:05:38 AM] Motor resolveFromFile starter = 0
[3:05:39 AM] ERROR file: File users/mitsuko/Icons not found
[3:05:39 AM] Mission: Quick/CzechSR/CzechSRRedNoneN00.mis is Playing
[3:05:40 AM] WARNING: Bad water if MapRID == 0
[Apr 23, 2017 3:05:48 AM] -------------- END log session -------------
[3:05:40 AM] WARNING: Bad water if MapRID == 0
A great amount of maps are missing that file MapR( id = 0 ): it serves for some lesser aspect/ways the water is being seen on the map;
( normally it contains visible "data-picture" of the wateraways and shores of that particular map... ).
So I extracted one, from a game map with no-water, to plug in wherever mapr is missing: https://www.mediafire.com/file/w2vi01n4lahbcr2/map_r.zip (https://www.mediafire.com/file/w2vi01n4lahbcr2/map_r.zip)
Extract from an all water map would do also, maybe ( ? ). I've not tried. Since it has no water, it should add and have no effect other then removing the warnings.
U need the load.ini of a map at least, to activate a mod on a map. Here are most of them: https://www.mediafire.com/file/6hz6y7urudbdw8e/LesKlsDeLoad%2Cini_v2.7z (https://www.mediafire.com/file/6hz6y7urudbdw8e/LesKlsDeLoad%2Cini_v2.7z)
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Unexpected txr reload PlaneDamageSmoke.tga'
[2:08:04 PM] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[1:18:38 AM] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
One mod that currently cause such error message is: !!!!_US_Marine_Aviation_Pack aka the main pack.
The Main packs change little over time, not as much as the file containing the classes and FM.
Verified main packs were:
USMC_MainPack_FA18_AV8B_preV4.0_20170414
USMC_MainPack_FA18_AV8B_preV4.0_20170320
USMC_MainPack_FA18_AV8B_20170212 aka V3.7
!!!!_US_Marine_Aviation_Pack aka V3,1 which seems similar/same as v2.
Source of error message is: EngineFuelMixture.mat ( please scroll to the last two lines at the bottom. )
[ClassInfo]
ClassName TMaterial
[General]
tfDoubleSide 1
tfShouldSort 1
tfGameTimer 1
tfDropShadow 0
tfMotionBlur 0
[LightParams]
Ambient 1.00
Diffuse 1.00
Specular 0.0
SpecularPow 0
Shine 0.0
[Layer0]
TextureName PlaneDamageSmoke.tga
PaletteName
Frame 0.0
VisibleDistanceNear 0.0
VisibleDistanceFar 15000.0
TextureCoordScale 0.0 0.0 1.0 1.0
ColorScale 1.0 1.0 1.0 1.0
tfWrapX 1
tfWrapY 1
tfMinLinear 1
tfMagLinear 1
tfMipMap 0
tfBlend 1
tfBlendAdd 0
tfTestA 1
tfTestZ 1
tfNoWriteZ 1
tfUpDateClear 0
tfModulate 1
tfNoTexture 0
tfAnimatePalette 1
tfAnimateSkippedFrames 1
tfImageResident 0
SubPictures 0
tfCompressMajorAlpha 1 <------
tfNoCompress16Bit 1 <------ error txtr reload !
beta Solution is to edit the file's last line value to zero: ( ...depends what of the 2 settings is desired ? But second one is a negative. )
tfCompressMajorAlpha 1
tfNoCompress16Bit 0
...or even perhaps remove this line entirely, ...untested.
--------------------------------------------------------------------
The following is a study of 9 x (with same path) PlaneDamageSmoke.tga sources in my mods...
( your mod file search may reveal even more...) The first tga ( SAS_Engine ) prevails.
But mat may be of different names, so they are a much different matter. WP is the prevailing mat file by the same name..
Other then the mat error mention above, none of the other tga/mat are causing an error message.
! ! SAS_Engine... : FighterHeavyEngineDamage.mat has line: tfNoCompress16Bit 1 cause no error <----- + main tga.
! 00_WeaponsPack_...: JetSmoke.mat has line: tfCompressMajorAlpha 1 cause no error <-----WP
!!!!_US_Marine_Aviation_Pack..: EngineFuelMixture.mat has lines: tfCompressMajorAlpha 1 cause error
tfNoCompress16Bit 1 cause error reupload. <---------
!!!!_US_Marine_Aviation_Pack..: EngineFuelMixture.mat has lines: tfCompressMajorAlpha 1 cause no error.
tfNoCompress16Bit 0 cause no error.
Huey_D_BetaTest+AI: JetSmoke.mat has line: tfCompressMajorAlpha 1 cause no error, covered by WP.
Huey_UH-1C+AI: JetSmoke.mat has line: tfCompressMajorAlpha 1 cause no error, covered by WP.
Huey-UH-1B_Gunship: JetSmoke.mat has line: tfCompressMajorAlpha 1 cause no error, covered by WP.
Hughes OH-6 CayuseVer2_and_AI: JetSmoke.mat has line: tfCompressMajorAlpha 1 cause no error, covered by WP.
Hughes_MH-6 and MH6AI: JetSmoke.mat has line: tfCompressMajorAlpha 1 cause no error, covered by WP.
Z50LXv1.2: JetSmoke.mat has line: tfCompressMajorAlpha 1 cause no error, covered by WP.
So the dual entries in mat file, on the same topic are the issue.
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INTERNAL ERROR: Str2FloatClamp() - Clamped 75 and INTERNAL ERROR: Str2FloatClamp() - Clamped 120
[1:13:57 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[1:13:57 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[1:13:57 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
Message that has been around for quite sometimes. Basically ignored because, once clamped, an error simply cease to exist, well at least in the running game.
Also known to be associate with mounted in SFS_AUTO : sasup_effects01.sfs october,28,2013,2:29:58 AM
I have tried sasup_effects01.sfs in 412, SAS modact 5.3 RAW with no mods at all, and the two messages above are the only ones generated
by just starting the game, and then ending it. While in a mission, another matter.
Simple fix/ extract and drop in mod file :
https://www.mediafire.com/file/8gmi1yrp1d9s4ha/SASEffects_clamp_removal.zip (https://www.mediafire.com/file/8gmi1yrp1d9s4ha/SASEffects_clamp_removal.zip)
Change done to values in FAB-1000(circle).eff are seen here:
[ClassInfo]
ClassName TParticlesSystemParams
[General]
MatName ../Textures/WaterSplash.mat
Color0 0.40 0.35 0.30 1.0
Color1 0.40 0.40 0.40 0.0
nParticles 32
FinishTime 8.0
MaxR 32.0 // error 75.0 max value 32 <------ was MaxR 75.0
PhiN 0.0
PsiN 0.0
LiveTime 60.0
EmitFrq 64.0
TranspTransitionTime 60.0f // error 120.0f -?--> clamp 60.0 !!!! when MaxR not 0.0 !? <------ was TranspTransitionTime 120.0f
EmitVelocity 0.0 500.0
EmitTheta 20.0 70.0 //40
GasResist 0.025
VertAccel -0.50
Wind 0.3
Size 300.0 450.0
Rnd 0.0
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INTERNAL ERROR: Str2FloatClamp() - Clamped 600
[2:08:02 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[2:08:03 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 600 -> 32 (delta = -568) to Range 0..32
This message is similar in cause to previous one, but origine is in effects of New Trains v1.1. The Clamp
message does correct the error in play, so the error has no effect. Fixing just remove the message. https://www.sas1946.com/main/index.php/topic,40779.msg457106.html#msg457106
Contrary to the above fix to SAS effects ( a mod ), this fix is a patch, and the old file must be replaced. Readme.
Clamp fix to New Train Mod v1.1:
https://www.mediafire.com/file/dncslz84ktmda1q/NewTrain_clamp_removal.zip (https://www.mediafire.com/file/dncslz84ktmda1q/NewTrain_clamp_removal.zip)
Change done to values in SmokeBlack_Locomotive.eff are seen here:
[ClassInfo]
ClassName TParticlesSystemParams
[General]
MatName SmokeTrain.mat
Color0 0.8 0.8 0.8 0.8
Color1 1.0 1.0 1.0 0.0
nParticles 500.0
FinishTime -1.0
MaxR 32.0 // 600.0 to max.range 0 .. 32 <---- was MaxR 600.0
PhiN 1.0
PsiN 0.30
LiveTime 11.0
EmitVelocity 5.0 6.0
EmitFrq 20.0
Wind 0.9
Size 1.30 14.0 // 1.30 11.5
GasResist 0.20
VertAccel -0.2
Rnd 0.50
EmitTheta 10.0 30.0
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INTERNAL ERROR: Str2FloatClamp() - Clamped 1111 and INTERNAL ERROR: Str2FloatClamp() - Clamped 555
[4:35:52 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[4:35:53 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1111 -> 128 (delta = -983) to Range 0.01..128
[4:35:53 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 555 -> 500 (delta = -55) to Range 0.01..500
[4:36:01 PM] Initializing DirectSound playback device...
This message is similar in cause to previous ones, but origine is in effects of Ship__ USS_Nimitz_CVN_68
( I use the not HD version ). The Clamp message does correct the error in play, so the error has no effect.
Fixing it just remove the message.
Ship__ USS_Nimitz_CVN_68\3do\Effects\Tracers\ShipTrail\Wake.eff
Clamp message fix ( patch ):
https://www.mediafire.com/file/o3slr27ib4531gp/USS_Nimitz_CVN_68_patch_clamp_removal.zip (https://www.mediafire.com/file/o3slr27ib4531gp/USS_Nimitz_CVN_68_patch_clamp_removal.zip)
Change done to values in Wake.eff are shown here:
[ClassInfo]
ClassName TSmokeTrailParams
[General]
LandComPlanar 1
MatName Wake.mat
Color0 1.0 1.0 1.0 1.0
Color1 1.0 1.0 1.0 0.0
nParticles 333
FinishTime -0.1
LiveTime 128 //1111 Range 0.01..128 limit clamp error message <--------was LiveTime 1111
TranspTransitionTime 5.0
SegmentLen 500 //555 Range 0.01..500 limit clamp error message <--------was SegmentLen 555
MaxObjectVelocity 20
Wind 0.0
Size 1.0 1.0
Rnd 0.15
-
Nothing to worry about, this is just an "internal" error which has been fixed automatically.
The background is that someone used exaggerated settings on an effects file.
But again, nothing to worry about.
Best regards - Mike
-
Hi SAS~Storebror Thank you for your reply.
It is not about the error, but about finding the message source, and remove the message from log if so wanted.
No problem. See first post.
-
Ah I see.
Yes, it's possible to get where the issue comes from, but it involves modyfying a base game class.
I did so during Modact 6.4 development, will have to carry that over to other versions.
You're on 4.12.2 / BAT?
Best regards - Mike
-
No spawner for Plane$BF_109K4C3
I do have a Bat version ( not quite up to date.. ) , but I use SAS 5,3.
From that modact, the class 2B9A89D62FA5D19A is overwritten by big Pack of stationnaries. Thus we have ( not in BAT ) :
[10:27:03 AM] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$BF_109K4C3'
Removing line " BF_109K4C3 vehicles.planes.Plane$BF_109K4C3 2 " in stationnaries.ini file is therefore the solution
to both the message and the non working static plane. And it was done very much so in BAT . off topic purge.
So reintroducing a BF_109K4C3 stationary can only be done at a class level, as you say. For me, having BF_109K4 does suffice. But I did
look into it, because a mission with stationnaries/objects/vehicles in it that you don't have, looses them instantly when the mission is saved.
Hence a degradation of content in the original missions used in your game may result UNNOTICE: especially when using play option in FMB.
Since this stationnary plane is not from within basic game, I hope not such harm is being done...
I wonder if you ever did a rework on this one for 6.4. Would not be surprise if it was dropped entirely.
Best wishes.
BoB
-
Hi Hubberranz
This is a very interesting thread, thanks! :)
How do you figure out which file that causes errors like these:
INTERNAL ERROR: Str2FloatClamp()
INTERNAL ERROR: HierMesh: Can't find chunk 'TurretA'
In VP Modpack I get many errors related to the ships as in this example:
[6:20:26 AM] Ship: Value of [Ship0]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:975)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship0
vpmedia told me that there are ships in the classfiles but they lack 3d and ini entries.
Is there anything to do about such errors?
Best regards
vonOben
-
Yes and no.
Concerning Str2FloatClamp: Can't remember exactly but IIRC the message is triggered internally inside il2core.dll deep enough not to make things accessible from outside.
Could be literally anywhere. Usually this is caused by an effects file (.eff) having ridiculous numbers somewhere.
Since the game clamps that wrong value automatically, there's nothing much to do here.
An effect modder went ballistic and the game automatically fixes it.
HierMesh: I've made a "HierMesh Debugger" for my own modding usage which prints the Java Stacktrace to find out where this issue came from.
I could release that tool in the Superschool, but mind you it's not for daily use, it floods your log and in the end, the modder who did that plane has to fix the issue.
Ships: For BAT I've started a "log-error free WAW" version, where ships won't get loaded from the ini files in the same old dumb way like they used to, but instead the game will check whether all required contents are available and only then it will try to load the ship. If some part is missing, this and only this will be written to the log, so each ship with missing parts causes exactly one log line where it definitely states what's missing.
"Unfortunately" the BAT devs are faster than me, I failed to catch up with the Expansion Packs in time, but maybe in the future we'll see that feature.
It will remain "BAT only" from my side, but like any of my mods, you can find the sourcecode on our Superschool Repository.
Best regards - Mike
-
About error messages for ships.
vpmedia told me that there are ships in the classfiles but they lack 3d and ini entries.
Is there anything to do about such errors?
Best regards
vonOben
Sorry I'm late seeing your question.
I'm very much aware about the ship classes situation, since I'm not up to date with my ships in 412.2 SAS5.3 , while I was a lot more so in my DBW.
When you install the latest ship by a modder, such as Ashe; Gio; Flakiten; etc., the classes of this latest ship usually includes and replaces all (?) those that were made by that same author before and to date. Usually good to make an unified classes file per author for his ships. Therefore the game reminds you of ships you have not installed yet, because of the data processed unsuccessfully. No other solution then install each ship, which means the files other then classes for each missing mod. Don't think it is necessary to actually activate per lines in ini files to actually remove the messages ( will have be back on that one.. ); but reaching that point, you have everything at hand and in game, so why not complete such install and be done.
About any unified class file per author: ALWAYS replace accept by most recent date of file creation; not by date of your download that is.
To BAT users: consequently adding a VERY new ship to BAT wont be a problem or not. Adding a very old ship to BAT will be! off topic purge.
- do not retro your class files !
Any users: - important therefor to first try any older ship without using it's classes.
- only after that, U can "zero in" on any class(s) that may be unique to that ship; only if needed, then add and try it out.
Debug vonOben's style of error only: in his log: Ship0 is a slot, used by "ShipPack"... https://www.mediafire.com/file/7vxeac6xwdm7a6g/zzzz_ShipPack_3Dfiles_aka_ShipPack1and2.7z (https://www.mediafire.com/file/7vxeac6xwdm7a6g/zzzz_ShipPack_3Dfiles_aka_ShipPack1and2.7z)
,,,warning: 3d files only + entries much in excess ( ..meaning some entries refer to ships you already have ) .
-
INTERNAL ERROR: Str2FloatClamp() - Clamped 55 and INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15
[8:46:24 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
[8:46:24 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1]
WHILE FLYING an actual modern plane mod: usually a modern plane with afterburner. Case at point Su-9 as example.
Source, cause of message : \ 3do \ Effects \ Aircraft \ afterburner.eff
OK. Important to know this effect may be present in a lot of mods or places or planes in your file of mods,
HOWEVER : only one is in use. REPEAT: only one such file is in use, and therefore only changing THAT one file at least, will prevent messages.
In my case the first file in my mods file to have this specific path + effect in it is ! 00_WeaponsPack_V1.3_20160923 .
Therefore, for me ! 00_WeaponsPack_V1.3_20160923 \ 3do \ Effects \ Aircraft \ afterburner.eff contains the error at point.
( Beware if you have placed a mod containing same effect, with same path, and preceding the above in hierarchy, then IT is the one that is in use ).
[General]
MatName ../TEXTURES/SmokeGlow.mat
Color0 0.5 0.2 0.1 0.5
Color1 1.0 0.5 0.0 0.0
nParticles 256
FinishTime -1
MaxR 32.0 //Clamped 55 -> 32 (delta = -23) to Range 0..32 <--------- changed ; was 55.0
...
...
Rnd 0.5
TranspTransitionTime 0.10f //Clamped .15f tp to .10f <--------- changed ; was 0.15f.
Open + change specific afterburner.eff file with notepad.
Notice for all effects: MaxR limit is 32; https://www.sas1946.com/main/index.php/topic,54985.msg597681.html#msg597681 samo.
https://www.sas1946.com/main/index.php/topic,54985.msg597766.html#msg597766 samo.
-
U3-MK108' not registered in air.BF_109G6Late
[2:07:37 AM] java.lang.RuntimeException: Weapon set 'U3-MK108' not registered in air.BF_109G6Late
[2:07:37 AM] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3060)
[2:07:37 AM] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2702)
[2:07:37 AM] at com.maddox.il2.game.Mission.loadAir(Mission.java:1752)
[2:07:37 AM] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[2:07:37 AM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1430)
[2:07:37 AM] at com.maddox.il2.game.Mission]
Running Dgen campaign Normandie Niemen Yak-1b Moscow winter, then to Koursk, then Yak-9 late war: it was it's FIRST mission and versus BF_109G6late :P
Traced back to codes in 00_BF109_Ultimate_Pack_v3\ cod\ -722250004 ( ..in spite of "-" , it is not a disabled cod !!).
Solution: create in cod file, a "-removed" file. Place -722250004 file into -removed file.
warning: intent was to solve Dgen campaign problem which was then after made able to continue normally.
- May not solve any loadout issue Bf-109G6late might have .
- Bf-109G6late checked. All loadouts are there . Gunpods are there. Rechecked: all three canons firing correctly. Oh well...as per original stock SFS I would think.
-
reserved
-
Hi Hubberranz
I downloaded zzzz_ShipPack_3Dfiles_aka_ShipPack1and2.7z and made a test extracting a few ships that made log file errors and was missing in my VP Modpack install:
Ship0
Ship1
Ship2
Ship3
Ship4
I didn't find any ini entries for those ships, so I didn't make any edits to my ini files.
But when I tested the errors remain the same:
[6:20:39 AM] java.lang.RuntimeException: Can't set property
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:39 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:975)
[6:20:39 AM] at java.lang.Class.forName0(Native Method)
[6:20:39 AM] at java.lang.Class.forName(Unknown Source)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:39 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:39 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:39 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:39 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:39 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship0
[6:20:39 AM] Ship: Value of [Ship1]:<Mesh> not foundCan't set property
[6:20:39 AM] java.lang.RuntimeException: Can't set property
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:39 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:976)
[6:20:39 AM] at java.lang.Class.forName0(Native Method)
[6:20:39 AM] at java.lang.Class.forName(Unknown Source)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:39 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:39 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:39 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:39 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:39 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship1
[6:20:39 AM] Ship: Value of [Ship2]:<Mesh> not foundCan't set property
[6:20:39 AM] java.lang.RuntimeException: Can't set property
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:39 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:977)
[6:20:39 AM] at java.lang.Class.forName0(Native Method)
[6:20:39 AM] at java.lang.Class.forName(Unknown Source)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:39 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:39 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:39 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:39 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:39 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship2
[6:20:39 AM] Ship: Value of [Ship3]:<Mesh> not foundCan't set property
[6:20:39 AM] java.lang.RuntimeException: Can't set property
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:39 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:978)
[6:20:39 AM] at java.lang.Class.forName0(Native Method)
[6:20:39 AM] at java.lang.Class.forName(Unknown Source)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:39 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:39 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:39 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:39 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:39 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship3
[6:20:39 AM] Ship: Value of [Ship4]:<Mesh> not foundCan't set property
[6:20:39 AM] java.lang.RuntimeException: Can't set property
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:39 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:979)
[6:20:39 AM] at java.lang.Class.forName0(Native Method)
[6:20:39 AM] at java.lang.Class.forName(Unknown Source)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:39 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:39 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:39 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:39 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:39 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship4
So what am I supposed to do in this case?
-
Solution: create in cod file, a "-removed" file. Place -722250004 file into -removed file.
Do you mean creating a -removed folder and moving the -722250004 class file into that folder like this:
00_BF109_Ultimate_Pack_v3\ cod\-removed\-722250004
Do you know the reason some class files start with a - sign?
-
Solution: create in cod file, a "-removed" file. Place -722250004 file into -removed file.
Do you mean creating a -removed folder and moving the -722250004 class file into that folder like this:
00_BF109_Ultimate_Pack_v3\ cod\-removed\-722250004
Do you know the reason some class files start with a - sign?
Exactly: 00_BF109_Ultimate_Pack_v3\ cod\-removed\-722250004
No. It is the first time I encounter a - file that actually functions. So I presume the cod file, which often have these, works in this manner.
In the past I thought they were out the way classes, but they are not. In that case, the "-" sign seems to be part of their name and process.
-
Hi Hubberranz
I downloaded zzzz_ShipPack_3Dfiles_aka_ShipPack1and2.7z and made a test extracting a few ships that made log file errors and was missing in my VP Modpack install:
Ship0
Ship1
Ship2
Ship3
Ship4
I didn't find any ini entries for those ships, so I didn't make any edits to my ini files.
Ship0 Ship1 Ship2 Ship3 Ship4 were just EMPTY slots, circa 409 and earlier, available to anyone to add a mod-ship per slot.
When they are empty there are no other files to be applied to them.
Provided were all the ShipPack files, because some of them might be what your classes want. I did not include the original classes as they are obsolete.
And I do not propose "install these ships". This is a 'try out' of files to debug and you did some. Do not edit ini's.
Since I do not have this problem, I cannot work on it myself.
The files are not to be kept running as they will overwright SFS file content that could be more up to date.
The original idea was to see if the logs errors would disappear when said files were read.
If yes, the idea was then to proceed to locate which of the file was needed, by elimination.
However, upon checking the two Shipack ( 1 and 2 ) entry lines, seems they do have all their very own slots.
At first, you had a foremost ship0 issue reported in Post 15. Now that first line in log is skipped... Post 21.
In the second zzzz file, which is actually ShipPack 2, those files Ship0 to 4 that you talk about: yes, THEY ARE EMPTY.
Meaning you can put anything in there: ... per the old concept ... and not so IF without the proper activation classes...
Debug1. Was try all the files at once. OK Now we have seen Ship0 and the likes are empty, so...
Debug2. Try only the ship0 file this time. No activation is required. Just give the log what it wants (some files ... ) in that slot.
zzzz_ShipPack2_ aka_ShipPack_3DFiles_Only_debugWithIt \ 3do \ Ships \ Ship0 \ ...
( zzzz naming is for very very low priority, so as to be last resort in use by your game, but still it precedes SFS content ).
i.e. : [Ship0]:<Mesh> not foundCan't set property
- in debug2, object is to remove one log statement at a time.
- Search your ini files for [Ship0] to be shure it is not already in use, for if it is , it will be affected.
If it is, then that ship has a name and mod with that ship is at fault. If not, proceed.
- It would seems possible an "him" in this Ship0 slot is already at work.. so placing in new, even obsolete hier.him with
the related sub files might resolve by masking this him. ( ...assuming this "him" uses that "hier.him" generic name ).
- The simplest would be to use the Boat files, and add them to Ship0 empty file. ( It wont affect Boat in it's own slot ).
- test.
- subsequently, it is possible that, after masking an issue, the log will present a new one: like "ship1" and so forth...
- according to your second log, would appear it is already so.
-Repeat the process. If a slot is not used who cares of it's content; then if /when use by a mod, zzzz assures no problem with that new priority mod.
- be aware that from SFS source, a new mod using these "available" generic slots would then in turn be masked. Unmask then per item.
- if Boat don't do it, try bigger ship's files.
-
Let me chip my $0.02 in...
When you install the latest ship by a modder, such as Ashe; Gio; Flakiten; etc., the classes of this latest ship usually includes and replaces all (?) those that were made by that same author before and to date.
Even the latest versions of e.g. ship packs often times do not include models for all slots defined in their Java classfiles.
This is because in the classfiles some slots apparently are used as "spare" slots.
They cause errors in the log, but they don't cause any other issues. It's really just log flooding, and it only happens once when you start the game.
To BAT users: consequently adding a VERY new ship to BAT wont be a problem. Adding a very old ship to BAT will be!
Unfortunately that's not always true.
There's the odd occasion where BAT ini files refer to ship classes included with Stock IL-2 4.12.2, but "undisclosed" in that base game version - Ashe's offers to TD for instance.
If you replace these classes with newer versions, all kind of issues may happen as TD has a rather strange way to modify content when they include it in their "official" patches - probably to obfuscate things a bit and to make further modding harder.
Debug vonOben's style of error only: in his log: Ship0 is a slot, used by "ShipPack"...[/quote]
It's actually one of those "spare" slots mentioned above.
As nasty as the log error entries may be, these don't justify further "try&error" manipulations to self-contained modpacks like BAT since they might cause more damage than you think.
[8:46:24 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
[8:46:24 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1]
Source, cause of message : \ 3do \ Effects \ Aircraft \ afterburner.eff
MaxR 32.0 //Clamped 55 -> 32 (delta = -23) to Range 0..32 <--------- changed ; was 55.0
TranspTransitionTime 0.10f //Clamped .15f tp to .10f <--------- changed ; was 0.15f.
Open + change specific afterburner.eff file with notepad.
Notice for all effects: MaxR limit is 32; https://www.sas1946.com/main/index.php/topic,54985.msg597681.html#msg597681 samo.
https://www.sas1946.com/main/index.php/topic,54985.msg597766.html#msg597766 samo.
Attention:
Not all of these limits apply to all Client Installations in the same way.
While the limit for you is 32, it might be 64 for others - just as an example.
Some of these limits are really "hard" limits, others depend on the hardware and/or conf.ini settings.
Traced back to codes in 00_BF109_Ultimate_Pack_v3\ cod\ -722250004 ( ..in spite of "-" , it is not a disabled cod !!).
Solution: create in cod file, a "-removed" file. Place -722250004 file into -removed file.
warning: intent was to solve Dgen campaign problem which was then after made able to continue normally.
- May not solve any loadout issue Bf-109G6late might have .
- Bf-109G6late checked. All loadouts are there . Gunpods are there. Rechecked: all three canons firing correctly. Oh well...as per original stock SFS I would think.
Attention:
These cod files contain a complete ordnance option list definition.
If you replace this list with another one (like you did here, where disabling the list defined in the -722250004 will put the stock ordnance list in place instead, you might fix one issue and create a dozen others.
This may or may not work on a single plane, it's definitely not a "swiss knife" solution for all kind of DGen errors of such kind for sure.
About the "-" sign: The only "magic" about the minus sign is that when you put it in front of a folder name on 1st level inside a mods folder (e.g. you put a "-" in front of the name of a folder inside "#WAW3"), then the whole folder including all it's content will be ignored.
That's all.
The fact that putting a "-" in front of a hashed classfiles name disables that single file is just because the name becomes invalid. You could as well put any other character at any other position of that file and it would be ignored as well.
The fact that files inside the "cod" folder can have a "-" sign in their name is because they're hashed in decimal format instead of the hex format like we know from Java Classfiles. Decimal Hashes can take the whole range of signed Int32 values.
Ship0 Ship1 Ship2 Ship3 Ship4 were just EMPTY slots, circa 409 and earlier, available to anyone to add a mod-ship per slot.
When they are empty there are no other files to be applied to them.
Exactly.
I do not propose "install these ships".
Exactly. Can't stress that enough. Installing such packs "on top" is asking for trouble.
Best regards - Mike
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Thanks for sharing your thoughts, SAS~Storebror. I appreciate. 8)
The hardware connection to limits, I have not aware of that.
It' all about messages, not problem solving. A person with superior hardware, so a higher range to his limits wont
have the error messages. Those that don't, will have the messages.
An exception to my own policy ( of messages solving, not problem solving, in the tread here ... ) is this post :
The dgen problem was that. A problem. Stuck after hundred invested battles and flights, and the campaign did not go anywhere or going anywhere near it's conclusion, it was not possible to continue till I found the culprit.
While I expected the bf-109G and more to be screwed, turns out it was not, because it reverted to it's original programming, as you confirm.
Note: I did not post such findings in that mod tread. Not relevant to do so.
Why do I care about messages, since they don't cause malfunction at all (First post) ?
My log becomes clogged with errors and they grow in numbers each new mod. Yes i'm aware log filters do exists .
But some of these errors are in a loop. Soon solving a real problem ( not here ) becomes fishing out the needed
error data in a sea of clutter...
One fine example of loop of errors is the L-39. And unfortunately it is the basis for lot modern plane's FMs.
Although I love this plane absolutely, :-* ; it is such a pleasant aircraft to fly. Meanwhile the log goes to the moon and back.
The fact that files inside the "cod" folder can have a "-" sign in their name is because they're hashed in decimal format instead of the hex format like we know from Java Classfiles. Decimal Hashes can take the whole range of signed Int32 values.
Thanks for this input. I suspected something like that going on in the cod file.
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Thank you very much for the info guys :)
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Hello, i have a problem. the game crashes with no error message. i'm using version 4.1.2.2 (with J.T.W modules) and modact 5.3, activated mods:
sas True color HD skins by carsmaster
sas flyable ai aircraft
sas fx small collection
cup forgotten countries
cup MissionProCombo v4122
JTW DEF SKIES
JTW P.A.L. Cockpitsounds 412
JTW P.A.L. SmokeTrails 412
JTW P.A.L. ALT Tanker KC97P
here is the logfile:
[27.09.2017 00:33:53] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 580/PCIe/SSE2
Version: 4.5.0 NVIDIA 376.53
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.objects.weapons.BombJetManNuke.<clinit>(BombJetManNuke.java:24)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.objects.weapons.BombGunJetManNuke.<clinit>(BombGunJetManNuke.java:17)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.ObjIO.classForName(ObjIO.java:133)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:213)
at com.maddox.il2.objects.air.Jetman.<clinit>(Jetman.java:236)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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:95)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:632)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
at com.maddox.il2.objects.air.A_6$1.doAction(A_6.java:1809)
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: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)
sorry for mistakes, im pretty new here.
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...is there an end to this log ? ..or this is it?
...are you crashing while loading the game such as 20%, 60%, 70% ?
...are you crashing after trying to play in QBM such as 30% load ?
Cant forsee unless you tell, what kind of crash you're talking about.
You can use # insert in a post, for a proper log's quote window.
"objects.air.A_6$1.doAction(A_6.java:1809)" : you are trying to install INTRUDER as last mod.
"cup MissionProCombo v4122" : you are using cup, which contains some pretty old stuff...
https://www.sas1946.com/main/index.php/topic,56666.msg628853.html#msg628853
...now I do see a crash in this post, if it is the same topic.
What is suspicious: at com.maddox.il2.objects.air.A_6$1.doAction(A_6.java:1809) : do action then loops.
update requisites to most recent: https://www.sas1946.com/main/index.php/topic,56666.msg627475.html#msg627475
check first post A-6 mod for changes in prerequisites since then.
see this warning: https://www.sas1946.com/main/index.php/topic,56666.msg627656.html#msg627656
hope that helps.