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Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => Effects => Topic started by: WxTech on March 05, 2023, 12:01:03 PM
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UPDATE #4, Mar 15, 2023: I inadvertently supplied two versions of Bullet.class, in which I had altered the behaviour of ricochets against land and water. This is hashed class
8D6CE2FE0EE939B2
The correct one is located in the main effect folder,
!0_WxTech_Effects_v1.6_ALL-game-versions
The one located in
!0_WxTech_GUN_classes_ALL-game-versions
should be deleted. (If my main effect folder sits above the GUN classes folder, the correct one would be used already.)
What I changed in the ricochet behaviour is to make the speed not decrease so much as it could before, because a very slow ricochet retaining the same long tracer line looks utterly bizarre. (If only we could make tracer line length scale dynamically as the speed!) Also, the range of angle of dispersion from water hits has been reduced as compared to land hits. And the water ring effect has been made smaller than for a non-ricochet hit (mainly so that the small calibre bullets don't make the same large splat as for larger calibre hits.)
The archive has been updated accordingly.
================= END OF UPDATE #5=================
UPDATE #5, Mar 16, 2023: I have just noted a user-reported error in which my new "Vehicle" type of House object is not included in the list of allowed "House" type objects. This tells me the 3 hashed classfiles for House.class, compiled very recently, might have inadvertently been of the older v1.5 version of House.java. Or it could be due to some other end user cause. Just to be safe, this little update comprises those correct 3 classfiles, which are taken from my own working install. Drop into the main effects folder, overwriting those already there.
If you are not seeing in log.lst the following error, there should be no requirement to update these classfiles. Especially if you've edited any static.ini entries to the new body type, "Vehicle."
Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh
Readme file included.
I've also updated the main effect pack archive with these correct files, for those who've not yet downloaded the full mod.
https://www.mediafire.com/file/884sw33jq68kzwa/Corrected_House_class_for_Effects_v1.6.7z/file
================= END OF UPDATE #4=================
UPDATE #3, Mar 7, 2023: For those who prefer flak bursts (particularly the smaller stuff) to be more visually prominent, I've made up an alternate set of effects. Readme file included.
https://www.mediafire.com/file/uiqpv98s5vcslw6/Alternate_WxTech_v1.6_Flak_effects.7z/file
================= END OF UPDATE #3=================
UPDATE #2, Mar 5, 2023: I had overlooked to update the Guncam tracers properly in this pack. They are now correctly integrated into the main "Effects_v1.6" folder. Also updated are the gun classfiles in both of the "GUN_classes" folders. Note that now you will require to select one or the other of the GUN classes folders; you don't need both. This means all game versions will utilize 8 of the 12 folders. If you have my recently released Guncam Tracers Mod, you should delete it. The readme file has been updated, and reproduced below:
You may still require to have the Gear.class, as supplied immediately below in UPDATE #1.
================= END OF UPDATE #2=================
UPDATE #1, Mar 5, 2023: An early report of gear retraction upon mission start on the ground when using the gear damage mod suggests to include Gear.class, in which I've also made a few little changes. Here is the link to just this Gear.class, for the 3 main game versions. A readme file is included:
https://www.mediafire.com/file/udpqfm5xw6qcrr4/%25210_WxTech_Gear_class_for_Effects_Pack_v1.6.7z/file
================= END OF UPDATE #1=================
Get the full v1.6 Effects pack here:
https://www.mediafire.com/file/fa4eq1bj436eoy7/WxTech_Effects_v1.6_for_BAT_and_4.12.7z/file
From the included and updated readme file:
WxTech Effects pack, v1.6
=========================
This mod pack completely supersedes any earlier version (up to v1.5). As for v1.5, this one pack serves for ALL 4.12 and B.A.T. game versions; you pick the folders appropriate to your game version. More below.
To see what has been changed, review the file, "!_Changes all versions.txt".
###########################################################################################
FIRST.
If you already have version v1.5 of my effects pack, I recommend a COMPLETE replacement due to the fact of most content having had alterations made in the interim.
My recent Guncam tracers and increased bullet live time mods are included here.
I recommend to run classcheck.exe after installing, to see where any potential classfile conflicts might crop up.
###########################################################################################
In this compilation I have the folders named so that it should be clear which ones apply for your installation. To make this selection simpler, I list below the folders to select and copy over into your mods folder (e.g., #WAW3, #SAS, etc.) based on your game version. In all instances, you will be selecting 8 of the 12 available folders.
The CRUCIAL folders are:
- "Effects_v1.5"
- "AircraftState_classes"
The others are less important, and can be omitted if you have some other desirable mod including their resources, or if you are suffering errors/conflicts which require their removal.
#1) For B.A.T. 4.1.2 and later:
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!!!0_WxTech_GUN_classes_BAT-BSMU
!0_WxTech_AircraftState_classes_BAT
!0_WxTech_Full_Throttle_Smoke_Mod_BAT-4.1.2+
!0_WxTech_BigShipGeneric_classes_BAT-4.1.2+
!0_WxTech_Effects_v1.6_ALL-game-versions
!0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
!0_WxTech_ROCKET_classes_BAT
!0_WxTech_TRAIN_classes_ALL-game-versions
#2) For B.A.T up to 4.1.1:
-------------------------
!!!0_WxTech_GUN_classes_BAT-BSMU
!0_WxTech_AircraftState_classes_BAT
!0_WxTech_Full_Throttle_Smoke_Mod_to-BAT-4.1.1
!0_WxTech_BigShipGeneric_classes_BAT-to-4.1.1
!0_WxTech_Effects_v1.6_ALL-game-versions
!0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
!0_WxTech_ROCKET_classes_BAT
!0_WxTech_TRAIN_classes_ALL-game-versions (may? require to install the New Train Mod*)
#3) For 4.12 modact WITH the Engine Mod installed:
-------------------------------------------------
!0_WxTech_AircraftState_classes_BAT
!0_WxTech_Full_Throttle_Smoke_Mod_to-BAT-4.1.1
!0_WxTech_BigShipGeneric_classes_BAT-to-4.1.1
!0_WxTech_Effects_v1.6_ALL-game-versions
!0_WxTech_GUN_classes_ALL-game-versions
!0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
!0_WxTech_ROCKET_classes_BAT
!0_WxTech_TRAIN_classes_ALL-game-versions (may require to install the New Train Mod*)
#4) For 4.12 modact WITHOUT the Engine Mod:
------------------------------------------
!0_WxTech_AircraftState_classes_4.12-modact
!0_WxTech_Full_Throttle_Smoke_Mod_to-BAT-4.1.1 (May or may not work)
!0_WxTech_BigShipGeneric_classes_4.12-modact
!0_WxTech_Effects_v1.6_ALL-game-versions
!0_WxTech_GUN_classes_ALL-game-versions
!0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
!0_WxTech_ROCKET_classes_4.12-modact
!0_WxTech_TRAIN_classes_ALL-game-versions (may require to install the New Train Mod*)
Each of the folders enumerated above has its own readme file.
* The New Train Mod is included in B.A.T., but for 4.12 you can find it in this thread:
https://www.sas1946.com/main/index.php?topic=40779.0
I recommend to install my Ships Fix mod, available in this thread:
https://www.sas1946.com/main/index.php/topic,67914.0.html
###########################################################################################
Further notes:
=============
If you are using vpmodpack, consider it a 4.12 game, and choose based on whether you have the Engine Mod installed or not. It's been reported to work for some, but not for others. In the end, the specific array of mods in use will play a role in compatibility...
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Depending on how the various folders are named in your mod folder, there's a chance you may have to alter the prefix characters in my folder names. Currently, this prefix is "!0_" for all except the one starting with "!!!0_" (so assure it sits highter so as to take precedence). A simple way to move folders higher in an alphanumerically hierarchical listing is to add additional "!" characters. For instance, my "!0_" could be changed to "!!0_", or "!!!0_" to move the folders higher in the listing. The reason for this is to assure that the modded classfiles contained herein are read before any stock or other modded classes having the same name.
I can't recommend too highly a handy utility called classcheck.exe. You place it in your game's root folder. When you run it, it will generate a listing of all possible classfile conflicts in a file called "doubleon.txt". Where doubled (or tripled!) classfile entries are identified, it's up to you to choose how to proceed, mainly by selecting the version of the class to give priority to and moving the folder containing it higher in the listing. That's the simplified overview; things can get more fraught when you have a great many mod folders containing in total a great many classes.
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There's no guarantee that your game will be happy with all these classfiles. If you are experiencing problems, you could try a process of elimination. Obviously, the most important folder is
!0_WxTech_Effects_v1.6_ALL-game-versions
You could start with just this by itself to begin with. If this one can't be made to work, all the other folders are superfluous. If success obtains with this, proceed by adding folders one at a time. In pretty much decreasing order of importance:
Full_Throttle_Smoke_Mod_classes
AircraftState_classes
BigShipGeneric_classes
Train_classes
GUN_classes
PAL_Tracer_Smoke
ROCKET_classes
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This pack is a collection of at least 8 (more than a dozen, actually) individual mods. There's no reason you have to keep these all separate. If you're comfortable with file handling in Windows, and you're familiar with the mod folder structure, you could combine all these folders into one, thereby reducing the total number of mod folders you have to deal with. If you do so, the natural folder to combine everything into is the fundamental, crucial folder
!0_WxTech_Effects_v1.6_ALL-game-versions
But that's completely optional, of course.
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This pack includes the following additional mods in the main Effects folder (along with a readme providing more info, "!_Readme Effects v1.6.txt"). None are crucial to operation, although the House.class mod makes a notable difference in variety of effects for destroyed stationary objects:
- Zip.class, or lightning in thunder weather.
- House.class, which controls effects for destroyed stationary objects.
- TankGeneric.class and CarGeneric.class, introducing new ground dust for tanks and cars.
- Wreckage.class, controlling the behaviour of parts of a destroyed plane.
- Bullet.class, controlling behaviour of ricochets on water and ground.
-------------------------------------------------------------------------------------------
In many of the sub-folders there will be found various readme files and such, which will provide insight into what does what, as well as, in certain instances, instructions for further customizing. Particularly for the tracers. Explore! With very nearly every possible effect-related file now at your disposal, you have the power to start modding, if you've not yet dipped your toe into these addictive waters.
###########################################################################################
As always, this work is offered for use by any and all, for any purpose, without restriction.
WxTech
Mar 5, 2023
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Aloha Glenn!
Downloaded and installed on BAT, most current version. Have a problem with starting a mission, The Zulu Stabbers campaign, with v1.6 installed aircraft start with retracted landing gear and ends mission, works fine with v1.5.
Pied
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Is this specific to a certain plane, or a more general problem?
It suggests an issue related to the gear damage mod...
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I've only tried the new effects package with the one aircraft, a mk1b typhoon, and only the one mission. I'll try re-enabling the newest effects and try another aircraft/mission. I'll get back to you shortly....
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With the v1.6 effects enabled, and the Gear Damage Mod removed, missions start normally.
Pied
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Here's a little experiment to see if the gear issue is resolved with the gear damage mod enabled.
It's just for the latest BAT (4.1.2 and later), for the moment; if this works I'll supply Gear.class for other versions.
Because v1.5 worked with the gear damage mod, but now v1.6 does not seem to like the gear damage, I'm not holding out high hopes.
It would be useful to see if log.lst points to any related java error.
Let me know if this does the trick or not...
https://www.mediafire.com/file/6jg4xi43t4f82dq/%25210_WxTech_Gear_class_BAT-4.1.2%252B.7z/file
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I'll give it a try and let you know shortly!
Thanks, Pied
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Glenn, looks like that does the trick, at least for the two aircraft I tried! Both the Typhoon and the Hurri-Bomber started with gear extended....
Thanks for all you do!
Pied
I've got to say that for a self described 'poo slinging' java chimp you are impressively talented!
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You're too kind, but I appreciate the praise--however misplaced. ;)
Compared to the bright sparks hereabouts, I am truly a knuckle-dragger.
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I've discovered another wrinkle in the process, if I disable the "guncam tracers mod", the gear up problem returns.....
Pied
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Ahhh.. It looks like the Guncam Tracers Mod must be retained. I didn't get around to adding this material; I just knew I'd end up overlooking something!
The Guncam Tracer Mod is available in this thread, if anyone doesn't have it installed:
https://www.sas1946.com/main/index.php/topic,70315.0.html
I'll do a proper update of the main effects pack to include this, and will advise once done...
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I've d/l and installed all the BAT 4.1.2 folders as per instructions.
On testing, I've got the dreaded pink plane crashed or nose up in the middle of nowhere.
Log list section:
ERROR [com.maddox.sound.SamplePool@32b8e0] Cannot load sample pool: motor.CartridgeStart
INTERNAL ERROR: Can't open file '3do/effects/tracers/TEXTURES_GunCam/red_curve_7mm.mat'
WARNING: object '3do/effects/tracers/TEXTURES_GunCam/red_curve_7mm.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load '../TEXTURES_GunCam/red_curve_7mm.mat'
Mission error, ID_04: com.maddox.il2.engine.GObjException: Mesh 3do/effects/tracers/7mmRed/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/effects/tracers/7mmRed/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.MeshShared.<init>(MeshShared.java:37)
at com.maddox.il2.engine.MeshShared.get(MeshShared.java:27)
at com.maddox.il2.engine.GunGeneric.loadProperties(GunGeneric.java:375)
at com.maddox.il2.engine.GunGeneric.set(GunGeneric.java:466)
at com.maddox.il2.engine.GunGeneric.set(GunGeneric.java:435)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3090)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3053)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2662)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1324)
at com.maddox.il2.ai.Wing.load(Wing.java:143)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:667)
at com.maddox.il2.game.Mission.access$600(Mission.java:124)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:412)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ObjState.finalize: Object of com.maddox.il2.objects.weapons.MGunMAC1934 NOT destroyed
Tried various aircraft and all suffer same fate.
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great job best effects pack so far.
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I'm working on it; it's due to my silly oversight related to the guncam tracers. I'll have the corrected archive available pretty soon...
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Many thanks, but please take it easy.
You've done incredible work here already.
We look forward to the corrections when they arrive.
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Archive updated in the first post to include the correctly integrated Guncam tracers. (I had forgot that in my own game I had the Guncam tracers in their own separate folder above the effects folder. If you could see my mods folder--it's chock-a-block full of all manner of mods.)
So sorry for the troubles caused by my silly omissions!
Indeed, my feeble brain feels like it might start cracking up soon! :D
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Works a charm Glenn! Thanks again, get some rest man!
Pied
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I found a typo. Here's the fix in the meantime, while I ready an archive update. In the main effects folder, navigate to:
Effects\Smokes\SmokeShipTankerFire.eff. The line
MatName ..\..\..\..\Materials\FireNewFar.mat
should be
MatName ..\Materials\FireNewFar.mat
I have no idea how such a wild error could have occurred!
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Error highlighted in previous post fixed in mediafire archive updated Mar 6, 2023, 0409 GMT (UTC).
This typo concerns fires on damaged/destroyed tankers and other larger ships, causing the fire effect to not be generated (not a fatal Java error).
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Looks and works great WxTech! Thank a bunch!!!
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I will try
I also enjoy making videos.
For the time being, it's from free flight.
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I tried.
I haven't checked everything, but the plane crashed and the game ended just before it hit the water surface or the ground.
BAT4.1.3
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I tested it once. it's only going to do one single mission (Tore's).
But it works fine.
My version is BAT 4.0.
Thank you, master Glenn...!!
(https://i.postimg.cc/VkPXBZnX/2023-03-06-02-39-36.jpg) (https://postimg.cc/bsLGqT6v)
(https://i.postimg.cc/HkmBskZG/2023-03-06-02-48-46.jpg) (https://postimg.cc/Mvsy9qJt)
(https://i.postimg.cc/YCtzBy0M/2023-03-06-08-41-03.jpg) (https://postimg.cc/3dbvg12c)
(https://i.postimg.cc/GpHYc0Cw/2023-03-06-09-14-30.jpg) (https://postimg.cc/3yQWBcNn)
(https://i.postimg.cc/3xw0BMW4/2023-03-06-09-16-28.jpg) (https://postimg.cc/GHZpL5Fd)
(https://i.postimg.cc/SRrj6Vhf/2023-03-06-09-17-59.jpg) (https://postimg.cc/fSVwZckV)
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I tried.
I haven't checked everything, but the plane crashed and the game ended just before it hit the water surface or the ground.
BAT4.1.3
Hopefully a log.lst entry will point the way to the problem...
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Good morning Community Peoples.
After the newer update was installed the game is now loading ok.
However I've got missing gun sounds, after trying out a random test of various aircraft, this seems to be only affecting the wing machine guns, the cannons sound ok.
I have GUN Classes BAT-BSMU only activated (have "-" the other GUN classes ALL games folder).
I also have the BSMU_GUNS Mod active via JSME.
If I deactivate GUN Classes BAT-BSMU, and swap over to just GUN classes ALL games instead, the machine gun sounds are back.
Cannot find any obvious conflict in classcheck.exe.
Using BAT 4.1.2 of course.
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As a potential workaround I could make up a folder replicating my setup in my BAT 4 game. "Stand back and stand by" ;) while I cook something up...
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thanks..will loiter until further orders. MK
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Hi Glenn,
I have to report that I cannot get the pack working in the latest BAT (4.2.2). Missions will not load, giving a 'null' return when trying to load the aircraft. First log showed building errors, so I disabled the house classfiles. However the game still would not run, with the log giving me basically the same errors as OLDAD reported in post #11.
I haven't tried removing the folders and adding them one by one, as to be honest I'm very happy with v1.5 of your effects, so I'll most likely stick with that. Just reporting the problem(s).
Yours,
Clive
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Here's an alternative approach to the gun classes:
https://www.mediafire.com/file/qklu5791d32zg51/Alternative_GUN_classes_v1.6-Effects.7z/file
From the included readme:
Hopefully this will resolve the issue of some weapon sounds not being heard by B.A.T. players. It is my own setup for my B.A.T. 4.0 game, where BOTH folders are used.
Note that I have no sound mod installed; I'm using only the sounds that are part of the base game. Furthermore, I'm assuming that all B.A.T. versions subsequent to mine contain the same sounds.
STEP 1
------
Remove whichever of the "GUN" class folders you currently have copied from my v1.6 mod pack, be it one or both.
STEP 2
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The 'base' folder for "All-game-versions" is to be installed for ALL game installs, 4.12 and later.
For B.A.T. users who would like to hear the alternate sounds that come with B.A.T., install the "BAT-BSMU" (BAT Sound Matrix Unlocker) folder, which contains those classes for which an alternate sound is set, and which will override the same classes in 'base' folder.
In other words, 4.12 players will have ONLY the 'base' folder present. B.A.T. players will also have the 'base' folder present, and optionally the "BSMU" folder. These folders are named so that the "BSMU" folder sits higher in the mods listing, so that its classes are read before those common to the 'base' folder.
If this works successfully with the "BSMU" classes, one could write the "BSMU" classes to the 'base' folder, overwriting all duplicates, thereby reducing the mod folder count by one.
Or, if there is still some odd behaviour, it would cost nothing to do the just-mentioned 'merge' of the two folders anyway. The reason to try this as a last resort is that there seems to be some chance for classes to not be read in the expected order where two or more versions exist.
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Hi Glenn,
I have to report that I cannot get the pack working in the latest BAT (4.2.2). Missions will not load, giving a 'null' return when trying to load the aircraft. First log showed building errors, so I disabled the house classfiles. However the game still would not run, with the log giving me basically the same errors as OLDAD reported in post #11.
I haven't tried removing the folders and adding them one by one, as to be honest I'm very happy with v1.5 of your effects, so I'll most likely stick with that. Just reporting the problem(s).
Yours,
Clive
The tracer error issue is addressed by the updated archive, where I properly integrated the guncam tracers.
The building errors might have been inconsequential advisories about the lack of collision boxes. Some number of objects are lacking these, but that's no problem.
Try not to throw in the towel too soon! ;)
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OK.
One other (probably) silly question: Do I still need to use the BSMU Mod which is activated via JSME (The Gun sounds folder only in my case), or are these new sounds incorporated in the BAT_BSMU gun classes?
Just to make sure.
Your help was really appreciated,
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I've not incorporated the BSMU mod; I have merely copied the names of the sounds, as I was given to understand that the weapon sounds used therein are already in B.A.T. Which must be the case for my B.A.T. 4.0 game.
If you have the BSMU mod activated, you must at least have my gun classes folder listed above the BSMU mod if it's handling any of the same weapon classes.
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It works fine with the updated archive, Glenn! Thanks so much for all your efforts.
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Ah...I was under the impression that you had incorporated the sounds from the BSMU Soundmatrix Unlocker v1.2.4 mod into your BAT-BSMU Gun Classes.
I have VSM 7.3 with buttons installed, and also that BSMU v1.2.4 mod active via JSME.
All gun sounds are now working as far as I can tell..although the machine guns sounds seem much quieter when in the air.
But once again many thanks for your work.
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The complexities that can result from the stupendous matrix of combinations and permutations of mods a player might use makes the implementation of a sizeable pack as this, which touches a fair number of important base classes, a hair-whitening experience. And trying to accommodate two or three game versions where these classes necessitate a separate treatment can lead to a state of gibbering incoherence. 😀
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Hi Glenn, sorry, but I have found a bug with 1.6 and triggers. I don't know how familiar you are with them - but the 'startup' trigger does not work for ships - let me explain the situation.
If I'm flying a floatplane, I usually have the parent ship alongside my aircraft in the mission on a startup trigger so that it starts moving once I have taken off - looks good. However the trigger does not function with 1.6 installed - in the sense that the ship starts moving immediately instead of waiting for my aircraft to take off (works fine with 1.5). I tried a startup trigger with a land-based object (forklift) and that worked fine. The 'apparition' trigger works for ships, too (I assume that the 'message' trigger will also work).
Log shows lots of ship errors, too many to post here - please find it below:
https://www.mediafire.com/file/stkgtvn4z0hj5oc/log.7z/file (https://www.mediafire.com/file/stkgtvn4z0hj5oc/log.7z/file)
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Thanks for this latest glenn!
I am getting the same thing as RABIZO where the game crashes right before my plane crashes.
In other words, the plane is diving, just about to hit the ground, and B.A.T. crashes with the java exception msg:
happens with different maps and different planes.
Mission: QuickQMBPro/Cat_Midway/Cat_MidwayRedNoneN00.mis is Playing
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.Aircraft.doExplosion(Aircraft.java:696)
at com.maddox.il2.objects.air.Aircraft.msgEndAction(Aircraft.java:628)
at com.maddox.rts.MsgEndAction.invokeListener(MsgEndAction.java:59)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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Clive,
I looked over your log.lst. I see numerous ship related errors before any mission is flown. Once in the mission (hipper1.mis) there are a number of "Donbass" building errors, which I'm not sure are relevant here because the issue appears to be the inability to load a texture.
Back to the ships. They involve bigShipGeneric.class, which I had present also in v1.5. It's the same, except for some small alterations, and is based on the file Mike had gone over and pronounced as reliable. The line numbers the Java error notifications point to do not involve any of my own changes. And so I'm a bit puzzled.
As you know, I'm no Java guru, and because I'm still stuck with B.A.T. 4.0 the whole matter of triggers is beyond my ken in terms of code. And I can't fly tests myself. This is part of the stressful aspect of this project. Perhaps I've gotten too ambitious.
If this were still the good ol' days, when there were more keen modders hanging about, I could probably team up with a more capable coder. While I do get some helpful assistance when I bleat loudly enough, for the most it's a bit of a lonely place I inhabit in the effects side of things.
-
The donbass building errors seem to be linked to the house classfiles - they disappear if you disable the three classfiles in your pack. I don't understand the trigger errors, either. I might swap out the bigship folder from 1.5 as an experiment - I'll let you know. Failing that, I'll just drop back to 1.5 when I use a ship trigger in a mission.
Update: use 1.5 bigship generic folder with 1.6 and triggers are fine, and not one ship error in the log. Would I lose much in the way of new effects running 1.6 all the time in this way?
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the plane crash followed by a ctd is clearly indicated in the log and concerns the do explosion method in the aircraft class. The line indicated is the one related to explosions over water it so maybe there is some conflict with another mod that has changed the standard BAT aircraft class.
-
The errors:
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.Aircraft.doExplosion(Aircraft.java:696)
at com.maddox.il2.objects.air.Aircraft.msgEndAction(Aircraft.java:628)
indeed do involve Aircraft.doExplosion(). In this method I've added a check for the number of aircraft engines, which Explosions.class uses to determine the fireball/smoke effects to use upon crashing. I've also added in this method a new explosion effect randomly generated if the plane is TypeBomber. This all works fine in B.A.T. 4.0.
The introduction of this new variable for the number of engines requires that Explosions.class (in the main effects folder) and this Aircraft.class (in the full throttle smoke folder) must be both used together.
If this proves to be an irreconcilable issue, I suppose I could create versions of these two classes omitting this engine check business...
But it would be worth knowing which game versions are impacted.
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Hi!
Just tested in BAT 4.2.2 hf 4....seem all fine and very nice to see!
No bugs ctd or stutter....
Tested FPS using The Black Death track:
Frames: 4747 - Time: 154281ms - Avg: 30.769 - Min: 14 - Max: 56
Here my log...I add it due some messages about smokes:
[Mar 6, 2023 7:15:16 PM UTC +1] ------------ BEGIN log session -------------
[Mar 6, 2023 7:15:16 PM UTC +1] ----------- Switched to pipe mode ----------
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 460/PCIe/SSE2
Version: 4.6.0 NVIDIA 391.35
Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1200
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Effects/TEXTURES/PluffMkI.tga'
ScreenMode Library Version 0.01 loaded successfully.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
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 - disabled :
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 8
Cannot open audio file samples/infinite 1
Loading mission Records/TheBlackDeath.trk...
Y=1940 / M=7 / H= 16 , Temperature - 0m = 15.0 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
*** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32
PBuffer: suitable formats: 12
Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
PBuffer: suitable formats: 12
Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
Loading vertex/fragment programs: *811084896*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
Time overflow (1818): speed 0.3816794
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 1)
[Mar 6, 2023 7:25:10 PM UTC +1] -------------- END log session -------------
I can only say THANKS for this great collection!
-
OK got it going by trying different folders. Must've been my mistake.
Anyway, thanks again4 your work Glenn.
-
Sorry to point elsewhere...but I don't understand if I have to add those lines to conf.ini or not:
...
- Added two new [Mods] section entries for conf.ini, to control if light flak (default: off = 0) and heavy flak (default: on = 1) illumination is to be invoked.
LightFlakIllumination=0
HeavyFlakIllumination=1
...
-
Walter,
Yes, add those two flak illumination lines to the [Mods] section in conf.ini. They are made use of by the main effects class, Explosions.class.
You can set one or both to 0 or 1, as you desire. If these lines are not present, flak illumination defaults to 0 (off).
Note that if an entry is made in conf.ini but one's game does not support it, no matter at all. It will simply be ignored. (And if an entry is misspelled, it will also be ignored.)
-
Got it!
Thanks!
-
Hi Glen, Thank you, everything is working just fine on BAT 4.2.2, really astonishing! pure immersion.
-
Anyone reading this should try a napalm drop. The FM-2 with 2X napalm cannisters will do nicely to highlight the new 'stock' effect--augmented, of course--conpared to its prior incarnation. It consumes much less in resources due to a smaller particle count, and so is less likely to cause momentary disappearances due to 'overload.'
If your game has CY6's new napalm effect installed, certain cannisters will generate a very different effect, with advancing fire 'tendrils' and terminal bursts of explosions via a 2lb (or 2kg) bomblet class. I have not included those effects here, although some time ago I did any my own treatment. I was never fully satisfied due to those explosions going off at the ends of the advancing fire tendrils. They just looked wrong, to be occurring all the time, even on bare ground.
-
Hi Glenn, I have resolved the trigger issue. I'm sure you will be absolutely astonished to learn that it was user error - I inadvertently copied the wrong bigship folder (i.e. not the BAT version) into my 1.6 install folder. Doh! All is fine, now. Thanks again.
-
Thanks for the update, Clive. I should be able to sleep tonight!
-
Thanks so much for these awesome effects, Glenn!
I combined all of the applicable folders for a BAT 4.2.2 installation into one, overwriting any duplicates in the Effects V1.6 folder with those from the others, and removed any conflicting class files I'd found with your own as the master (there were 28 conflicts in all, but I didn't take a close look at any of them). Dropped the whole package into the #WAW folder near the top of the pile and everything seems to be working just fine!
Thanks also for the tip about the additional conf.ini entries we need for the searchlights! I wouldn't have known otherwise, but will make sure I go through the ReadMe next time! By the way, can anyone recommend a single mission to test the searchlights? I tried a B-25 bombing run over Berlin at night but none appeared despite the heavy flak.
Cheers
-
The flak illumination effect is a brief light source accompanying a flak burst, and if close enough will light up your plane and cockpit. Seen only in twilight and at night, becoming more apparent with increasing darkness. I have made the illumination less intense than set by the originator of this effect years ago, so as to not light up clouds and landscape so strongly.
-
Good day peoples.
With greatest apologies in having to return to this..
I have got all the effects folders installed in my BAT 4.2.2+hfs, with GUN Classes BAT-BSMU folder highest, followed by GUN Classes ALL Game Versions underneath.
On the ground I can hear cannons and machine guns clearly..when flying ..I can only hear the cannons???
I tried disabling either folder alternately..And only with GUN Classes ALL game versions folder active I hear both cannons and machine guns..
Would be good to just have the BAT-BSMU folder only to appreciate the newer sounds from the BSMU mod.
Any advice..and not just that one...pls.
-
RABIZO,
I'm probably not understanding what your are describing. Perhaps a short YouTube video would make this clear for me. Or you could describe what's happening in more detail.
-
OLD_DAD,
Do you have the same weapon classes as in my BSMU folder elsewhere as part of the Sound Unlocker mod?
As I've outlined, I don't have anything else from the Sound Unlocker besides the sound names added to the gun classes.
I don't fully understand why, but apparently duplicate instances of classes can result in an unexpected priority assignment. The not wanted versions would be required to remove or rename (with a preceding "-" being the standard.)
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Hi.
In the BSMU sound unlocker mod the classes are written like this ie MGunBrowning303s_GB.class
In your BAT-BSMU Gun classes they are these ie 0CB15BC4C2DA1F0E
so I can't tell which is relevent name to code.
I tried the game without the BSMU sound unlocker mod activated and alas I'm still missing machine gun sounds in the air.
Is it possible that an identical class within BAT-BSMU Gun classes and All Gun Classes have a conflict , one which deals with the machine gun sound (in the air)?
If it works in All Gun Classes, but not in BAT-BSMU, guess there is a class code that is being overwritten and cancelling out the machine gun sounds (in the air).
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Here are my 152 BSMU gun classes and Java.
https://www.mediafire.com/file/tvxwppynadkh8du/WxTech_BSMU_GUN_classes_Java.7z/file
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Many thanks
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marvellous effects package Glen, in your last effects package 1.5, I was enable to retain the old more pronounced flack burst that I prefered that came with bat by putting a minus in front of -AIR and still has far has I could tell had all your other new effects, in your new 1.6 package this no longer works has the flack burst just freeze has blue dots no explosion, and I wondered if there was anything I could minus out in the new package to retain the old bat flack burst, if this isn't possible no worries, has id rather have this marvellous effects package over a single effect. by the way glen many thanks for this ,kev.
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Kev,
To start with, what errors are being thrown up?
Compare the contents of the Zenitka folder for v1.6 and v1.5, to see what's different. I'm trying to work out if I've made a change in another class that points to the Zenitka folder (some of these effects are used by other than flak bursts.)
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Thank you very much for your hard work WxTech 8)
Best regards,
Piotrek
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Glen there is a difference in the zenitka folders 1.5 to 1.6 it was the 20 milly flack burst id like to keep,when I minus out -AIR on 1.6 this is the readout I get, kev.
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
(-) AEARAF adjusted to 3.299564E-4
(-) AEARAF adjusted to 3.299127E-4
INTERNAL ERROR: Can't open file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff'
WARNING: object 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
at com.maddox.il2.engine.Eff3D.New(Native Method)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:248)
at com.maddox.il2.objects.effects.Explosions.AirFlak(Explosions.java:1618)
at com.maddox.il2.objects.weapons.BulletAntiAirSmallGermany.explodeInAir_Effect(BulletAntiAirSmallGermany.java:16)
at com.maddox.il2.objects.weapons.BulletAntiAirGeneric.timeOut(BulletAntiAirGeneric.java:64)
at com.maddox.il2.engine.CollideEnvXY.doBulletMoveAndCollision(CollideEnvXY.java:999)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:183)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
(-) AEARAF adjusted to 3.2986887E-4
INTERNAL ERROR: Can't open file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff'
WARNING: object 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
at com.maddox.il2.engine.Eff3D.New(Native Method)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:248)
at com.maddox.il2.objects.effects.Explosions.AirFlak(Explosions.java:1618)
at com.maddox.il2.objects.weapons.BulletAntiAirSmallGermany.explodeInAir_Effect(BulletAntiAirSmallGermany.java:16)
at com.maddox.il2.objects.weapons.BulletAntiAirGeneric.timeOut(BulletAntiAirGeneric.java:64)
at com.maddox.il2.engine.CollideEnvXY.doBulletMoveAndCollision(CollideEnvXY.java:999)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:183)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
(-) AEARAF adjusted to 3.2982495E-4
INTERNAL ERROR: Can't open file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff'
WARNING: object 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
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Glen just to let you know im using the latest version of BAT, and your effects work beautifully, so dont beat your brains out on this mate you do enough for us already, just thought there might be a quick way of keeping the old wirblewind flack burst effect that comes with standard BAT by maybe minising out a file or two, no worries if this isn't possible Glen, thanks again ,kev.
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Kev,
It's the Burn_night.eff file which my Explosions.class is trying to load, and which B.A.T. does not include. This effect generates an additional, somewhat larger flash during twilight and at night.
In the Germ_20mm folder you could rename all files (7 of them) with a preceding "-" character except for
Burn_night.eff
Burn_night.mat
This should cause the other stock effects in that folder in B.A.T. to be used. Note, however, that one or more of my textures in the Zenitka 'parent' folder might still be used, which may not have quite the desired appearance.
Try this out to see if it's satisfactory.
Out of curiosity, what changes to my version would meet your needs?
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glen your version of 20 milly flack is very small and doesn't show the light burst orange flash then the cloud of smoke that the standard BAT version does, in certain skies it does show up quite well, in, evening skies it tends not to show up, I thought maybe a light flash could be added and the smoke cloud linger a moment or two longer, but again this is no criticism of your version I know you keep frame rates very much in mind,and I very much appreciate your help here, ill try your suggestion Glen, and thankyou very much for this effects package its a real gamechanger. kev.
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I just disabled the small flak effects, except for the Burn_night.eff and .mat files. Here's what I get in my B.A.T. 4.0 game on the kamikaze track.
This is kind of horrible for a number of reasons. Perhaps most important, the live time for the main smoke--colored a pretty bright white--is VERY long. The result is that when there's a lot of bursts the game engine limits on particle numbers cause whole blocks of the bursts to disappear.
I also much dislike the rather long time the bright flash is visible; it should definitely last no longer than 0.1 second for this small calibre.
For a small calibre burst, I see no reason to have the same 'starburst' smoke texture as makes sense for the heavy flak bursts. It also looks odd to have this as basically black while the long-duration cloud is near pure white.
(https://i.imgur.com/4fmoTwJ.jpg)
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Glen that's the version I prefer lol,but im aware it does eat up frame rates in some missions,and might not be historically accurate either, its just a preference thing, in the way too I like to see the flash hits on aircraft during dogfights, it gives me a better feel of immersion in the game, but again your versions may be more historically accurate and much less consuming of frame rates, your latest effects package has some really good new looks, its the best yet, at the end of the day that flack burst was just a preference of mine that's all Glen, and your right it is a bit over the top. many thanks for your help though, I didn't want to create more work for you, you do enough for us as it is, my thanks again Glen. kev.
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Kev,
I see you like to see a bright flash. I do have one present for all bursts, but it lasts about as long as the hit flashes for other cannon shells upon striking an object.
If you open Burn.eff, you can increase LiveTime from the current 0.06 to, say, 0.12, which would make it last 2X longer. Write it as follows so that the original value is always retained in case you should ever want to go back to it:
LiveTime 0.12 //0.06
If you want it brighter, make this change:
Color0 1.0 1.0 1.0 1.0 //0.7
This will give the texture the highest opacity, increasing from the 0.7 I had set to the max of 1.0, when it first appears, making it as bright as it can be made.
If you want it even brighter still, you can do this:
nParticles 2 //1
This will draw 2 superimposed particles, thus doubling brightness at a stroke.
If you want it bigger, you could try something like this:
Size 4 2 //3 1.5
This would make the texture (the full square perimeter) 4m wide instead of 3m upon first appearance, shrinking to 2m instead of 1.5m by the time it winks out.
Or you could reverse the size change, putting the smaller value first. This would cause the texture to grow as it fades.
----------------------------------
As to the smoke cloud that lingers for a little while, you could make it lighter in tone as follows:
// Color0 0.35 0.35 0.35 0.55 //0.7
// Color1 0.5 0.5 0.5 0.0
Color0 0.65 0.65 0.65 0.55
Color1 0.85 0.85 0.85 0.0
This increases R, G and B intensity at the start of the effect from 0.35 (all equal means grey) to 0.65, a lighter grey. Making these 3 values equal to 1.0 would be white, or at least as light in tone that the texture can be made. The second line (Color1) sets the values at the moment of the effect ending, which here is a lighter tone (although it would be fading to invisibility). The 4th value is the opacity, which at the start of the effect is 0.55. I had it a more opaque 0.7 at some point in the past. The max is 1.0, which would be maximum opacity obtainable for the texture.
If you want it to linger longer, do something like this:
LiveTime 6 //4 //3
I had the effect last 3 seconds in the past, then lengthened to 4 seconds in this pack. As here, it would now last for 6 seconds.
----------------------------------
My modding adventures got going by playing around with effects modded by others and which I has installed. The rest evolved from there. It's so easy to do when you have all the necessary files at hand in an existing mod. And you can find threads which explain the various effect file parameters.
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Glen thankyou so much for that info, ill give it a try, I do like to have dabble at stuff but always keep a back up in case lol. thanks again for your help Glen, kev.
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I've decided to go ahead and make up an alternative set of flak effects that are 'boosted' so as to be more prominent. This will apply to all. The aim will still be a reasonably low particle count.
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Here's a first crack at 'boosted' flak. The duration of the flash has been doubled or a tad more. The small flak cloud has been made much lighter in tone, and the brief 'starburst' cloud has been added (not present in my current offering) and made just about as light in tone as the main, longer lasting cloud.
To further help out on resource consumption, the 'starburst' cloud for the small flak has been given a rather shorter visibility distance threshold than for any other of the flak effect components.
(https://i.imgur.com/D0QQsfs.jpg)
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Go to the top post and Update #3 to get my alternate flak effects. It's the full Zenitka folder, to either replace the existing Zenitka folder or to sit beside the existing one when the latter is renamed, e.g., "-Zenitka."
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Thanks for this Glenn,I really like this effect, perfect package mate,can’t thank you enough,Kev.
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Hi Glenn. Thank you for your work on this great sim. It means so much to us regular users.
I added your EPv1.6 to my BAT Flashpoint with hotfix 4. The napalm effect was very good especially when it was still burning after I had dealt with some nearby bombers.
QMB test 1. set up 4 FM2s with napalm v 4 H6Ks on Solomons map. mgs silent as Olddad mentioned. When my wingmen jettisoned the napalm over water it still kept burning although not as bright as on land. Dark to black smoke which is right as napalm was prominently oil.
QMB test 2. 4 Typhoon 1Bs with rockets v 4 Ju87D7s on War over Italy map. Great bomber damage effects and prominent cannon fire. rockets hitting Stukas were visually a blast. ha.
QMB test 3. 4 Lancasters v 4 MC205Vs. Bomber damage again very good, with varying smoke and fire with scattered flames and bits of aircraft on crashing. mgs silent again though.
Should I replace the Guns BMU with your set up as you suggested to Olddad earlier.
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Not having progressed past B.A.T. 4.0 yet, my certitude on what to do with the more current versions is lacking. You could try the GUN classes for 4.12, and replace the original BSMU folder containing just hashed classes (names comprising 16-digit hexadecimal characters) with the folder containing the unhashed classes I recently supplied.
My earlier BSMU folder contained the "all versions" classes and the BSMU updated classes, hence the large number in total and so not requiring to use both folders.
The latest unhashed classes are only those guns having the new sounds specified, hence the need for the "4.12" GUN folder as well.
I wonder if I will need to supply the unhashed classes for EVERY weapon I've touched...
Keep me abreast of progress--or its lack.
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Just to be clear, is the gun sound issue such that cannon are heard but MGs are not? That would be rather strange, for the new gun sounds are spread among cannon and MG. I can't think of a cause for such a well delineated dichotomy...
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Yes. The cannon sounds are heard but not the mgs.
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I replaced the Guns BSMU with your Guns for 4.12 as suggested and it worked. I can now hear both cannon and mgs. Of course I had to place !0_ in front of the folder title so it listed as part of the top folders.
I can now enjoy your beautiful gunfire in all its glory. In order to test this I used 4 Spitfire Vbs v 8 Ju87B2s over the Channel. I noticed the rear gunner fire was short white streaks while the fighter fire was brighter pinks etc. Was that intentional?
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Any incongruities are most assuredly not intentional!
It looks more certain that for later B.A.T. versions I should supply the classes in their not hashed versions.
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Excelente trabalho WxTech!
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I have no issues with the gun sounds, the most up to date BAT, the BSMU mod loads lower in the list than yours...
Pied
A PS: I do have FL270 gun sounds mod and VSM Sound mod they both are higher than the new WxTech Effects in the #WAW3 folder...
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Do note that my classes address more than just the sounds. Other parameters potentially affected are the projectile live time, simple tracer line color, 3D tracer mesh assignment, individual projectile Power value and tracer smoke effect assignment.
Ideally, for the best overall integration into the environment of my effects scheme, my classes should take precedence.
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In response to LarsChance's post.
I have my #WAW organised like this:
(https://i.postimg.cc/j24rJ1F1/DSC-0017-2.jpg) (https://postimg.cc/YL0P5dkN)
Not sure if I'm benefitting from it all, some folders may be redundant, but classcheck file doublon.txt shows no or little conflict,
but I have sound for both cannons and mg's ..now.
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ANCIENT_PAPPY,
The BigShip gun fire &smoke mod I see at the bottom of your screenshot is superseded by my own such effects. It deals with the muzzle fire and smoke from ships' guns. If you want to decide on which you prefer, rename this folder to put it at the top, and then examine the effects for different gun calibres.
By the way, I've added an illumination source attending the firing of naval guns, which is seen in twilight or at night. That will be present whichever smoke/fire effect set you choose, because the illumination is created in bigShipGeneric.class
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Ok.. Sequential_letters_at end_of_Alphabet_Mechanicus
I'll deactivate the Big ship gun fire smoke and remain faithful to your newer version incorporated into the new.
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For those of you wishing to change to the alternate flak effects in BAT Flashpoint with hotfix 4 and have trouble finding the folder you need to enter
WAW3/!0_WxTech_Effects_v1.6_ALL-game-versions/Effects/Explodes/Air where you will find the Zenitka folder. Place a minus sign before existing Zenitka to disable it and add the alternate Zenitka. If you prefer the original then just swap the minus sign from one to the other. I hope that is clear.
Long may WxTech continue to enhance our immersion in this great sim. Appreciate the huge effort.
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Thanks to "Glenn" for developing new effects.
However, I can't find a solution, so I decided to use version 1.5.
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RABIZO,
Would you provide me (in a private message, if you don't want to show anything to the whole world ;) ) a screenshot of your full mod folder contents, even if it has just the v1.5 pack installed?
And remind me of the game version.
I would have liked to have seen your log.lst contents when trying v1.6 and suffering the game crash...
You may recall how persistence paid off in the past when you were battling away to get an earlier version to work. Don't be to quick to throw in the towel! 😉
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If the game crashes when a plane is just at the point of crashing into the ground or sea, this suggests the possibility that my new Aircraft.class, which is part of the full throttle smoke mod, is not being read. In that class I've added a check for the number of engines the plane has, which determines which set of explosion effects to utilize in Explosions.class (the heart of the whole enterprise.)
The Aircraft.class hashed files (in the full throttle smoke folder) are:
DE723D323178ED64
C6EF065E28F3732E
4352BC2624ED0094
C6A5F9E85251EA22
08447B2E29097EB0
4B598398AD1D180C
One could run the classcheck.exe utility (available hereabouts at SAS1946) to see if there are any potential conflicts.
That's my first instinctive suspicion of the problem.
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"Glenn" Thank you as always.
I have attached a screenshot.
Any advice would be great.
(https://i.postimg.cc/y8CsCkMS/No1.jpg) (https://postimg.cc/HVzfQssp)
(https://i.postimg.cc/Jh18tS4r/No2.jpg) (https://postimg.cc/9DNKn87K)
(https://i.postimg.cc/43Bgcwmz/No3.jpg) (https://postimg.cc/DWJHkrQZ)
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RABIZO,
I see that you renamed my main effects folder so that it appears higher in your mods listing.
To start with, you should similarly rename the other 7 of my folders so that they sit similarly high in your list.
This *may* cause a conflict somewhere else, which we can look at if it occurs.
Weapons classes present a potential concern if they are guns or cannons. For instance, you have a .50 cal gun sound mod that might pose a problem.
In the end, it's up to the user to decide which mods he will consider as the more important if conflicts arise.
I'll continue to offer what assistance I can! ;)
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"Glenn" Thank you as always.
Try moving the location.
And I would like to report the results.
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"Glenn" Thank you as always.
I tried moving the folder location.
"Effects_v1.6_ALL-game-versions" now works.
The game ended when I installed "!!!0_WxTech_GUN_classes_BAT-BSMU".
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The BAT-BSMU gun classes are not crucial, for they only add the different sounds. If you're already happy with the gun sounds you have, then this folder can be discarded.
So it looks like you have everything else working. Well, that wasn't too painful! 😉
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"Glenn" Thank you as always.
thanks for your advice.
I'm going to think of a ′′ new strategy ′′ right away.
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The tracers seem to back to the visible cross section type, although the alternating texels are working properly. Yours in the only mod that I use and I simply replaced all the folders from the previous version. Any ideas what is going on?
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The tracers seem to back to the visible cross section type, although the alternating texels are working properly. Yours in the only mod that I use and I simply replaced all the folders from the previous version. Any ideas what is going on?
Do I take it the only issue of note is the matter of the drawing of tracers? Is it a really obvious oddity, or is it subtle?
I have reduced the size of the round 'head' compared to many other manifestations because a noticeable blob is not correct. Moreover, I have just a single surface that presents the (small) round head, visible only from the rear hemisphere. A tracer coming toward the viewer will present no such 'head' at all, and so a straight-on view will have the mutually perpendicular 'sides' present as cross shape.
If there's some obviously unintended quirk in effect, can you provide a screenshot?
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I can see about posting a screenshot. It's quite evident and the tracer improvements made in the pervious version seem to be missing
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I did an experiment and added the guncam tracers folder from the previous version and it seems to be working now
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Gadzooks..another anomaly has appeared.
A section of my log.list:
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Effects/TEXTURES/PluffMkI.tga'
ScreenMode Library Version 0.01 loaded successfully.
House: Undefined Body type in class 'com.maddox.il2.objects.buildings.House$Supplies'
Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh
Can't register house object
java.lang.RuntimeException: Can't register house object
at com.maddox.il2.objects.buildings.House
Is this telling me it doesn't recognise the "Vehicles" body type?
Log list contains lots of the above errors..all the error items are to do with the assignment of "Vehicle" body type.
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PAPPY,
Unexpected txr reload errors are not critical.
The error message,
Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh
is appropriate to v1.5. The v1.6 message would read,
Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh,Vehicle
Note the addition of the new body type, Vehicle.
In my haste to correct this, I'm assuming that indeed the error is mine, and not that you've not somehow got the older v1.5 version of the 3 House.class classfiles present in your install. That is, I didn't decompile the classfiles included in my v1.6 mod archive mod in order to see if the code was indeed the older version, jumping straight away to supplying the 3 classfiles from my own working install.
Update #4 in the top post provides a link to the 3 correct classfiles, to overwrite those present in the main effects folder. A readme file is, of course, included.
I've also updated the full mod archive.
If this does not address the issue, it won't hurt anything to use these classfiles; they are current.
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OK..I'm sorry to have to tell you..but..my log.lst is still showing:
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Effects/TEXTURES/PluffMkI.tga'
ScreenMode Library Version 0.01 loaded successfully.
House: Undefined Body type in class 'com.maddox.il2.objects.buildings.House$Supplies'
Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh
Can't register house object
java.lang.RuntimeException: Can't register house object
at com.maddox.il2.objects.buildings.House
I noticed when I d/l your new files, that it did not ask me to overwrite..??
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OLD_DAD (and all),
More on my previous post.
The House type object error shouldn't be generated if one uses the stock static.ini. The new object types I've created, in order to provide more variety in the range of effects for destroyed objects, as well as effects that are more appropriate for certain objects, are not present in the stock static.ini.
If one edits static.ini by adding a body type not recognized by House.class, then will an error be generated.
I presume that you had edited your static.ini to change some objects to have the body type of "Vehicle." If so, and you were using a version of House.class which did not have the Vehicle body type added, then the error message you got would be generated.
Think of my House.class as being fully backward compatible. I've increased the range of its 'abilities', but it does not require to have one's static.ini to be updated in the inclusion of the two new body types:
Flesh
Vehicle
But going through the trouble of updating at least the more commonly used objects to these better body types will pay dividends in the greater variety of effects, as well as generating more appropriate effects. Such as a subtle, light colored, not always created smoke for destroyed humans and animals instead of heavy fire/smoke as for fuel tanks.
My static.ini,which can serve as a guide for the reassignment of body types, is available in this thread:
https://www.sas1946.com/main/index.php/topic,70466.0.html
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AH!
so, I have to replace, not edit, the full_static.ini with yours...not the one in STD com maddox il2 objects static.ini ?
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OLD_DAD,
I should have looked more closely at your error message.
com.maddox.il2.objects.buildings.House$Supplies
is strange to me. There are the same three classes up to B.A.T. 4.1.3 (which is the latest collection of dumped classes available here at SAS, and which I use where appropriate):
House.class
House$SPAWN.class
House$Properties.class
I'll have to look the latest House.class, as it seems to have added code, which moreover appears have had my "Flesh" body type incorporated already.
But not having the latest game version makes this impossible for me right now. If indeed House.class has had added code, it might require someone who has the requisite dumped classes to use my supplied House.java to adapt my code changes...
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OK.
As its stands for me now..I replaced my static.ini in STD etc...with yours, and when I tested it again there were no generated errors in my log.lst.
So, maybe I can add any extra objects from my static.ini to yours.
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AH!
so, I have to replace, not edit, the full_static.ini with yours...not the one in STD com maddox il2 objects static.ini ?
You most certainly must NOT replace your static.ini with mine! Your own static.ini very well could contain objects mine does not. A replacement would almost certainly cause problems due to having lost some object entries.
It seems that for the moment you will have to forego the reassignment of "Vehicle" body types. That's not so bad, as you can for the time being make those entries to be "Flesh." Unless the object is of a type that would generate a more robust smoke/fire, in which case "FuelSmall" (dark smoke) or "WoodSmall" (light smoke) would be good enough choices.
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Sure. As I said above ..I have got objects in my own static.ini which I could enter into yours, but If thats too problematic I'll just file edit all vehicle entries to flesh.
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We're 180 degrees out of phase in our little typing exercise! :D
Interesting oddities you're getting. My 'corrected' House.class classfiles may not have been required after all. And it seems that perhaps the latest B.A.T. House.class has not been changed...
Just why your message omited "Vehicle" from the allowed body types is really puzzling.
Yes, you could add from your 'stock'/older static.ini those objects not present in mine as I had supplied. If the object count is not very different, this could well be the fastest way to make the changes, as my total number of reassigned body types is in the range of a thousand, if memory serves.
If you have a file compare utility, this task could be made very easy.
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I hope this doesn't mean the dreaded re-install of BAT 4.2....etc.
But..probably like you, I'm a bit jaded with it all now.
Will look at it with fresh eyes, after Murine of course.
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To reiterate. If one's static.ini is fundamentally nearly the same as mine (from B.A.T. 4.0, with some additions), then using mine in its entirety, adding any objects from one's existing static.ini to mine, could be a quicker way to update the many hundreds of body type reassignments. A file compare utility should make the work easier, identifying object titles missing in my static.ini.
I realize that this creates a not small amount of work, requiring some care. Just keep a backup of one's original, working static.ini and all will be retrievable in case of a screw-up. ;)
I'll stress again that the effort will pay dividends in effect variety and appropriateness, as well an easement on resource requirements in a number of scenarios.
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I hope this doesn't mean the dreaded re-install of BAT 4.2....etc.
But..probably like you, I'm a bit jaded with it all now.
Will look at it with fresh eyes, after Murine of course.
If using my static.ini results in no errors due to the new 'Vehicle' body type, this bodes well. I don't get the feeling that something as drastic as a full game re-install is called for.
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I'm already on it. .a small mammoth task but as said .. perseverance.
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From the peanut gallery, I used WxTech's static.ini in its entirety and added in the entries that were missing from my working one. Luckily I keep a list of what I've added to these files, and it works a charm.
Pied
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Good day.
Just did a classcheck.exe to ..um..check classes..I noticed this entry:
8D6CE2FE0EE939B2 exists with :
CRC 3117cd48 : .\#WAW3\!!0_WxTech_Effects_v1.6_ALL-game-versions\8D6CE2FE0EE939B2
CRC -49d17fa2 : .\#WAW3\!!!WxTech_GUN_classes_ALL-game-versions\8D6CE2FE0EE939B2
I Have GUN classes above Effects v1.6 in my #WAW, at this moment.
Is that hierarchy ok? or should I swap them over?
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And thanks to all helpers.."Vehicles" body type is now being recognised.
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Good catch on that duplicate classfile, POPS. ;) I've added instructions in update #5 in the top post to retain the version of this classfile (Bullet.class) that resides in the main effects folder, and discard the version in the GUN classes folder.
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I've encountered a strange video artifact not seen before. It seems to result from a change I recently made as part of disabling the drawing of the brief 'starburst' smoke for the small calibre flak bursts.
If you use the subsequent small update I offered (linked to in UPDATE #3 in the top post) for making the small calibre flak bursts more prominent, this WILL NOT apply to you.
If, however, you use my flak burst effects as provided with the base effects pack, this WILL apply to you...
Navigate to the following TWO .mat files:
!0 WxTech_Effects_v1.6\Effects\Explodes\Air\Zenitka\Germ_20mm\FlakBurst.mat
!0 WxTech_Effects_v1.6\Effects\Explodes\Air\Zenitka\USSR_25mm\FlakBurst.mat
For each of these two FlakBurst.mat files, change
tfNoTexture 1
to
tfNoTexture 0
You may delete any text--residing on the same line--following the number
It would seem that setting this parameter to "1" causes an odd visibility aspect that can cause brief but awful, bright artifacts on water and sky. I discovered it while playing the Kamikaze 02 track, with manual view control.
And recently, while working on the Hawk 75 cockpit, I found that for a .mat file where I also desired invisibility for a small object, setting tfNoTexture 1 caused the object to be unexpectedly visible. My surmise is that this parameter is intended to make an object remain visible as a monochrome shape but with no texture mapped to it. The parameter/setting which properly renders an object invisible is tfModulate 0.
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Hi, anyone tried it with 4.10/DBW ?
@WxTech: on your opinion which configuration should I try in DBW 4.10 ?
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I've never used DBW. I suspect there will be some fundamental difference somewhere that will preclude the incorporation of this massive, far-reaching pack. There are a number of fundamental base classes that I've touched, just for starters. Even merely trying just the base effects folder and only the 18 classfiles pertaining only to Explosions.class might not work due to a new dependence on another class, which permits the new differentiation in effect invocation for crashing planes based on the number of engines.
Perhaps you could try v1.5's main effects folder, and its Explosions.class files. That would give you a better chance at at least obtaining the bulk of the new effects. But there could result issues with ship wake effects, which we can deal with then...
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I've never used DBW
Hello WxTech,
the fundamental difference between #DBW and #B.A.T. is plain and simple that #DBW was build on IL-2 v4.10 and 'B.A.T. based on v4.12.
Of course, the mods based in v4.10 are for the most part completely different in relation to the "later" modifications.
What I miss for my ancient #DBW?
whistler's brilliant work on the minimap (NG-CAM_v2.0) and all the options that go with it. But unfortunately we're back to IL-2 v4.12 then...!
Too bad you never tried #DBW (preferably with "Tigers" UV3 soundmod).
The main advantage of B.A.T.:
The fast start of the game, the handling when building missions and the clarity of the different functions and the division and easy switching of the different areas (even if I only fly #WAW3).
The downside:
You take everything, even if large sections of the game are never used.
I've been flying an IL-2 since spring 2002. What has been made of this game to date is simply amazing!
If someone had told me then that I would still be interested in IL-2 more than 22 years later, I would have thought them stupid. ;D
With many thanks to all modders, improvers, idea generators, skinners and workers... who had and have kept this game alive.
With best regards, Happy Easter and thank you for your efforts regarding your "WxTech_Effects"
]cheers[
Gerhard
(https://i.ibb.co/qn2JWjH/IL-2-v-1-0.jpg)
(https://i.ibb.co/Brvggf9/IL-2-v-4-09-UP-v2-01.jpg)
(https://i.ibb.co/pWkNHMG/IL-2-v-4-10-DBW.jpg)
(https://i.ibb.co/cYwSJJF/IL-2-v-4-12-BAT.jpg)
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Many thanks for these new effects WxTech! :)
I've now installed these folders to my WAW folder (BAT 4.2.2 with hotfix 4):
WxTech_Effects_v1.6
WxTech_AircraftState_classes
WxTech_Full_Throttle_Smoke_Mod_BAT-4.1.2+
If I've understood correctly that would be sufficient to use your AI overheat mod, correct?
I have an old PC and I've tested the frame rate before and after installing your effects using the Black Death track with Fraps.
With default effects I get this:
Frames, Time (ms), Min, Max, Avg
10474, 145000, 16, 163, 72.234
With your effects the frame rate is slightly lower
Frames, Time (ms), Min, Max, Avg
9293, 145000, 13, 152, 64.090
I also get a lot of these errors in the log file:
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
I really like what you have achieved with your new effects and would like to keep using them, but is there anything I could modify in your effect files to improve the frame rate?
Especially to increase the min frame rate?
Best regards
vonOben
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I would like to track down all instances of those particle count adjustments. As far as I understand, they pose no notable impact.
Given the SIGNIFICANT increase in complexity and variety, a loss of 9 fps is not that bad. Compared to stock, my Explosions.class (the heart of the venture) has about 2.5X more lines of code. I make much use of randomness to select from among different effects, so that there is less predictable sameness for a given event. A good number of new effects and code to implement them are incorporated. New code is written so as to obtain a high degree of consistent smoke column behaviour. I make a bit more use of illumination sources.
Compared to some effects mods, I use textures that in a number of instances are a bit larger in order to not be too lacking in structural detail.
I have striven to keep particle counts reasonable. The generally longer live times will result in a larger number being drawn at any given moment.
In order to shave off frame rate reductions, without degrading the overall zeitgeist too materially, it would be required to shorten particle live times, make some effects last for a shorter period, reduce the number of illumination sources, reduce the selection of some alternate effects, eliminate some number of new effects, make less use of animated texels (?), and perhaps reduce texture sizes where the softening would not be objectionable.
I'm curious. Do you have Effects=0, 1 or 2 in conf.ini? If you haven't done so, try 0, which eliminates ground shadows for smokes. That's what I've been using for a few months now. It helps frame rates, but more usefully it eliminates some quirks that accompany the drawing of the shadows, resulting in higher consistency of appearance.
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Thanks for the explanation WxTech - not easy I understand that!
I've been using Effects=0 for years now.
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I just ran a check on TheBlackDeath track, and after a second run so as to have the effects loaded into memory, my min frame rate is 32. Now, I have my fps limited to a max of 63 (an odd value, to give a safe overhead for the head tracker) via the nVidia Control panel, and so the max and average are meaningless. But besides the few, brief slowdowns--some being too short to clearly detect--things chug along quite smoothly.
My machine is 4 years old, it being an i5 overclocked to 4.8 GHz, with an RTX 2060. I run at 2560x1440, in perfect landscape mode, and am running Reshade with two effects. I do have some video settings dialed back a tad which helps a bit; AF=16, AA=8, antialiasing-transparency=Multisample.
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(https://i.postimg.cc/c1mtDfGR/wx.png) (https://postimages.org/)
I have problem with antivirus, dont know why.
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False positives without a doubt - can you add them as an exclusion ın McAfee?
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OK, done.
No, but there is "restore" option, after which it no longer blocked the downloaded file. Super!
I haven't had this problem before with any version of the mod and was a bit confused...
Thanks PO_MAK_249RIP !
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Persons..if you should pass this way again.
I just saw this in log file: WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Effects/TEXTURES/PluffMkI.tga'.
Is it of any importance? Or relevance to the smooth operation of this pkg?
-
Such texture reload errors are of no consequence at all.
-
I can sleep easily tonight now.
Mucho Gracia's.
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We need 4.13 classfiles.
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I did blindly try a 4.13 bolt-on addition for my v1.5 effects pack, but I gather it caused intractable problems. Not running 4.13 myself, I can't test anything, hence the blind stab at it.
What we need is a modder who can do the code alterations from my Java files for the desired game version. I try to put enough comments within them to make it clear enough what my alterations are. I can supply all current Java...
I hope to soon release v2.0 of the effects pack, which will be a significant jump in new features and refinements.
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Looking forward to it WxTech!
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bump that!
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My game crash right away. i don't know if i am doing something wrong
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My game crash right away. i don't know if i am doing something wrong
Hi Duong07,
In order for someone to help you need to provide as much information as possible such as:
- version of the game,
- log reading:
https://www.sas1946.com/main/index.php/topic,13457.0.html
- a screenshot of your main game folder wouldn't hurt either, for example:
(https://i.postimg.cc/HsDz2p96/Zrzut-ekranu-2024-01-08-181634.png) (https://postimages.org/)
with all this information maybe someone will be able to help you.
Best regards,
Piotrek
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with all this information maybe someone will be able to help you.
Best regards,
Piotrek
I see you're not using BigShipGeneric or GUN_classes.
Is it because they conflict with VPmod?
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My game crash right away. i don't know if i am doing something wrong
Hi Duong07,
In order for someone to help you need to provide as much information as possible such as:
- version of the game,
- log reading:
https://www.sas1946.com/main/index.php/topic,13457.0.html
- a screenshot of your main game folder wouldn't hurt either, for example:
(https://i.postimg.cc/HsDz2p96/Zrzut-ekranu-2024-01-08-181634.png) (https://postimages.org/)
with all this information maybe someone will be able to help you.
Best regards,
Piotrek
Hello Piotrek!
Thank for reply
I am using 4.12.2 with SAS modact
This is my SAS folder
(https://i.postimg.cc/RZkj763L/Untitled.jpg) (https://postimages.org/)
I can't get my game to run for generating a new log
Thank you
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There are several additional folders you need to copy to your mods folder, not host the main effects one. This is laid out in detail in the install instructions. Look for the list of folders for 4.12 modact.
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There are several additional folders you need to copy to your mods folder, not host the main effects one. This is laid out in detail in the install instructions. Look for the list of folders for 4.12 modact.
Sadly even when i copy all 8 folders the game still not running
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There are several additional folders you need to copy to your mods folder, not host the main effects one. This is laid out in detail in the install instructions. Look for the list of folders for 4.12 modact.
Sadly even when i copy all 8 folders the game still not running
Delete all files outside of the two folders in the WxTech_Effects_v1.6_ALL-game-versions folder
Then you can access the game normally, but I don't know what effects would be missing if you did that.
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There are several additional folders you need to copy to your mods folder, not host the main effects one. This is laid out in detail in the install instructions. Look for the list of folders for 4.12 modact.
Sadly even when i copy all 8 folders the game still not running
Delete all files outside of the two folders in the WxTech_Effects_v1.6_ALL-game-versions folder
Then you can access the game normally, but I don't know what effects would be missing if you did that.
Thanks for reply
I did delete all files outside of the two folders and the game still not running
i have try to reinstall the game several times
i did try older version of the mod and the game still not running, i try delete all other mod too but still no luck
i found this in the log, i don't know if this gunshells effect belong to the mod or not
(https://i.postimg.cc/JnHKS3H6/log.jpg) (https://postimages.org/)
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Are these errors popping up after removing the folder containing the GUN classes?
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Are these errors popping up after removing the folder containing the GUN classes?
Sorry I really don't know, is there even when i remove your mod and run the game like normal
I just make a clean reinstall of the game and install no mod but your effect to get new log file
this is what i found
I'm terribly sorry for bothering you guys like this
(https://i.postimg.cc/gjVPmn2v/log.jpg) (https://postimages.org/)
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Such fundamental errors in an unmodded game are beyond my ability to understand. :(
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Are you using more than 1 monitor? if not just check this conf.ini line
Use3Renders=0
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Are you using more than 1 monitor? if not just check this conf.ini line
Use3Renders=0
I only have 1 monitor and Use3Renders=0 is in my conf
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Such fundamental errors in an unmodded game are beyond my ability to understand. :(
It's fine if i can't get the mod to work i enjoy the game without it, no sweat
Thanks for your help WxTech!
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I'm using BAT 4.2.2 + Hotfix 4 and after installing this effects package according to readme I'm also suffering from the missing machinegun sounds for example on the Spitfire.
I even installed the alternative files mentioned in this thread. As long as I only install the "!0 WxTech_GUN_classes_ALL-game-versions" folder the gun sounds are there, when I add the "!!!0_WxTech_GUN_classes_BAT-BSMU" the sounds are gone.
As I understand I need the BSMU-folder to experience all the new sounds that come mit the BAT-mod? so what can cause this issue with the missing sounds?
(I got the same issues with the BSMU-mod alone, so I disabled that completely. Only running mod now is this effects package)
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This thread is a mess, where to download the mod and how to install it? keep it simple guys...
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Nevermind, I found the MAIN download link below all of those update (?) posts, but how do I install it? where should I place those files? I have the latest version of BAT
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For your game version you select the relevant 8 folders and put them in your #WAW3 folder. I know the Readme file is lengthy, but this mod is comprised of many elements. I suppose I could have packed up the different versions as standalones, but most of the content is shared across versions.
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This thread is a mess, where to download the mod and how to install it? keep it simple guys...
Sorry mate but can I ask to be more polite in your future posts?
Modders (never wrote too much times to be understood) give us the results of their hard work for free....many by simple request from other users....so thanks for what you grab is a must to remind always!
Remember that if you don't understand clearly something they share a 'Please' and a 'Thanks' isn't too expensive words to write....
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Just one question, do these effects also work on the other modules of B.A.T like DOF? Or is it just for the WaW module?
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Yes, as far as I know (I have only the #WAW3 module, myself). You would need to add all the same content to the desired module, in the same way. I don't know if the jet war module has any particular differences or requirements; someone else should be able to address that.
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Just tried it for The golden age, copied all the same folders to the TGA3 folder, it seems to work, dont have missing effects and seem to be the same for Waw. For anyone wondering.
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Jet era is kind of picky when it comes to classes while TGA and WAW have many things in common
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My experience:
I was originally a 4.12.2m, BAT 4.0 Red Core user.
Effect v1.6 of WxTech worked well in my BAT 4.0.
Recently I upgraded to BAT 4.1 Blue Edge.
The result is...
DoF + WxTech Effect v1.6 = Works well
TGA + WxTech Effect v1.6 = Works well
JTW + WxTech Effect v1.6 = Works well
WAW = Game Freezing. So I downed it to V1.5. Currently working well. My WAW is in a very complicated state. Some kind of Class crash is believed to be the cause.
My test method :
On QMB, I try to crash the plane almost vertically into the ground. If the plane explodes normally and the mission termination message comes out, it means to work well.
Otherwise game freezing will occur at the moment of collision with the ground. In this case, it is better to go down to V1.5 rather than find the cause with the Class check.
Thank you.
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Any news on the release of the new version WxTech?
-
I may first release a version for B.A.T 4.0-4.1.1, as this is my 'development environment.' A number of additional classes have been altered, which adds to the complexity of blindly updating them for other versions which I can't test. I realize this would apply to a pretty small number of players, but it's a start.
By supplying all Java code, any halfway skilled modder could adapt this for other game versions.
But it is my intention to work toward that end anyway. ;)
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If you prefere i can made available to you the classes that you need from the latest BAT so you can check against your code
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Success in compiling is no guarantor of error-free running; everyone would still be the testers. ;)
I do have the decompiled classes for B.A.T. 4.2.2, as made available by Mike quite some months ago...
-
Looks like I'll be reverting back to BAT 4.0 for a while! Thanks so much Glenn!
Fair winds and following seas.
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Hi WxTEch, in the "!0_WxTech_ROCKET_classes_BAT" folder ther is a file: "Unable to compile.txt":
RocketChaff.class
RocketFlare.class
I guess this is a leftover not needed by the mod.
Is the file refering to an error with the Rocket mod for BAT?
Thanks!!!
BTW, This is a "JSGME" compatible installation:
- https://www.mediafire.com/file/0515dzcg3gzc35h/WxTech_Effects_v1.6_for_BAT_and_4.12_%252805-03-2023%2529_-_JSGME.7z/file
It only works with latest BAT! Do not try on other installations.
Use: Uncompress the file and copy the "BATMODS" content into your IL-2 BAT "BATMODS" folder. Open "jsgme.exe" and add the mods.
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arquillos,
Yeah, that text file was just a reminder for myself, which I had overlooked to remove.
Thanks for taking the effort to put together a JSGME package for those who use that mod enabler.
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Hi WxTech!
I'm writing because today I was installing the Gepard mod from here:
https://www.sas1946.com/main/index.php/topic,57775.0.html
As I got some issues with the static Opel Blitz not showing....I was trying to find where they arise....apparently seem that the stationary doesn't load the .him of the vehicle.
Traking the HierHimStatic mod by Novichok (a link to this one is in the first post of Ghepard tread) I noticed that those 3 classfiles are also inside this effect pack....
Can I ask if you have simply added them to your work or if this could be the cause of the conflict with .him files not loading?
Sorry for the bothering but I can't figure how to further debug this issue...
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Walter,
I gather that it's the static Blitz giving you the problems, not the moving vehicle...
Those 3 classfiles are for House.class, which is an important part of my mod, working hand in hand with the all-important Explosions.class. Are other stationary objects besides the Opel Blitz impacted?
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Walter,
I gather that it's the static Blitz giving you the problems, not the moving vehicle...
Those 3 classfiles are for House.class, which is an important part of my mod, working hand in hand with the all-important Explosions.class. Are other stationary objects besides the Opel Blitz impacted?
Thanks for your reply!
Yes the issue is only for the Opels static objects (like buildings or towers)
Here is the log about:
WARNING: GObj: delete object - Exception !!!
Mesh 3do/Cars/OpelBlitz36s/Summer/live_stat.him not created
com.maddox.il2.engine.GObjException: Mesh 3do/Cars/OpelBlitz36s/Summer/live_stat.him not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.MeshShared.<init>(MeshShared.java:37)
at com.maddox.il2.engine.MeshShared.get(MeshShared.java:27)
at com.maddox.il2.objects.buildings.House.activateMesh(House.java:641)
at com.maddox.il2.objects.buildings.House.access$100(House.java:23)
at com.maddox.il2.objects.buildings.House$SPAWN.actorSpawn(House.java:212)
at com.maddox.il2.builder.PlMisHouse.insert(PlMisHouse.java:217)
at com.maddox.il2.builder.PlMisHouse.insert(PlMisHouse.java:245)
at com.maddox.il2.builder.PlMisHouse.insert(PlMisHouse.java:259)
at com.maddox.il2.builder.Plugin.doInsert(Plugin.java:211)
at com.maddox.il2.builder.Builder.insert(Builder.java:2623)
at com.maddox.il2.builder.Builder.access$1400(Builder.java:36)
at com.maddox.il2.builder.Builder$17.begin(Builder.java:1949)
at com.maddox.rts.HotKeyCmd.start(HotKeyCmd.java:103)
at com.maddox.rts.HotKeyEnv.startCmd(HotKeyEnv.java:247)
at com.maddox.rts.HotKeyEnv.keyPress(HotKeyEnv.java:271)
at com.maddox.rts.HotKey.msgMouseButton(HotKey.java:108)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
I'll check if other stationary with .him extension are affcted right now....
EDIT
CHECKED
No other objects with .him extension in my BAT422HF4 static.ini file....
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If Novichok supplied his modded Java it would make it easier to see what would be needed to incorporate into my own House.class.
A little peeve of mine is mods for crucial base classes released without the commented Java file(s) being included.
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I have tested the .him model also in JTW where I haven't added too much mods and this effects pack , the previous test was in WAW , here the log:
WARNING: GObj: delete object - Exception !!!
Mesh 3do/Cars/OpelBlitz36s/Summer/live_stat.him not created
com.maddox.il2.engine.GObjException: Mesh 3do/Cars/OpelBlitz36s/Summer/live_stat.him not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.MeshShared.<init>(MeshShared.java:37)
at com.maddox.il2.engine.MeshShared.get(MeshShared.java:27)
at com.maddox.il2.objects.buildings.House.activateMesh(House.java:641)
at com.maddox.il2.objects.buildings.House.access$100(House.java:23)
at com.maddox.il2.objects.buildings.House$SPAWN.actorSpawn(House.java:212)
at com.maddox.il2.builder.PlMisHouse.insert(PlMisHouse.java:217)
at com.maddox.il2.builder.PlMisHouse.insert(PlMisHouse.java:245)
at com.maddox.il2.builder.PlMisHouse.changeType(PlMisHouse.java:270)
at com.maddox.il2.builder.WSelect$2.notify(WSelect.java:244)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl.editScroll(GWindowComboControl.java:207)
at com.maddox.gwindow.GWindowComboControl$EditBox.notify(GWindowComboControl.java:273)
at com.maddox.gwindow.GWindow.mouseRelMove(GWindow.java:509)
at com.maddox.gwindow.GWindowRoot.doMouseMove(GWindowRoot.java:186)
at com.maddox.gwindow.GWindowManager.doMouseMove(GWindowManager.java:73)
at com.maddox.il2.engine.GUIWindowManager.msgMouseMove(GUIWindowManager.java:130)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:101)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
The strange thing is that installing some of the Aviaskins tanks
https://www.sas1946.com/main/index.php/topic,51617.0.html
The fire truck YAG6 have the static as .him and is loading without any issues....
https://www.mediafire.com/file/vk3xh2eh9422bpw/Update%20YAG6_2%20for%20AviaSkins%20pack%2017th%20March%202018.7z
Maybe the errors depends from how the .him is done?
-
Any news on the new version WxTech?
-
Walter,
Are you using also the mods I've done for the train models? In other words, are you retaining the full content of my train folder? I've fixed a number of damage hooks, and added some where missing.
-
Walter,
I don't know if I can shed any light as to why a train doesn't draw in the builder's object window...
I hope someone can let us know if there has been any fundamental change to trains that would cause an error between B.A.T. 4.0 and the latest flavour.
-
I have removed all my previous posts because I find the light at the end of the tunnel!
I have to further test and check but atm no ctd and no spawning issues....seem that in BAT 422HF4 wasn't installed correctly the train mod v1.1....I fixed the .ini files various missing and differences and now I discovered that the cause of the issues seem that the 412 fix by Epervier hasen't been installed....
Adding it have returned all working stationary stocks and running trains....also damaging them work and the fuel exploding doesn't make all trains on fire one after another like a matches box , now they have to be hit....
ATM only smokes doesn't make me sure if all is running correctly because I have black smokes instead of grayish....
Now I have to relax and restart working and testing on it tomorrow!
-
Gentlemen
Whiskey_Sierra and Gunny seem to have indeed discovered an issue with BAT4.2.2HF4 and the included Trains objects.
I checked the class files included in Epervier's Train mod for V4.12.2 and found that none of them were present in my BAT4.2.2HF4 installation, although both the train objects included there as well as in the Trains MOD V1.1 were present and had been added to the configuration files.
https://www.sas1946.com/main/index.php/topic,51115.0.html (https://www.sas1946.com/main/index.php/topic,51115.0.html)
I ran a ClassCheck in a folder containing WxTech's Effects Package V1.6 for BAT4.2.2 and Epervier's Class files and found no conflicts.
If there's a Single Mission someone could recommend to test these effects I'd love to give it a try. I kept WxTech's three original Effects/Smokes files rather than overwriting these with Epervier's. That made sense to me but I haven't tested whether or not the smoke is black or grey as Whiskey_Sierra mentioned.
I flew a mission involving an attack on a German train and found the smoke to be more black than grey.
(https://i.postimg.cc/y6yHcMVZ/Screenshot-2024-05-29-at-09-14-52.png) (https://postimg.cc/RqhyzbJS)
(https://i.postimg.cc/cHKCwPZY/Screenshot-2024-05-29-at-10-17-38.png) (https://postimg.cc/HcgTCZrs)
-
My test results :
1. Train Mod 1.1+
2. WxTech effect mod
----> the train's smoke is gray
1. WxTech effect mod
2. Train Mod 1.1+
----> The train's smoke is black
The train works well in both combinations.
Since ssn637 also says it doesn't show any class file conflicts, I'll keep it black with confidence. Because black smoke looks good to me.
PS : But, the smoke itself looks richer in gray side. So, after much consideration, I finally decided to choose gray smoke.
(https://i.postimg.cc/ZKVrVX2g/2024-05-29-at-08-59-47.jpg) (https://postimg.cc/gnLX0tYq)
(https://i.postimg.cc/J4f1VzfB/2024-05-29-at-09-57-46.jpg) (https://postimg.cc/F7xt0Ns9)
-
For users of my effects who would like the locomotive smoke from the stack to be of a lighter hue...
First, here's the contents of the effect file you'll be playing with, SmokeBlack_Locomotive.eff:
[ClassInfo]
ClassName TParticlesSystemParams
[General]
MatName ..\Materials\ExplosionDamageSmokeVehicles.mat
Color0 0.55 0.55 0.55 0.5
Color1 1.0 1.0 1.0 0.0
nParticles 60
FinishTime -1
MaxR 0
PhiN 0.4
PsiN 1.1
LiveTime 11
EmitFrq 5
EmitVelocity 2 5
EmitTheta 0 30
GasResist 0.028
VertAccel 0
Wind 5 //for loco stack, perhaps make slower to look better
Size 4 40
Rnd 0.0
//assigned to "Vapor" hook; locomotive smoke stack
//used also by damaged tenders (trailors) in stock classes
Do this:
1) Open with a text editor this file:
Effects/Smokes/SmokeBlack_Locomotive.eff
2) Change
MatName ..\Materials\ExplosionDamageSmokeVehicles.mat
to
MatName ..\Materials\Vas_Smoke.mat
This will make for a lighter hue due to the texture being somewhat lighter in tone, but if you want it to be lighter still, change
Color0 0.55 0.55 0.55 0.5
Color1 1.0 1.0 1.0 0.0
to something like
Color0 0.8 0.8 0.8 0.5
Color1 1.0 1.0 1.0 0.0
For those not familiar, Color0 sets the texture color and opacity at the start of its appearance, and Color1 sets these values at the point of disappearance. During the life time of the effect particle it will smoothly transition between these start and end values. The first 3 numbers are the RGB values; when all are the same the original color of the texture is retained. Increasing makes brighter, decreasing makes darker. The fourth number is the opacity, from 0 for complete invisiblity to 1 for maximum opacity. If the texture has an alpha channel which already applies some partial transparency, then the Color parameters in the .eff file (and similarly in the .mat file) can not make the texture any more opaque.
Here the tone starts off a bit darkish, progressively getting somewhat lighter as the smoke particles fade away.
I have the LiveTime as 11 seconds. If you like a longer smoke column, increase this. But also increase nParticles!!! Unless you want periodic gaps. For an unbroken smoke column, nParticles must be no less than LiveTime multiplied by EmitFreq. Here the live time of 11 seconds multiplied by the emit frequency of 5/second equals 55 total particles to be drawn at any one instant. If the value is larger, no harm; just don't have it too low unless you really do want cyclical gaps.
-
Looks great Glenn!
Thanks so much for the detailed explanation, as always...
Cheers
(https://i.postimg.cc/028RrD2Y/Screenshot-2024-05-29-at-15-35-22.png) (https://postimg.cc/xqFF4km8)
-
Oh, for me, this is a very meaningful transfer of skills.
If I can fully understand and apply this part, my modding skills will be a step further.
In order to fully understand what master Glenn explained, I will look at the connection relationship between 'eff' and 'mat' one by one from now on.
Thank you always !!
-
I started out on my adventure in modding back in 2009 after installing some effects mods, and just diving in by experimenting with some .eff and .mat files for effects that were easy enough to identify and understand the action of. Soon after that I began making changes to .tga textures using Photoshop.
Then in the next step, to figure out the structure of the .msh files I started experimenting with a very simple house object, first sketching things on paper and making adjustments in Notepad. It was some time later that I learned to use a spreadsheet so as to more easily make 3-view charts in order to visualize things much more rapidly. My immediate 3D goals back then were to make brand new new gun sights from scratch, which I finally succeeded to do with my American N-2 sight for the F4F-3 and the P-40E, in 2014. By then I was well and truly down the rabbit hole. ;) But I didn't get brave enough to tackle Java until late 2019, and nearly 5 years later I feel I barely know enough to be dangerous. ;D
-
At the end , I have find a compromize....all work if I disable your mother class 10C28AC4C8A11640.....can I know what does manage it's code?
I bet it as mother class due his size.....
-
Classfile 10C28AC4C8A11640 is LocomotiveUSSR.class, which is the full code.
My main change:
- Altered the period in which the headlight gets turned on/off when an enemy gets within a certain distance. Previously this was fixed to the period between certain hours of the day. But the seasonal variation, particularly at middle and sub-Arctic latitudes, is too large for this to be appropriate. I use the actual elevation of the Sun below the horizon. And I dynamically scale the threshold detection distance with the Sun elevation, such that when darker an enemy is sensed only at a nearer distance.
Here's the Java file for LocomotiveUSSR.class:
package com.maddox.il2.objects.trains;
import com.maddox.JGP.Point3d;
import com.maddox.JGP.Vector3d;
import com.maddox.il2.ai.*;
import com.maddox.il2.engine.*;
import com.maddox.il2.objects.air.Aircraft;
import com.maddox.il2.objects.effects.MiscEffects; //NEW
import com.maddox.rts.MsgAction;
import com.maddox.rts.Spawn;
import com.maddox.util.HashMapExt;
import java.util.Map;
// Referenced classes of package com.maddox.il2.objects.trains:
// Wagon, Train, WagonSpawn
public class LocomotiveUSSR extends Wagon
implements MsgCollisionRequestListener, MsgExplosionListener, MsgShotListener
{
public static class SPAWN
implements WagonSpawn
{
public Wagon wagonSpawn(Train train)
{
return new LocomotiveUSSR(train);
}
public SPAWN()
{
}
}
private boolean danger()
{
Point3d point3d = new Point3d();
super.pos.getAbs(point3d);
Vector3d vector3d = new Vector3d();
for(java.util.Map.Entry entry1 = Engine.name2Actor().nextEntry(null); entry1 != null; entry1 = Engine.name2Actor().nextEntry(entry1))
{
Actor actor1 = (Actor)entry1.getValue();
float scaleDist = MiscEffects.cvt(World.Sun().ToSun.z, -0.31F, -0.1F, 0.25F, 1.0F);
// if(Actor.isAlive(actor1) && (actor1 instanceof Aircraft) && actor1.getArmy() != myArmy && actor1.pos.getAbsPoint().distance(point3d) < 1500D)
if(Actor.isAlive(actor1) && (actor1 instanceof Aircraft) && actor1.getArmy() != myArmy && actor1.pos.getAbsPoint().distance(point3d) < 3000F * scaleDist)
return true;
}
return false;
}
protected void explode(Actor actor)
{
new MsgAction(0.0D, this)
{
public void doAction(Object obj)
{
LocomotiveUSSR locomotiveussr = (LocomotiveUSSR)obj;
Eff3DActor.New(locomotiveussr, new HookNamed(locomotiveussr, "Damage"), null, 1.0F, "Effects/Smokes/BoilerBurst.eff", 2.0F); //was 2s; NEW effect by WxTech
Eff3DActor.New(locomotiveussr, new HookNamed(locomotiveussr, "Damage"), null, 1.0F, "Effects/Smokes/LocomotiveFC2.eff", 25F); //was 25s
}
};
// new MsgAction(2D, new Wagon.Pair(this, this, this))
new MsgAction(2D, new Wagon.Pair(this, actor))
{
public void doAction(Object obj)
{
Actor actor1 = getOwner();
if(actor1 != null)
((Train)actor1).wagonDied(((Wagon.Pair)obj).victim, ((Wagon.Pair)obj).initiator);
life = -1F;
ActivateMesh();
}
};
new MsgAction(6.5D, this)
{
public void doAction(Object obj)
{
LocomotiveUSSR locomotiveussr = (LocomotiveUSSR)obj;
Eff3DActor.New(locomotiveussr, new HookNamed(locomotiveussr, "Damage"), null, 1.0F, "Effects/Smokes/LocomotiveFC1.eff", 90F); //was 35s
}
};
}
protected LocomotiveUSSR(Train train, String s, String s1)
{
super(train, s, s1);
// fn = World.getTimeofDay();
super.life = 0.015F;
super.ignoreTNT = 0.84F;
super.killTNT = 3.5F;
super.bodyMaterial = 2;
pipe = Eff3DActor.New(this, new HookNamed(this, "Vapor"), null, 1.0F, "Effects/Smokes/SmokeBlack_Locomotive.eff", -1F);
pipe2 = Eff3DActor.New(this, new HookNamed(this, "Vapor2"), null, 1.0F, "Effects/Smokes/SmokeWhite_Locomotive.eff", -1F);
Light1 = Eff3DActor.New(this, new HookNamed(this, "Light1"), null, 1.0F, "Effects/Smokes/Locomotive_light.eff", -1F);
Light2 = Eff3DActor.New(this, new HookNamed(this, "Light2"), null, 1.0F, "Effects/Smokes/Locomotive_light.eff", -1F);
Light3 = Eff3DActor.New(this, new HookNamed(this, "Light3"), null, 1.0F, "Effects/Smokes/Locomotive_light.eff", -1F);
SteamL = Eff3DActor.New(this, new HookNamed(this, "SteamL"), null, 1.0F, "Effects/Smokes/S_SteamL.eff", -1F);
SteamR = Eff3DActor.New(this, new HookNamed(this, "SteamR"), null, 1.0F, "Effects/Smokes/S_SteamR.eff", -1F);
}
public LocomotiveUSSR(Train train)
{
this(train, getMeshName(0), getMeshName(1));
}
private static String getMeshName(int i)
{
String s;
switch(World.cur().camouflage)
{
case 0: // '\0'
s = "summer";
break;
case 1: // '\001'
s = "winter";
break;
default:
s = "summer";
break;
}
return "3do/Trains/Prvz" + (i != 1 ? "" : "_Dmg") + "/" + s + "/hier.him";
}
void place(Point3d point3d, Point3d point3d1, boolean flag, boolean flag1)
{
super.place(point3d, point3d1, flag, flag1);
if(pipe == null && Light1 == null && Light2 == null && SteamL == null && SteamR == null && pipe2 == null)
return;
float f;
if(!IsDead())
{
f = ((Train)getOwner()).getEngineSmokeKoef();
if(f == 0.0F && ((Train)getOwner()).stoppedForever())
f = -1F;
} else
{
f = -1F;
}
if(f >= 0.0F)
{
pipe._setIntesity(f);
pipe2._setIntesity(f);
Light1._setIntesity(f);
Light2._setIntesity(f);
Light3._setIntesity(f);
SteamL._setIntesity(f);
SteamR._setIntesity(f);
// if((double)fn < 18D && (double)fn >= 6D || danger())
if(World.Sun().ToSun.z > -0.1 || danger())
{
Light1._setIntesity(0.0F);
Light2._setIntesity(0.0F);
Light3._setIntesity(0.0F);
}
} else
{
pipe._finish();
pipe = null;
pipe2._finish();
pipe2 = null;
Light1._finish();
Light1 = null;
Light2._finish();
Light2 = null;
Light3._finish();
Light3 = null;
SteamL._finish();
SteamL = null;
SteamR._finish();
SteamR = null;
}
}
protected void ActivateMesh()
{
if(IsDead() && pipe != null && Light1 != null)
{
pipe._finish();
pipe = null;
pipe2._finish();
pipe2 = null;
Light1._finish();
Light1 = null;
Light2._finish();
Light2 = null;
Light3._finish();
Light3 = null;
SteamL._finish();
SteamL = null;
SteamR._finish();
SteamR = null;
}
super.ActivateMesh();
}
/* public static String getMeshNameForEditor()
{
return getMeshName(0);
}
static Class _mthclass$(String s)
{
return Class.forName(s);
ClassNotFoundException classnotfoundexception;
classnotfoundexception;
throw new NoClassDefFoundError(classnotfoundexception.getMessage());
} */
static Class _mthclass$(String s)
{
try
{
return Class.forName(s);
}
catch(ClassNotFoundException classnotfoundexception)
{
throw new NoClassDefFoundError(classnotfoundexception.getMessage());
}
}
// float fn;
private static Class cls;
protected Eff3DActor pipe;
protected Eff3DActor pipe2;
protected Eff3DActor Light1;
protected Eff3DActor Light2;
protected Eff3DActor Light3;
protected Eff3DActor SteamL;
protected Eff3DActor SteamR;
private int myArmy;
static
{
cls = com.maddox.il2.objects.trains.LocomotiveUSSR.class;
Spawn.add(cls, new SPAWN());
}
}
-
Ok....thanks for your reply!
I can't figure how I have such fortune to have selected this one....
I was trying to eliminate conflict and (as I'm absolutely not able to manage classes or java) I supposed (wrongly) that bigger classfiles could be the same as the ships where there is a motherclass....I simply start from bigger....
I think that something is conflicting in BAT 422 with this active because with this disabled all russian trains work correctly....
And since previously the not showing/placing issue was only with russians stocks....
BTW....
I have made a brief research about locomotives....their capacity is calculated in tons moveable....the Il2 locomotives (assuming that russian have the same performance of german bk52) could handle 1200 tons in plain and 800 with a 3% slope....
Usually a loaded wagon is about 20 tons....
Since war railroads could have higher slopes I'm rebuilding trains of about 400 tons or about 20 wagons....
I plan to finish tomorrow....
If someone like to test I can post my new chief.ini entries here....
-
I'm very lacking in the ability to make and share something.
But I have my own tricks to use well what's made by the modders.
So I try to use it as beautifully as possible.
I think this is also a way to repay those modders.
(https://i.postimg.cc/mghGKrdF/2024-05-29-at-16-45-43.jpg) (https://postimg.cc/0zg3w918)
-
I love you long time--I mean train! ;) Neat doubled Loco. But then, that means a kilometer-long train, right? :angel:
-
It's this...'Germany_CargoFuelTrainLong/AA'
This train column was designed by Hubberranz...I'd like to thank him for taking this opportunity !!
The screenshot above is from his quick mission : https://www.sas1946.com/main/index.php/topic,72445.msg788667.html#msg788667
The train column is contained in the map mod file he provides.
-
It's this...'Germany_CargoFuelTrainLong/AA'
This train column was designed by Hubberranz...I'd like to thank him for taking this opportunity !!
The screenshot above is from his quick mission : https://www.sas1946.com/main/index.php/topic,72445.msg788667.html#msg788667
The train column is contained in the map mod file he provides.
Thanks Gunny!
That was fun to watch...
(https://i.postimg.cc/LXbscv7F/Screenshot-2024-05-30-at-09-28-09.png) (https://postimg.cc/yg0B9hsL)
-
Any news on your next effects pack WxTech? ıts been a long time coming lol
-
I know. I keep making further refinements, which I really should pause and release what I have. One thing which causes me some bother is the inability successfully compile a couple of crucial 4.2.x B.A.T classes, meaning that for the time being I would be sending out a pack for just 4.0 to 4.1.1 (pre triggers introduction.)
-
Ah I see I did wonder why you had'nt tried to combine a release wıth the latest update. Here's hoping you get the BAT classes resolved mate
-
Hello persons.
To WxTech..if you should pass by, or any other specialists, of course..
This is related to the MOD HeirHimStatic by Novichok.
That Mod uses the same 3 classes and is important for anyone using any of the new static objects MODS.
I'm having the same trouble as some people did earlier, in placing .him objects on maps, and in missions
Quote: "I include here my improved House.class. This deals with stationary objects. The 3 classfiles:
00178BEA6D437F32
C1E6491A15C0411E
D60102080342BDC2
- Formerly "RockHuge" and "RockBig" Body types were treated the same; now they're handled differently, with their own effects.
- The "Flesh" Body type is now handled like the others, not be so easily destroyed and also to be able to have effects associated.
- Added NEW Body type of "Vehicle" (and created new effects)
These classfiles are NOT crucial, but do make an important contribution to the variety of effects."
I'm guessing it's going to be down to the choice of having the effects or the vehicles.
I put the 3 class files from Novichiks MOD above the effects..however, still having probs with placing of objects.
-
I tried placing Novichoks classes above WxTech effects containing those same classes in #WAW
and still no joy.
I realise that the prob is to do with House.classfiles..and it's the body type "Vehicle".
I changed some of my static.ini entries to this type..but had to revert back to Fuelsmall to get them placed in FMB
-
I have a faint memory of reading about that mod some months ago, but didn't see any particular advantage for me and cast it from my mind. I just tried to find it but no joy. If I'm not given a pointer to where I can locate an offending mod I might not even be able to think about looking into it.
Does this Novichok creation afford indispensible benefits that make it a must-have?
-
Its in BAT lounge page 3 in middle.
The aim of this MOD was to enable .him objects, in this case some new! vehicles ( OpelBlitz's etc) , to be used and placed on maps.
-
Yes the mod allows the use of static objects composed by multiple meshes using a him file instead of mono mesh sim.
-
Hello everyone,
Thank you WxTech for your extraordinary mod that I have been using since its release ]hello2[, I am having a problem that I thought was normal because it is version 1.6
it is about the effects of the engine on water at low altitude this effect is no longer present at all,
In the Gear.java file I understood that the effect is activated at 8.1m instead of 16.2m but there it is not activated even at 3m:
Here is a screenshot:
(https://i.postimg.cc/mgrvQTMt/2024-10-10-17-59-23.jpg) (https://postimg.cc/Vd3ZwQK8)
I found that it was the file "9EE807369FED1864" in the folder "WxTech_Gear_class_BAT-4.1.2+" that would be the cause because once removed it gives this:
(https://i.postimg.cc/1XnggkHT/2024-10-10-17-57-18.jpg) (https://postimg.cc/9w2XKNst)
Could you help me correct the file I can't open it I don't know the procedure, thank you ]notworthy[
-
TTC,
I get the prop-induced ground/water effect at speed, but the faster the plane the lower it must get in order to make the effect visible. As I type this out on my phone, I don't recall what I had done for v1.6 as compared to the further tweaking I might have done since. But I *think* I might have constructed the effect implementation such that as airspeed increases, the point in 3D space at which the effect is generated both moves farther rearward and moves farther below the surface. The result is to have the visible part of the effect particles become more diffuse and hence less 'intense' due to seeing just the top portions of them.
Try getting even nearer to the surface, and be sure the throttle is set so as to deliver at least 50% (I'd have to verify that figure) of the motor's maximum power output (not the same as 50% throttle setting.)
Are you getting the prop spray effect for float planes when taxying and at high enough throttle? If so then things should be operating as I have intended.
In my own view, the stock implementation of prop dust/spray is rather too exagerrated when the plane is off the surface. Once at flying speed, the motor's thrust vector is essentially horizontal. And at higher airspeed the rearward velocity component of pushed air relative to the environmental air is reduced. These two factors lead to a reduced surface effect, which is what I have striven for.
Let me know how your examinations proceed.
Glenn
-
Thanks for the answer, indeed before version 1.6 the propeller spray effect on the water worked,
I did some tests again and I don't have the propeller spray effect with the seaplane as you can see in this image:
(https://i.postimg.cc/HLh79ZGC/2024-10-11-09-29-27.jpg) (https://postimg.cc/d7G1q9tW)
the only effect is the plane's floats:
(https://i.postimg.cc/7ZSBczHc/2024-10-11-09-29-34.jpg) (https://postimg.cc/FYsgk7Jg)
I also did some tests again with the throttle at 110% and we were even closer until breaking the propeller but no propeller spray effect:
(https://i.postimg.cc/Ghv7gfjr/2024-10-11-09-24-28.jpg) (https://postimg.cc/jLd4LZ9k)
looking at the Java code of the Gear.Java file if I understand correctly the effect is supposed to work at 8.1 m?
Line 1683 to 1702
if(FM.EI.getNum() > 0)
{
for(int k = 0; k < FM.EI.getNum(); k++)
{
FM.actor.pos.getAbs(Aircraft.tmpLoc1);
Pn.set(FM.EI.engines[k].getPropPos());
Aircraft.tmpLoc1.transform(Pn, PnT);
float f2 = (float)(PnT.z - Engine.cur.land.HQ(PnT.x, PnT.y));
if(f2 < 8.1F && FM.EI.engines[k].getThrustOutput() > 0.5F) //was 16.2m (height above sfc within which prop blast occurs)
{
Pn.x -= f2 * Aircraft.cvt(FM.Or.getTangage(), -30F, 30F, 8F, 2.0F);
Aircraft.tmpLoc1.transform(Pn, PnT);
PnT.z = Engine.cur.land.HQ(PnT.x, PnT.y);
if(clpEngineEff[k][0] == null)
{
Aircraft.tmpLoc1.transformInv(PnT);
if(isWater)
{
clpEngineEff[k][0] = Eff3DActor.New(FM.actor, null, new Loc(PnT), 1.0F, "3DO/Effects/Aircraft/GrayGroundDust2.eff", -1F); //prop blast
// clpEngineEff[k][1] = Eff3DActor.New(new Loc(PnT), 1.0F, "3DO/Effects/Aircraft/WhiteEngineWaveTSPD.eff", -1F); //silly wave from prop blast! KILL it!
Thanks for the help 8)
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Hmmm. It certainly works OK in B.A.T. 4.0, which is the game version I've been developing in. For B.A.T. 4.1.2 and later I'm not able to test things myself, being limited to adapting code to the newer classes. :(
I got so tired of having to keep re-working (certain) Java classes for my own game with each upgrade that I just kind of froze things for me at B.A.T. 4.0. That attitude was reinforced when trying to compile some later version classes to no avail.
And yes, I halved the activation height threshold from 16.2m to 8.1. And I made the silly expanding wave effect invisible (not, of course, the waves caused by the floats! ;) ) It looks utterly wrong to have a plane appear to be dragging a cable behind it up to such a height. And as noted, my imementation puts the 3D position of the effect farther under the surface (both land and water) as the plane rises, so as to make the dust/spray more diffuse. The stock scheme keeps that point of emanating ON the surface always, causing the 'cable-dragging' appearance I really dislike.
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:) Ciao WxTech, I'm challenging you... I've been waiting for twenty years for some game engine guru who can manipulate, extending to all the objects available in the Objects folder, the property that has been given since the dawn of time to green and red lights as well as all types of smoke to be lifted from level 0 (ground) and brought stably to any height you want simply by pressing the F5 key and the left mouse button at the same time. I've never asked anyone to intervene on this mechanism so essential for all builders of dioramas or missions, I was hoping that some expert would think of it but it didn't happen. It would be of enormous advantage in manipulating the scenarios and would make everything easier and faster, by raising and overlapping buildings, objects and characters could be placed on top of vehicles or on stairs, terraces, embankments, piers, bridges, trains etc etc. in short, a variety of infinite possibilities... well, you'll see.
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Hmmm. It certainly works OK in B.A.T. 4.0, which is the game version I've been developing in. For B.A.T. 4.1.2 and later I'm not able to test things myself, being limited to adapting code to the newer classes. :(
I have to say again, this is a shame, since BAT 4.2 brought a lot change in the game engine and some essential java classes. It wished you would have updated back then and I still wish it now.
But this is your show and you do you. It's fine.
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Yes I hope this too...
I have added in BAT422HF4 some (almost all checked) of the great WxTech works and got a lot of improvements that coupled with the new BAt upgrade could give a further enhance in IL2 playability and graphical assets!
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Hmmm. It certainly works OK in B.A.T. 4.0, which is the game version I've been developing in. For B.A.T. 4.1.2 and later I'm not able to test things myself, being limited to adapting code to the newer classes. :(
I got so tired of having to keep re-working (certain) Java classes for my own game with each upgrade that I just kind of froze things for me at B.A.T. 4.0. That attitude was reinforced when trying to compile some later version classes to no avail.
And yes, I halved the activation height threshold from 16.2m to 8.1. And I made the silly expanding wave effect invisible (not, of course, the waves caused by the floats! ;) ) It looks utterly wrong to have a plane appear to be dragging a cable behind it up to such a height. And as noted, my imementation puts the 3D position of the effect farther under the surface (both land and water) as the plane rises, so as to make the dust/spray more diffuse. The stock scheme keeps that point of emanating ON the surface always, causing the 'cable-dragging' appearance I really dislike.
Thanks no problem, I understand it can be frustrating to start over
great effect packs in all cases :banana_dancing_on_computer:
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Gotta agree with you VP I cant understand why WxTech has'nt updated to 4.2 - is this why you have issues trying to bring out the next version of your splendid effect's package WxTech???
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I don't know how to install it, it helps
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Gotta agree with you VP I cant understand why WxTech has'nt updated to 4.2 - is this why you have issues trying to bring out the next version of your splendid effect's package WxTech???
My primitive Java compiler balks when I try to compile certain crucial classes for later game versions. That's why I'm leaning toward releasing initially for B.A.T. 4.0-4.1.1, which I can fully compile and test for. And I'm constantly tweaking things and adding new functionality.
Note that this whole effects project has expanded to involve a considerable number of base classes. It might be thought of as almost a branched off version of the game for offliners.
If a motivated modder wanted to port over my code changes to the latest game version (I'll be supplying all Java files with my comments/notations within), that would be great.
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Hi WxTech! I found a leftover in the "!0_WxTech_BigShipGeneric_classes_BAT-4.1.2+" file.
There are two Java class there: ShipGeneric.java and BigshipGeneric.java
It does no harm, but it does not do anything at all, doesn't it?
- In "!0_WxTech_Effects_v1.6_ALL-game-versions", there are 7 java class files
Note: JMSGE WAV ready version (https://mega.nz/file/FCcBVKAI#B9dhthT_oWCzAbtvBlgSu6ZgNig8mgnPkBFammh9KjA). Uncompress in BATMOD folder, and select the mods you want to enable
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A Java file must be compiled in order to run in the game; its presence is of no consequence. Unless some capability I'm unaware of has recently been implemented. 😉
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"Note: JMSGE WAV ready version. Uncompress in BATMOD folder, and select the mods you want to enable"
All the right letters in the wrong order ;D made my day ;D
Thanks for the download tho arquıllos much appreciated
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got this startup ctd in VP modpack for the 1.6 pack itself
here's the startuplog:
https://www.mediafire.com/file/0qzakmvtv36fs2g/startuplog.txt/file
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It is a class conflict for sure as VP pack has already an effect mod pack. You should run class check to identify conflicting classes. I wouldn't advice to try to install WxTech pack or at least you should disable the effect mods that you already have
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all class conflicts are from disabled mods