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Author Topic: ShipPack2 for v4.10 and v4.09  (Read 52056 times)

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asheshouse

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Re: ShipPack2 for v4.10 and v4.09
« Reply #84 on: February 24, 2014, 08:08:23 AM »

What mod setup do you have. HSFX7, SASModAct, UP?

Am I correct thinking that you have proved that all was working ok before installing ShipPack2?

Nothing in ShipPack2 should affect the stock ships. It has completely separate class files.
What other mods have you installed since you were last certain that it was working?
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dolty

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Re: ShipPack2 for v4.10 and v4.09
« Reply #85 on: February 24, 2014, 11:46:50 AM »

None of the above, actually (it is an entirely independent implementation of modded Il2 based upon 4.09). You'll have never seen the likes, so I cannot expect that you'll be able to trouble-shoot anything on my end. I thought I might just ask on the off chance that someone else had seen something similar. Oh well...

Technically speaking, I agree with you-- I cannot see a reason why this pack should affect any other classes nor operations. It's a mystery... It might be the methodology in the ShipPack.class file for adding the new entries (supposing a possible difference between the usual SAS/UP/Etc pack and what we do)? Just a guess-- I really have no idea.

But, thanks for your hard work on this mod-- it really looks the part.
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asheshouse

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Re: ShipPack2 for v4.10 and v4.09
« Reply #86 on: February 24, 2014, 02:59:39 PM »

So I guess you have a simple wrapper system and have done your own extraction from the sfs files in order to get the required ini and properties files.
The more you can tell then the more likely we are to be able to help.

You did not confirm that it was all working ok before you installed ShipPack2 nor if you have installed any other mods.

The basic file configuration is the same regardless of the type of mod install you have, so no need to assume that we will have seen nothing like it.

Ashe
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dolty

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Re: ShipPack2 for v4.10 and v4.09
« Reply #87 on: February 25, 2014, 10:12:47 AM »

Well, thanks for having a go...  "I guess you have a simple wrapper system and have done your own extraction from the sfs files in order to get the required ini and properties files..." Exactly right. And, I'm afraid, that is about the limit of my techincal understanding of the mod. The wrapper/system we use is old-- 10 years, or more. I cannot tell you anything more about it. Sorry to be so unhelpful.

Of course, eveything is/was working just fine according to our current mods. Removing the ShipPack restores this same condition. We have had-- and still do-- one minor curiosity; it has existed for long as I recall in our set-up (I mention here just in case it could be related): armed and moving Chiefs will not appear in the game, although they are placed by the FMB. Unarmed and stationary units do appear. There is no crash/error; they simply do not spawn. Beyond that, I cannot recall any other 'oddities' in our version of the game.

Any road, thanks again for the hard work and thinking about our strange situation.  Cheers
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asheshouse

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Re: ShipPack2 for v4.10 and v4.09
« Reply #88 on: February 25, 2014, 11:36:56 AM »

Quote
armed and moving Chiefs will not appear in the game, although they are placed by the FMB

I have come across this many times when exporting new mods to the game folder. It has always been due to problems with the text entries for the Guns. FMB I guess only needs to access the 3D but when you move into "Play" the gun text entries become active. I had this problem with both tanks and ship models. It has always been possible to solve it after studying the files.    Guns must be sequentially numbered. Shellstarts must be the same number as the gun and other things.

Have you looked for any error messages in the logfile?
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dolty

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Re: ShipPack2 for v4.10 and v4.09
« Reply #89 on: February 26, 2014, 02:49:27 AM »

How interesting... Is it the technics.ini file at fault here, or another? The eventlog tell us nothing, alas. Thanks again.
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asheshouse

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Re: ShipPack2 for v4.10 and v4.09
« Reply #90 on: February 26, 2014, 04:30:11 AM »

This has occurred for me when creating new ships and exporting to the game, so mainly it has been in ships.ini, but I think I also had problems with some of the WWI tanks which were due to similar issues in the technics.ini

When creating the ships.ini entries for a new ship I export it part by part, building it up gradually, so the entries in ships.ini are added to as new parts are exported.

With common parts like guns you can export one model then copy and paste the msh files to create the additional guns. The new msh file then has to be edited to have the right numbers for Shellstart and collision boxes, then you have to add new entries to the hier.him and corresponding new entries in the ships.ini

Most of these will be done by copy/paste in a text editor but you then have to manually edit the pasted item to create the correct references. Its making mistakes in the manual edit, mainly forgetting to change the shellstart number or one of the other features, which causes the problems.

Ashe
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Mick

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Re: ShipPack2 for v4.10 and v4.09
« Reply #91 on: February 26, 2014, 04:58:32 AM »

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dolty

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Re: ShipPack2 for v4.10 and v4.09
« Reply #92 on: February 27, 2014, 04:13:27 AM »

"... the eventlog has nothing to do with the log.lst file ..."  Well!.. That was news to me... my word.

So, now we see a host of complaints in log.lst. Basically, the game complains about specific parts of most ships in the shippack with an identical error-- Unknown shot caliber.  For example: Bigship: Unknown shot caliber for 'USSPrincetonCVL23:Part3'

AH! And now I see the problem.. the entry for that strength (hullMedium) had a strange digit on the end, apparently making it invalid. I changed the value to "0.02" and now the error is gone. Wonderful!

Thank you very kindly indeed for your outstanding help, chaps. That is quite brilliant. Absolutely 1st Class.
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asheshouse

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Re: ShipPack2 for v4.10 and v4.09
« Reply #93 on: February 27, 2014, 09:43:40 AM »

Good news indeed.

The logfile is very useful for debugging problems.
With a working install you may still get some non critical errors listed, unused class file entries are common, so no need to worry if you see errors listed and yet everything seems to be working.
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hello

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Re: ShipPack2 for v4.10 and v4.09
« Reply #94 on: July 03, 2014, 11:15:30 AM »

Can somebody please tell me what kind of errors these are? I Bielieve these are from this mod. In my installation of the New TFM they seem to be working ok, apart from these errors.

I surmise it is some sort of static.ini error, but that is really just a guess


Code: [Select]
[12:37:25 PM]   Ship: Value of [USSLexingtonCV2_42]:<Mesh> not foundCan't set property
[12:37:25 PM]   java.lang.RuntimeException: Can't set property
[12:37:25 PM]      at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[12:37:25 PM]      at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[12:37:25 PM]      at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[12:37:25 PM]      at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:193)
[12:37:25 PM]      at java.lang.Class.forName0(Native Method)
[12:37:25 PM]      at java.lang.Class.forName(Unknown Source)
[12:37:25 PM]      at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[12:37:25 PM]      at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[12:37:25 PM]      at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[12:37:25 PM]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
[12:37:25 PM]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[12:37:25 PM]      at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[12:37:25 PM]      at com.maddox.il2.game.Main.exec(Main.java:432)
[12:37:25 PM]      at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[12:37:25 PM]   Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSLexingtonCV2_42

[12:37:26 PM]   Ship: Value of [HMSCossack]:<Mesh> not foundCan't set property
[12:37:26 PM]   java.lang.RuntimeException: Can't set property
[12:37:26 PM]      at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[12:37:26 PM]      at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[12:37:26 PM]      at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[12:37:26 PM]      at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:218)
[12:37:26 PM]      at java.lang.Class.forName0(Native Method)
[12:37:26 PM]      at java.lang.Class.forName(Unknown Source)
[12:37:26 PM]      at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[12:37:26 PM]      at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[12:37:26 PM]      at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[12:37:26 PM]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
[12:37:26 PM]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[12:37:26 PM]      at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[12:37:26 PM]      at com.maddox.il2.game.Main.exec(Main.java:432)
[12:37:26 PM]      at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[12:37:26 PM]   Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSCossack

[12:37:26 PM]   Ship: Value of [HMSJupiter]:<Mesh> not foundCan't set property
[12:37:26 PM]   java.lang.RuntimeException: Can't set property
[12:37:26 PM]      at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[12:37:26 PM]      at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[12:37:26 PM]      at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[12:37:26 PM]      at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:219)
[12:37:26 PM]      at java.lang.Class.forName0(Native Method)
[12:37:26 PM]      at java.lang.Class.forName(Unknown Source)
[12:37:26 PM]      at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[12:37:26 PM]      at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[12:37:26 PM]      at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[12:37:26 PM]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
[12:37:26 PM]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[12:37:26 PM]      at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[12:37:26 PM]      at com.maddox.il2.game.Main.exec(Main.java:432)
[12:37:26 PM]      at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[12:37:26 PM]   Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSJupiter
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asheshouse

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Re: ShipPack2 for v4.10 and v4.09
« Reply #95 on: July 03, 2014, 11:30:21 AM »

The "error message" is I think telling you that you have class files without the corresponding 3d model.  ---- "<mesh> not found"
The three listed are all included in the ShipAshe classes.
Do you have USS Lexington - Coral Sea version (not the stock version), HMS Cossack and HMS Jupiter installed?

This should not cause any problems.
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