Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 9 [10] 11 12 13   Go Down

Author Topic: Dixiecapt South Vietnam 1968 map release.  (Read 62628 times)

0 Members and 2 Guests are viewing this topic.

BravoFxTrt

  • "BIGFOOT"
  • Modder
  • member
  • Offline Offline
  • Posts: 13433
  • Flying Ass Clown #13
Re: Dixiecapt South Vietnam 1968 map release.
« Reply #108 on: January 17, 2013, 07:28:58 AM »

I cant get it to work either Dixiecapt



I can't get the Full Scale South Vietnam map to work. Anyone have any tips. I have DBW's latest.
Logged
MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

SAS~Tom2

  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 7954
  • no sweat
Re: Dixiecapt South Vietnam 1968 map release.
« Reply #109 on: January 17, 2013, 08:29:47 AM »

Dixiecapt (I credited you also in the airbase mod of the agracier's Lapland map) and Bravo, you most probably will find the help you need here, if you refer to the version from Checkyersix...
@edit: Dead link removed


Checkyersix updated his download, now all missing parts are in. Also you need the orriginal Korean map and SAS~Mission_bug's original map installed.
So:
https://www.sas1946.com/main/index.php/topic,19034.0.html


and
https://www.sas1946.com/main/index.php/topic,15417.0.html


Then:


@edit: Dead link removed

Chrs
Tom


Logged

BravoFxTrt

  • "BIGFOOT"
  • Modder
  • member
  • Offline Offline
  • Posts: 13433
  • Flying Ass Clown #13
Re: Dixiecapt South Vietnam 1968 map release.
« Reply #110 on: January 17, 2013, 08:40:48 AM »

Thanks Thorst. Im going to give it another go.

Edit:, That did the trick, Way to go thorsten! ;D
Logged
MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

SAS~Tom2

  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 7954
  • no sweat
Re: Dixiecapt South Vietnam 1968 map release.
« Reply #111 on: January 17, 2013, 10:23:29 AM »

Cool Bravo! ;)


Zsolt: Sorry, I tried any trick in my inventory, so far the QMB version of that map does not work for me at all..but will give it another try again and post if I find the solution.

T.
Logged

SAS~Tom2

  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 7954
  • no sweat
Re: Dixiecapt South Vietnam 1968 map release.
« Reply #112 on: January 26, 2013, 05:01:39 PM »

Pete, could you please add a non 4shared link. 4 shared well.. :'( :(
Thank you!
Cheers!


Thorsten
Logged

fabianfred

  • member
  • Offline Offline
  • Posts: 159
Re: Dixiecapt South Vietnam 1968 map release.
« Reply #113 on: February 13, 2013, 06:09:49 PM »

Wow!  nice map guys...so much detail around the airstrips and every one is unique...very well done.
Logged

Whiskey_Sierra_972

  • Modder
  • member
  • Offline Offline
  • Posts: 6420
  • In memory of my beloved hero: Saburo SAKAI!
Re: Dixiecapt South Vietnam 1968 map release.
« Reply #114 on: February 14, 2013, 02:48:32 PM »

Hi mates!

I have had some trouble with this map!

Here is a quote from an unreplied topic which I posted in another forum!

Hae anyone noticed this issue on this map or with the other related: Korea and original South Vietnam?


Quote from: walter_solito
Hi!

In the last days I was looking at a strange and impressive stuttering and fps almost freeze which was apparently inexplicable!

Reinstalling mod by mod I discover that the issue was caused by InstantLog!

Really strage!

Investigating why this give me such I noticed that this was due because in my log it start to write an endless succession of (example) warning: count 519!

Since the map loaded in the quick mission was the PS_South_Vietnam I test a lot of other maps without having again that strange issue!

A suggested solution was to reduce the conf.ini forest settings to 1 from 3 , this solved partially the issue reducing not the warning lines but the number of variation to 2 only number 519 and 534!

Setting forest to 0 avoid the issue but also delete the popping trees too!

I'm asking here because this map is a development of the original one and this is basilar in my Vietnam era installation!

Anyone else have noticed this or could test if he have such?

Any thought about 'll be really appreciated!

Thanks in advance for your help!

walter



Here is the start of the log about the loading of the this map:

Code: [Select]
Loaded camouflage: SUMMER
Month = 0 , Hour = 12
Temperature -     0m = 22.0 .
Temperature -  1000m = 15.51001 .
Temperature -  2000m = 9.019989 .
Temperature -  3000m = 2.5299988 .
Temperature -  4000m = -3.9599915 .
Temperature -  5000m = -10.450012 .
Temperature -  6000m = -16.940002 .
Temperature -  7000m = -23.429993 .
Temperature -  8000m = -29.919998 .
Temperature -  9000m = -36.410004 .
Temperature - 10000m = -42.899994 .
Temperature - 11000m = -49.39 .
Temperature - 12000m = -55.880005 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *144715360*
*** 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
##### House without collision (3do/Buildings/46/Desert_Trench/Trench6/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/Trench5/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/Trench1/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/MGTrench/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/Trench3/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench2/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/Trench8/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/Trench7/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/GunTrench/live.sim)
##### House without collision (3do/Buildings/Airdrome/UK_Trench/live.sim)
##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Wall_Long/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench1/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 1e+015 -> 1e+006 (delta = -1e+015) to Range 0..1e+006
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 534
WARNING: Count 519
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
WARNING: Count 534
WARNING: Count 519
and so on endless
Logged

vpmedia

  • Modder
  • member
  • Offline Offline
  • Posts: 6652
  • www.vpmedia.hu/il2
    • VPMEDIA SKINS
Re: Dixiecapt South Vietnam 1968 map release.
« Reply #115 on: February 15, 2013, 12:20:54 AM »

Hi Walter!

This campaign has a mod included which fixes the map textures:
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1161

You get these warnings because there are too many 3d trees on the map. Its also happening on the West front maps of Gillb57. I made new .tree files which have less trees and the errors went away. Turning off the nice animated 3d trees in conf.ini (forrest=0-2) also fixes the problem but not a good choice if you like to play this game with max graphic settings.

Mission_bug

  • Modder
  • member
  • Offline Offline
  • Posts: 6062
Re: Dixiecapt South Vietnam 1968 map release.
« Reply #116 on: February 15, 2013, 06:15:28 AM »

Hello Walter, sorry for the late reply, I hadn't realised anyone had posted here for a while. ;)

Not sure which version of this map you have Walter but my altered version of it has the load.ini set for the Uufflakke jungle trees which can give some considerable problems with FPS.  Within that folder is the original load.ini but you will have to remove the "-" by renaming it after removing the active file.

If you are still experiencing problems then you can download the vpmedia version as stated above, or go to the original colonial map thread and within those pages you will find various links to altered files posted by the French community, who fly that map online regularily, to alter my original tree files.

Hope that helps with the problems you are having.

Hello Thorsten, I've now removed the 4Shared link in page three to my altered version of the map and put a Mediafire link in the first post to that same upload.

Wishing you all the very best, Pete. ;D
Logged

Whiskey_Sierra_972

  • Modder
  • member
  • Offline Offline
  • Posts: 6420
  • In memory of my beloved hero: Saburo SAKAI!
Re: Dixiecapt South Vietnam 1968 map release.
« Reply #117 on: February 15, 2013, 02:07:08 PM »

Thanks for your help!

I solved the issue!

It was really due the huge trees generation!

Tested all the solutions about textures and ed_m0.. files without success!

Only corrected .trees files have solved the trick!

Thanks a lot for your help!

All the very best!

walter
Logged

Uufflakke

  • Modder
  • member
  • Offline Offline
  • Posts: 2078
Re: Dixiecapt South Vietnam 1968 map release.
« Reply #118 on: February 15, 2013, 03:21:39 PM »

The jungle wood and jungle trees I created do have the same file size as default ones so that shouldn't  make a difference.
I think it has to to with the amount/density of random trees on the map (= .tree file)
Logged
"The Best Things In Live Aren't Things"

Whiskey_Sierra_972

  • Modder
  • member
  • Offline Offline
  • Posts: 6420
  • In memory of my beloved hero: Saburo SAKAI!
Re: Dixiecapt South Vietnam 1968 map release.
« Reply #119 on: February 16, 2013, 12:03:09 AM »

Yes the true issue was the too high trees density generated by the original PS textures in which adding the new .trees files resolve the trouble!
Logged
Pages: 1 ... 7 8 9 [10] 11 12 13   Go Up
 

Page created in 0.045 seconds with 25 queries.