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Author Topic: Gurner FX 4.3  (Read 338186 times)

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kpn.kardif

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Re: Gurner FX 4.3
« Reply #996 on: June 09, 2013, 12:55:45 PM »

Well, it turns out I didn't completely fix it after all.  I loaded up all the Full Monty packs and then put Gurner's on top of it, which turned the game back into a slide show.  This leads me to believe that either there is some sort of conflict with the Monty packs and Gurner's, or TFM just adds so much extra stuff that my machine can't keep up with it all. 

Interestingly enough, when I remove these three class files from Gurner's:

64F83BC6574C11DE
949499C0F4E85D88
8A318408BB7C513E

The game runs like a dream with both Gurner's and TFM.  I know these are the three files that effect the 30km view distance, but I had them in my base Gurner folder before I ever added the distance pack.  Am I losing anything by taking them out completely?  As it is now, I'm happy with the way things work without them
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Claw

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Re: Gurner FX 4.3
« Reply #997 on: June 10, 2013, 06:26:53 AM »

So those files were in the base pack somewhere outside the distance mod folder? If so then no. I mean basically all your loosing is the distance mod. if you have duplicates of those three files activated then which ever one loads first will over ride the other. So you removed those three files and activated the distance mod and all works good?

The only other thing I can figure is that you had the 10K and the 30K mod files activated at the same time and I don't know what would happen in that case. Well, maybe I know now. HA HA.

So let me clearify my question.

You basically had two different Gurner Distance mods activated at the same time?

Bob
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kpn.kardif

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Re: Gurner FX 4.3
« Reply #998 on: June 10, 2013, 01:57:47 PM »

If I did have two distance mod versions installed, it certainly wasn't intentionally!  So no, at least I don't think so.  Those three files were in my original download of Gurner 4.3, which as far as I know isn't supposed to contain any kind of distance mod.  I just double checked the .rar file, and all three of them are definitely in there.  The distance mod is those three classfiles only, which I am sure have been modified.  Moving the distance mod files over asks to overwrite the ones in the original, which is what I did.  Even with the original classfiles, I still get about 8fps on anything when TFM is installed.  Which leads me to believe there's a conflict somewhere with Gurner's and TFM.   

I've narrowed the culprit down to 8A318408BB7C513E.  I'm pretty darn sure that it conflicts with one of the packs from TFM.  Which one I'm not exactly sure.  Disabling that classfile makes everything run smoothly. 
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Claw

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Re: Gurner FX 4.3
« Reply #999 on: June 10, 2013, 07:15:15 PM »

I have the 10k and the one not labeled which is the one that has the longest view. The class files in both versions have the same file name but different modified dates. Also, I checked for those files in Gurner FX and their not included in that mod pack. He wouldn't have done that anyway.

I was looking at some vids and screenies of TFM and it look nice. I think I'm going to wait till the whole 4.12 patch and UP3.1 update comes around. By then, I should have much stronger system in place.

Till then, I'm happy with HSFX. I finally settled on a card for this machine. I have an ASUS 9800 GT Ultimate coming. I'm not sure how it will perform but theoretically, it won't be any better than a 9800 GT. In my experience, GPU speed isn't a big contributing factor in IL-2. Girth However seems to make the difference. Meaning wider data lanes. Like Vram bus 256 is over 192 far more than 900 Mhz GPU on a card with a 192 bit rate. I had a 9800 GT in my machine for awhile. When I overclocked the crap out of it, the improvement was very slight. Like 2 frames. However, in DirectX games, the improovement was substantial. As much as 15 fps gain. Another test I did was to try two different GT 460's One with a 192 bit memory interface and one with a 256. Going from the 192 to the 256 was huge. Almost 20 fps. I wish I had an 8800 GTX with the 384 bit memory interface to compare with a 9800 GT and proove my theory that the 8800 GTX would out perform most of the 9800 cards even at a lower GPU clock. When I get the 9800 GT Ultimate, I am going to try it then lower the clock speeds by 100 and see how much fps loss I have. I'm betting the loss will very small.

On another note, I'm looking into CUDA. I found a compiler called JCuda. I'm wondering whats involved in making some of these heavy duty mods talk directly to the stream proccessors.

Anyway, I'm glad you got to the bottom of it.

Bob
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DIVEGUY43

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Re: Gurner FX 4.3
« Reply #1000 on: June 11, 2013, 02:53:58 PM »

Hello guys.first let me say that this mod rocks.The best mod for realism I have used.I ran into a problem with it where by I had lost all my ground smokes.Mainly the building smokes and burning vehicle smokes.I found the problem was a conflict with engine mod 2.6.Once I deactivated it everything worked fine again.I was wondering if anyone found a solution to the conflict between the two.
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jjsrx

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Re: Gurner FX 4.3
« Reply #1001 on: June 17, 2013, 05:05:18 PM »

I have run into a problem that the game freezes whenever a fuel truck explode.
I can see the flash of the explosion and the game freezes after that.
I tried using the steam D2D version and after that a DVD retail version, and the problem remains.

My first guess is the fuel tank will ignite nearby vehicals and cause the game to freeze. So far I haven't got the chance to test my theory on a lone fuel truck.
My second guess is the explosion itself have something to do with the freezing.


I have the original 4.101m + UP 3.0 RC4 (enable UP3 & widescreen & hakenkreuz) + Gurner FX 4.3 for UP3 + UP3 distance mod. Also my game resolution is Dx, 1920 1080 with no AA enabled
As soon as I turn off the Gurner 4.3 mod everything go back to normal.

My pc spec:
I7 920 and e3 1230 v2 (tried on 2 different computers)
HD5870
8G memory & 6G (2 different PCs)
2 different hard drivers and systems (both are win 7 64)

My install process:
Original game + SAS mega pack 4.07_4.101m (include D2D & NOCD patch) + UP3.0 RC4
+ Gurner FX4.3


Also I remember there was a section in this post talking about how to change the effect of the gurner 4.3 through modify some .ini files. But that section is no where to be found today.

Sorry my english is bad and I'm aware of that.
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Claw

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Re: Gurner FX 4.3
« Reply #1002 on: June 17, 2013, 06:23:09 PM »

jjsrx

Your English is fine.

First I want to apologize for asking people to make single small changes as an experiment but it will help others in the long run.

That is certainly a powerfull enough system. I don't think the problem is graphics card related. Although it is an ATI card, it is far beyond the minium requirments for IL-2.

Here are some things I would like you to try.

1) Start IL-2. Once it is fully loaded, minimize it and right click on the task bar and select Run Tak Manager. While task manager is open, maximize IL-2 again. Task manager will stay in your view. Click the performance tab. Then drag Task manager to the upper left or right corner of your screen. It will block your view while you fly but you can watch the graphs. Note which cores are being used. When a fuel truck gets bombed, note the CPU usage and on which cores.

2) With task manager open, click the proccesses tab. Right click il2fb.exe and select "Set Priority" and click "High". Make note if the problem is the same or improves a little or a lot.

3) In the IL-2 selector, or you leaving it at the default 512 or changing it to 1024? 512 is recomended but you can try 1024. Are you selecting the 4 GB memory space? If not, try that.

How many AI do you have in the air when the game freezes?

Hope this leads you in a good direction

Bob
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jjsrx

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Re: Gurner FX 4.3
« Reply #1003 on: June 17, 2013, 06:52:36 PM »

Thanks for you quick reply! Claw

I just tried to monitor the CPU useage with the priority of il2fb.exe set to high
At the instance of the explosion, the game simply snap freezes. All cores drops to inactive and the CPU usage instantly drop to 1%.

I'm always have 4gb address space enabled. I also tried both 1024 and 512 ram setting but the problem remains

In order to narrow down the problem, I have created a mission on the map MTO with no other planes but myself. only one airport with 1 AA gun firing at me. As soon as the fuel truck explode, the game freeze 100% of the time.

I also tried high density setting with mulitiple targets and 30+ planes with various ships, the FPS doesn't seem to drop signficantly. I can screw on the map freely, but as soon as I torch the fuel truck, the game freezes.
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Claw

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Re: Gurner FX 4.3
« Reply #1004 on: June 17, 2013, 08:33:59 PM »

Does it freeze to where you have to kill the mission or just for a second? I saw a post somewhere on this same topic and I can't find it now.

I just tried to reproduce the behavior but had no problem but I'm using HSFX with Gurner FX. I used 2 X Japanese Isuzu Fuel Trucks. I also had 56 AI flying. Which fuel trucks do you use? What if you enable Gurner FX and dissable the Distance Mod?

Windows XP Home
P-4 3.8 Ghz HT
2 Gig G-Skill DDR400 Ram
NVidia 7600 GT  (I have a GTX 560 Fermi SC on the way)

IL-2 Patched to 4111 with HSFX 6.0.17 Settings medium/High. View distance low.

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jjsrx

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Re: Gurner FX 4.3
« Reply #1005 on: June 17, 2013, 08:50:16 PM »

The game freezes completely and shut itself down when you Alt + Tab.
Also This problem persistence with or without the distance mod.

I used German fuel truck and soviet fuel truck and japan and american.........==!

I tried to patch the game to 4.111, but that didn't solve the problem.
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Claw

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Re: Gurner FX 4.3
« Reply #1006 on: June 17, 2013, 10:34:16 PM »

This is very interesting.

Check this thread.

https://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722

Then use notepad to open the log.lst file in your IL-2 root. Clear the entire contents of that file before starting IL-2.

Reproduce the behavior then open the log.lst file in notepad again and paste the contents here

Bob
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jjsrx

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Re: Gurner FX 4.3
« Reply #1007 on: June 17, 2013, 10:51:01 PM »

Code: [Select]
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[4:44:42] DepthBits: 24
[4:44:42] StencilBits: 8
[4:44:42] isDoubleBuffered: true
[4:44:42]
[4:44:42] *** Looking for Advanced CPU Instructions...
[4:44:42] [x] PentiumPro
[4:44:42] [x] Multimedia (MMX)
[4:44:42] [x] 3D (SSE4)
[4:44:42] [x] 3D (SSE4)
[4:44:42] [-] 3D (3DNow)
[4:44:42] ColourBits 32, ABits 8, ZBits 24
[4:44:42]
[4:44:42] *** Looking for Render API Extensions ...
[4:44:42] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[4:44:42] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[4:44:42] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[4:44:42] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[4:44:42] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[4:44:42] [x] 'GL_ARB_multitexture' extension - Multitexturing.
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[4:44:42] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
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[4:44:42] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[4:44:42] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
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[4:44:42]
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[4:44:42] MaxAnisotropic (1.0 = none) : 16.000000
[4:44:43] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[4:44:43] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[4:44:43] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
[4:44:43] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
[4:44:43] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[4:44:43] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[4:44:49] Initializing DirectSound playback device...
[4:44:49] Primary buffer created.
[4:44:49] Playback format is set : sampling rate = 44100, num channels = 2.
[4:44:49] Not enought hardware buffers (0), hardware disabled
[4:44:49] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[4:44:49] Default speaker config is : 1310724.
[4:44:49] Direct sound audio device initialized successfully :
[4:44:49] DX Version : 7
[4:44:49] Hardware    - disabled [buffers : 0]
[4:44:49] Extensions  - enabled :
[4:44:49]   EAX ver. 1 [ ]  - disabled
[4:44:49]   EAX ver. 2 [ ]  - disabled
[4:44:49]   EAX ver. 3 [ ]  - disabled
[4:44:49]   I3D ver. 2 [ ]  - disabled
[4:44:49]   ZoomFX     [ ]  - disabled
[4:44:49]   MacroFX    [ ]  - disabled
[4:44:49] SIMD render [X]
[4:44:49] num channels 32
[4:44:49]
[4:45:28] Loading mission Quick/MTO/MTORedAirbase00.mis...
[4:45:28] Loading mission.mis defined airfields:
[4:45:28] Loading map.ini defined airfields:
[4:45:29] PBuffer: suitable formats: 44
[4:45:29]
[4:45:29] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[4:45:29] Depth = 24, stencil = 8
[4:45:29] PBuffer: suitable formats: 44
[4:45:29]
[4:45:29] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[4:45:29] Depth = 24, stencil = 8
[4:45:29] Loading vertex/fragment programs: *1254617120*
[4:45:29] *** Loading: [vpFogFar2Tex2D]
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[4:45:29] *** Loading: [fpCoastFoamFarFogTex]
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[4:45:29] *** Loading: [fpObjectsL0]
[4:45:29] *** Loading: [fpObjectsL0_2L]
[4:45:29] *** Loading: [fpSimpleGL]
[4:45:29] *** Loading: [fpNearLandFog]
[4:45:29] *** Loading: [fpFarLandFog]
[4:45:29] *** Loading: [fpRiverCoastAA]
[4:45:29] *** Loading: [vpWaterDM_CPU]
[4:45:29] *** Loading: [fpWaterDM_CPU]
[4:45:29] *** Loading: [fpWaterDM_CPULo]
[4:45:29] *** Loading: [fpWaterLFogDM]
[4:45:29] *** Loading: [fpIceWater]
[4:45:29] *** Loading: [fpNearNoBlend]
[4:45:29] *** Loading: [fpNearNoBlendNoise]
[4:45:29] *** Loading: [fpNearBlend]
[4:45:29] *** Loading: [fpNearBlendNoise]
[4:45:29] *** Loading: [fpFarBlend]
[4:45:29] *** Loading: [fpForestPlane]
[4:45:29] *** Loading: [fpForestPlaneNoise]
[4:45:29] *** Loading: [fpForestPlaneEdges]
[4:45:29] *** Loading: [fpForestPlaneEdgesNoise]
[4:45:29] Load bridges
[4:45:29] Load static objects
[4:45:29] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[4:45:29] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[4:45:29] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[4:45:29] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[4:45:30] ZSM_Air - owner name is >r01000<.
[4:45:30] Checking position for resources management: 0.0, 0.0
[4:45:30]   Resources management is DISABLED!
[4:45:31] Searching for missing resources...
[4:45:31] Done!
[4:45:31] Loading RRR objects resources data...
[4:45:31] Done.
[4:45:31] Mission: Quick/MTO/MTORedAirbase00.mis is Playing
[4:45:32] Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
[4:45:32]
[4:45:32] warning: no files : music/inflight
[4:46:36] java.lang.NoSuchFieldError: a
[4:46:36] at com.maddox.il2.objects.effects.Explosions$2.doAction(Explosions.java)
[4:46:36] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[4:46:36] at com.maddox.rts.Message._send(Message.java:1217)
[4:46:36] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[4:46:36] at com.maddox.rts.Message.sendTo(Message.java:1134)
[4:46:36] at com.maddox.rts.Message.trySend(Message.java:1115)
[4:46:36] at com.maddox.rts.Time.loopMessages(Time.java:252)
[4:46:36] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[4:46:36] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[4:46:36] at com.maddox.il2.game.Main.exec(Main.java:437)
[4:46:36] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Logged
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