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Author Topic: The Full Monty  (Read 317803 times)

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Barkhorn1x

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Re: The Full Monty
« Reply #156 on: October 10, 2012, 10:07:37 AM »

A note on Total Modder vs. JSGME:

- JSGME is a fairly basic file replacement program.  It was designed for modding SHIII and dealing with hundreds of files.  It does have some issues dealing with the thousands of files in these huge Il-2 mods as it takes time to:
   * Analyze each to log the back-up sequence
   * Copy over the files
   * It also eats RAM as you are basically creating another set of the mod files
- Total Modder - as I understand it - doesn't really copy anything.  "Activating" the mod files selected simply creates a load index file accessed by the Il-2 executable.  Therefore;
  * It is faster - by a light year

Definitely like the concept of TotalModder and indeed, going from 2.5 hrs to enable TFM with JSGME vs seconds with TotalModder is a MAJOR selling point.  However, I remain unclear with exactly how TotalModder works in comparison to JSGME from a review standpoint. 

For example with JSGME I can enable TFM and wait 2.5 hrs until it completes, then use DoublOn to check the classes for duplication/conflicts and fix as necessary.  I get a successful install with JSGME and the TFM works with no issues.  When I try to enable the same TFM set with TotalModder, it fails at 5%.  I included the recommended DBW mod activator (vanilla DBW dir/file set) as the last entry in the TotalModder TFM profile, however, it still fails to load. 

Thus, question is, why does TFM successfully run when I enable with JSGME, but fails to load (dies at 5%) with TotalModder, given I am attempting to load the same packs (located in my default "jsgmemods" folder?

If I can get TotalModder to work and understand how it works, I will switch over from JSGME in a heartbeat, but I need to understand how exactly it works and if there is a way to study what is "activated" in TotalModder to debug IL2 load failures.

PS:  also, I attempted to use TotalModder to set up a UP3 profile, but it does not work.  Always loads into stock 4.101 rather than UP3.  Likely, again is a matter of understanding exactly how to set up the profile and debug in TotalModder.

~S~
wind
Here is a key point to keep in mind when using Total Modder – ALL files must reside in your mods folder.

What I do is:
- Change the mod folder to “jsgmemods” as that is simplest
- Create another “base” folder inside jsgmemods for DBW – calling it “DBW Base”
- Move your existing #DBW & #DBW 1916 folders into the base folder
- Select the base file and the other mod files and make sure you stack the files in REVERSE order – so the base file is at bottom – as they load from the bottom up

For Monty packs I am investigating an issue that may be gumming up the works so stay tuned on that.
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Barkhorn1x

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Re: The Full Monty
« Reply #157 on: October 10, 2012, 10:11:42 AM »

Bad news...
CTD at 70% with the new redownloaded Pack nº11.
What do I have to do to post the Log file.?
Thanks

Go into your Conf.ini file and a search for “Log”.  You will need to put a “1” in two fields that have zero.  From memory they are Log File and Save Log – or something like that but you will figure it out.  Then run Monty again and when it fails, open the “Log” file (may need to associate to Wordpad) and copy the contents to a WordPad file.  You will clearly see the errors at the bottom.
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WindWpn

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Re: The Full Monty
« Reply #158 on: October 10, 2012, 10:24:06 AM »

using total modder, any idea what would cause failure at 5%?
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fabo28

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Re: The Full Monty
« Reply #159 on: October 10, 2012, 11:37:18 AM »

First, Thank you for this great work Monty!! And Thanks to all modders that made it possible too!
I followed instructions as per pdf and your post in here , downloaded the 13 packages thorough torrent client, installed as per your instructions and started the game( kept my fingers crossed  :-[) and it works! Dl your German campaign and enjoying it!
Only problem I have is the flyby (F3) sound, works with jets not with propellers! I have read through the post here and only found one person that had a similar problem and someone suggested something wrong with UV3 ! No idea of what it is, any help on this please ( tried different setting on sound and hardware too)

Thanks again
Hi fabo28

Congratulations on reading the manual and following instructions, we must speak the same language!  Also glad you are enjoying JG-53, these campaigns are the whole point of the exercise for me and there are several new sets very close to release.

Your Flyby issue is almost certainly down to a setting within conf.ini, which sits in your main I2 directory, cured this with some users in testing.  Its easy enough to BACKUP your old conf.ini and then edit it with a text editor.  First place to check are these entries under:

[Mods]
WepEffect=1
Flyby=1

Or alternatively cut and paste your conf.ini here and we can adjust it, then cut and paste it back in,  Please make a Master Backup before you start.

Simon(Monty27)

Thanks Simon for your time and help,

[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1024
height=768
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=25000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=0
mapPadX=0.6640625
mapPadY=-0.044270832
viewSet=34
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
mapPadMode=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=1
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=4
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=0
NumChannels=0
SoundExt.occlusions=0
SoundFlags.hardware=0
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=9
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=5
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0
Water=1
Effects=1

[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=6
Water=1
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
In my conf.ini Ican`t find the:
[Mods]
WepEffect=1
Flyby=1

Here is my actual conf.ini :
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Barkhorn1x

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Re: The Full Monty
« Reply #160 on: October 10, 2012, 12:00:21 PM »

using total modder, any idea what would cause failure at 5%?

The 5% is caused by SFS files in Monty Packs 01 & 10 (check 08 too) not being copied over the Il-2 root directory.  Looks like Total Modder likes things in folders.  Try copying these to your root directory thn reload Monty and it should work.
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WindWpn

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Re: The Full Monty
« Reply #161 on: October 10, 2012, 12:41:22 PM »

using total modder, any idea what would cause failure at 5%?

The 5% is caused by SFS files in Monty Packs 01 & 10 (check 08 too) not being copied over the Il-2 root directory.  Looks like Total Modder likes things in folders.  Try copying these to your root directory thn reload Monty and it should work.

That was it!  I am now converted to TotalModder as FTM works flawlessly, even with all my tweaks to optimize per DoublOn findings.  Beauty now too of course... rather than 2.5hrs to load up TFM, now its ready to go in seconds!!   :) :)

JSGME bye bye! 

PS:  though I still have to figure out how to get UP3 to work.  Does anyone know the file structure required for the UP3 TotalModder mod activator?  Once I have that, all will be completely golden, as I need to switch to UP3 for online flying in WoP Zekes and GS.

~S~
wind
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Barkhorn1x

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Re: The Full Monty
« Reply #162 on: October 10, 2012, 01:11:23 PM »

using total modder, any idea what would cause failure at 5%?

The 5% is caused by SFS files in Monty Packs 01 & 10 (check 08 too) not being copied over the Il-2 root directory.  Looks like Total Modder likes things in folders.  Try copying these to your root directory thn reload Monty and it should work.

That was it!  I am now converted to TotalModder as FTM works flawlessly, even with all my tweaks to optimize per DoublOn findings.  Beauty now too of course... rather than 2.5hrs to load up TFM, now its ready to go in seconds!!   :) :)

JSGME bye bye! 

PS:  though I still have to figure out how to get UP3 to work.  Does anyone know the file structure required for the UP3 TotalModder mod activator?  Once I have that, all will be completely golden, as I need to switch to UP3 for online flying in WoP Zekes and GS.

~S~
wind

I'll help you w/ the UP3 Install if you do me a favor and test an add-on plane in Monty (I was testing the Bf-110 G-4) and tell me if it works.
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WindWpn

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Re: The Full Monty
« Reply #163 on: October 10, 2012, 02:30:40 PM »


I'll help you w/ the UP3 Install if you do me a favor and test an add-on plane in Monty (I was testing the Bf-110 G-4) and tell me if it works.


Yep, just tested the 110 G4 and it works great!  both for DE and RAF flying it. 

Note, my version of the Full Monty is somewhat edited/cleaned as I have all the TFM inis (STD and XTD content) in a separate pack which contains the cumulative set.  Also, I stripped out all duplicate class files found in the mods which were originally in dbw's default xtd. 

This effort was originally implemented to avoid JSGME load prompts to confirm whether the user wished to overwrite an previously enabled class.  Basically, my TFM can load in JSGME fully without my need to do anything but start it.  Original intent was that I could walk away and come back in 2.5hrs to have TFM ready to go.  However, now that is out the door with TM which now enables TFM in seconds!


PS:  here is tip I found working with TM and TFM.  If you wish to use the HD Textures in TFM, it is best to enable this mod in JSGME (HD Textures stand alone).  Basically, TotalModder does not read root level changes so the core.dll files were not being called for the HD content.  I thus simply enabled this mod in JSGME, and loaded up the TFM in TM.  Using both mod enablers, I was able to get around the issue of non-core file enabling in TM, and now have the HD content correctly running in TFM.
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Barkhorn1x

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Re: The Full Monty
« Reply #164 on: October 10, 2012, 02:41:36 PM »

PS:  here is tip I found working with TM and TFM.  If you wish to use the HD Textures in TFM, it is best to enable this mod in JSGME.  Basically, TotalModder does not read root level changes so the core.dll files were not being called for the HD content.  I thus simply enabled this mod in JSGME, and loaded up the TFM in TM.  Using both mod enablers, I was able to get around the issue of non-core file enabling in TM, and now have the HD content correctly running in TFM.

I'm pretty sure that's my issue as I copied over the SFS files but didn't do the .DLLs.  Thanks for the tip.  Will test tonight.
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Barkhorn1x

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Re: The Full Monty
« Reply #165 on: October 10, 2012, 08:26:59 PM »

Ah well no joy for me Monty 10 still bombs out no matter what I try.   Oh well.   I'll keep lurking in hopes of a solution.  I had no luck with plain UP3 either.  I guess I will stick w/ DBW.
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Barkhorn1x

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Re: The Full Monty
« Reply #166 on: October 10, 2012, 08:56:11 PM »

OK - took one more shot and DID NOT load the new DLLs.  Success!!!!!!!!!!
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csvousden

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Re: The Full Monty
« Reply #167 on: October 10, 2012, 10:32:23 PM »

S-199             air.S_199 2                           NOINFO  g01   SUMMER

I noticed that this plane went missing in the last air.ini files.  It works fine if put back in. 

The Schmittfire seems to be listed twice so I just put this back at the beginning and all
is well.

I love this full monty!

C
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