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Author Topic: The Full Monty  (Read 319454 times)

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CWMV

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Re: The Full Monty
« Reply #456 on: November 03, 2012, 10:46:10 PM »

I thought I would post his here too

ok so I did some trouble shooting with Gurners and TFM. What I found Is Gurners works fine with the 30k mod with monty 1-5, then as soon as you activate monty 6 the low fps problem arises.

You can again gain fps back by commenting out air.ini in the std folder in monty 6.

You can then add monty 7-9 and keep high fps. Monty 10 reintroduces the fps problem. Again commenting out air.ini in monty 10 brings back the fps.

Then Monty 11 gets mounted and the problem is back, however commenting out air.ini didnt help. I then took every mod out and started adding them into monty 11. I was able to get to the typhoons and tempests folder before the problem popped back up. Hopefully that will help someone as I am out of time for this evening
Wow hey thank you so much this is a great start.
I wonder if were just getting near maxed out with classfiles?
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flugkapitan

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Re: The Full Monty
« Reply #457 on: November 03, 2012, 11:37:48 PM »

Add the A-20C Boston to the list of aircraft in my post that is slightly up the thread  :(

Cheers,
Scott
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CWMV

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Re: The Full Monty
« Reply #458 on: November 04, 2012, 02:11:29 AM »

I thought I would post his here too

ok so I did some trouble shooting with Gurners and TFM. What I found Is Gurners works fine with the 30k mod with monty 1-5, then as soon as you activate monty 6 the low fps problem arises.

You can again gain fps back by commenting out air.ini in the std folder in monty 6.

You can then add monty 7-9 and keep high fps. Monty 10 reintroduces the fps problem. Again commenting out air.ini in monty 10 brings back the fps.

Then Monty 11 gets mounted and the problem is back, however commenting out air.ini didnt help. I then took every mod out and started adding them into monty 11. I was able to get to the typhoons and tempests folder before the problem popped back up. Hopefully that will help someone as I am out of time for this evening
Wow hey thank you so much this is a great start.
I wonder if were just getting near maxed out with classfiles?
OK My contribution for this evening:
Conflict in TFM 6 is with these:
P-40pack
Go229A3
Go229NJ

Each of these causes severe stuttering on its own. When all are removed it runs smooth as silk with 30km distance enabled.

BUT! When commenting out these aicraft TFM will run fine with 30K distance until TFM 8 is enabled.
This adds no aircraft, but a butt-load of new classfiles.

I think were just up against the wall. TFM is too big to be flexible anymore. SFS encryption would probably help a bit, but Im not holding my breath.
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tbauchot

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Re: The Full Monty
« Reply #459 on: November 04, 2012, 03:22:58 AM »

Suite du message 455.
Cher Simon,
-Concernant les sons des spits avec moteur griffon: Il s'avère que ceux ci sont présents mais qu'ils sont beaucoup moins élevés en volume que ceux des autres avions. Surement une caractéristique du Tiger sound mod, ce qui me laissait croire qu'ils étaient absents !
-Concernant les Typhoons : Pour résoudre le problème j'ai remplacé le contenu du mod czk_101tfs_Typhoons & Tempests PACK V2c par une version plus ancienne que je possédais (122Mo au lieu de 123Mo pour la votre.). Je n'ai certainement pas les derniers développements au niveau 3D mais en attendant, cela fonctionne.
Comme vous maitrisez parfaitement la langue française je me suis permis de l'utiliser pour vous donner ces informations le plus rapidement et le plus clairement possible.
Merci encore pour tous vos travaux de développement et votre immense dévouement pour la communauté.
Thierry.
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SAS~Monty27

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Re: The Full Monty
« Reply #460 on: November 04, 2012, 04:49:55 AM »

Suite du message 455.
Cher Simon,
-Concernant les sons des spits avec moteur griffon: Il s'avère que ceux ci sont présents mais qu'ils sont beaucoup moins élevés en volume que ceux des autres avions. Surement une caractéristique du Tiger sound mod, ce qui me laissait croire qu'ils étaient absents !
-Concernant les Typhoons : Pour résoudre le problème j'ai remplacé le contenu du mod czk_101tfs_Typhoons & Tempests PACK V2c par une version plus ancienne que je possédais (122Mo au lieu de 123Mo pour la votre.). Je n'ai certainement pas les derniers développements au niveau 3D mais en attendant, cela fonctionne.
Comme vous maitrisez parfaitement la langue française je me suis permis de l'utiliser pour vous donner ces informations le plus rapidement et le plus clairement possible.
Merci encore pour tous vos travaux de développement et votre immense dévouement pour la communauté.
Thierry.
Thierry,
Vous êtes les bienvenus!   :)  Tout l'intérêt de TFM est pour nous de profiter ensembles de missions comme L'as de Pique, les Tigres Volants, et plus encore d'être mis à jour. J'espère que nous serons tous plaisir à piloter les missions de meilleure qualité.

Simon
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Smilinjack

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Re: The Full Monty
« Reply #461 on: November 04, 2012, 04:38:22 PM »

Monty27,
Great piece of work and some folks have made great progress installing the packs (or total success).
I however am stuck with a 70% crash with Full Monty # 1.
Despite reading the full thread here and the info over at Monty's Corner, I'm at a dead end trying to figure out the root cause of the 70% crash.
My game runs with vanilla DBW and no additional mods enabled. I enable Monty #1 and get the 70% crash.
What I've done:
1. Insured that I've got the correct Vanilla DBW using the vanilla DBW download.
2. Applied all pathces and fixes found here.
3. Verified Buttons 9.7 are in my install
4. Downloaded and installed correct .rc file
5. Reviewed all log files for the obvious.. found nothing.
Here's the log from the last 70% crash.. Vanilla DBW and Mod #1 enabled, nothing else. If someone can point me in the right direction, I'd surely appreciate it.
Thanks,
SmilnJack

Quote
[04.11.2012 23:15:28] ------------ BEGIN log session -------------
[23:15:28]   OpenGL provider: Opengl32.dll
[23:15:28]   OpenGL library:
[23:15:28]     Vendor: ATI Technologies Inc.
[23:15:28]     Render: AMD Radeon HD 7900 Series
[23:15:28]     Version: 4.2.11762 Compatibility Profile Context
[23:15:28]     Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 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_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced 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_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[23:15:28]   Size: 1920x1080
[23:15:28]   ColorBits: 32
[23:15:28]   DepthBits: 24
[23:15:28]   StencilBits: 8
[23:15:28]   isDoubleBuffered: true
[23:15:28]   
[23:15:28]   *** Looking for Advanced CPU Instructions...
[23:15:28]   
  • PentiumPro
  • [23:15:28]   
  • Multimedia (MMX)
  • [23:15:28]   
  • 3D (SSE2)
  • [23:15:28]   
  • 3D (SSE2)
  • [23:15:28]   [-] 3D (3DNow)
    [23:15:28]   ColourBits 32, ABits 8, ZBits 24
    [23:15:28]   
    [23:15:28]   *** Looking for Render API Extensions ...
    [23:15:28]   [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
    [23:15:28]   [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
    [23:15:28]   [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
    [23:15:28]   
  • 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
  • [23:15:28]   
  • 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
  • [23:15:28]   
  • 'GL_ARB_multitexture' extension - Multitexturing.
  • [23:15:28]   
  • 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
  • [23:15:28]   [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
    [23:15:28]   
  • 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
  • [23:15:28]   [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
    [23:15:28]   [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
    [23:15:28]   
  • 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
  • [23:15:28]   
  • 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
  • [23:15:28]   
    [23:15:28]   Maximum texture size : 16384
    [23:15:28]   Maximum simultaneous textures :8
    [23:15:28]   MaxAnisotropic (1.0 = none) : 16.000000
    [23:15:29]   INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
    [23:15:29]   INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
    [23:15:32]   sFMDir = gui/game/buttons
    [23:15:32]   s1 = flightmodels/fw-190d-14.fmd
    [23:15:32]   s = FlightModels/Fw-190D-14.fmd
    [23:15:32]   m_lastFMFile = null
    [23:15:32]   opening new fm file gui/game/buttons
    [23:15:32]   Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
    [23:15:32]   Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
    [23:15:32]   sFMDir = gui/game/buttons
    [23:15:32]   s1 = flightmodels/fw-190d-15.fmd
    [23:15:32]   s = FlightModels/Fw-190D-15.fmd
    [23:15:32]   m_lastFMFile = gui/game/buttons
    [23:15:32]   Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
    [23:15:34]   No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
    ....
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CWMV

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Re: The Full Monty
« Reply #462 on: November 04, 2012, 04:43:43 PM »

How are you activating the pack?
Made sure the sfs files for the 190 pack are in the right place?
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Smilinjack

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Re: The Full Monty
« Reply #463 on: November 04, 2012, 04:48:57 PM »

CWMV,
Activating via JSGME per the instructions in first post.
The 190 files are in the correct location.
Thanks for the question.
Smilinjack
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Sonny Tucson

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Re: The Full Monty
« Reply #464 on: November 04, 2012, 05:26:07 PM »

Hi Smilinjack

Are you sure all your different Monty packs have been activated inside ROOT/#DBW folder and not in your ROOT directory.
So check your ROOT directory and check for any #DBW_MONTY-xx that could have placed there following an (still unexplained) GME error.

It happened to me with #DBW_MONTY-14 and that drove me almost crazy cause I got this dreaded 70% crash each time a tried to run the game and that until I spotted this bl...y #DBW_MONTY-14 in my root folder.


Each time GME enables a #DBW_MONTY-pack , check wether all the mods it contains appear in your #DBW folder and nowhere else.

I think you'd better restart with a fresh install, checking between each step.
Please run the game after each MONTY Pack enabled. It's long , but safe !.

Sonny Tucson. :)
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Smilinjack

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Re: The Full Monty
« Reply #465 on: November 04, 2012, 05:32:46 PM »

Sonny,
I only have Monty #1 activated.
The game is vanilla DBW otherwise.
I'm trying to test each pack before installing another, per Monty27's recommendation.
Thanks,
Smilinjack
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SAS~Monty27

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Re: The Full Monty
« Reply #466 on: November 04, 2012, 05:37:33 PM »

New Install procedure, (I tried and worked) 8). Bypass JSGME and installed each Monty Folder and relevant Text.Doc to #DBW Folder, SFS Files in Root Folder. But its permanent and Mods can only be added to. I dont plan on deactivating any of the Mods, it wouldn't work any way. Very cool, and a hell of allot faster to "Monty Up" this way. ;)



Lol's :P
Bravo, this is the quickest and simple way if you trust me from the outset!  Also, with a backup of an original #DBW folder, anyone could do it this way really quick! 

I guess when building it at first we were finding our way through the mine-field and the JSGME approach helped me, and all the contributors here, nail a few bugs and fixes, by identifying problem areas quickly.  :P

Like you say, it all works so why not just throw it all in a CLEAN #DBW folder - brilliant!  ;D

~S~
Simon

I think this is a good method to try to.  With a backup copy of #DBW, its quick and clean!
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Smilinjack

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Re: The Full Monty
« Reply #467 on: November 04, 2012, 05:50:48 PM »

Sonny,
Verified the all Monty #1 mods installed in DBW folder with the exception of the 190 sfs files which made it to the root directory.
Smilinjack
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