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Author Topic: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)  (Read 161773 times)

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David Prosser

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #36 on: June 18, 2013, 07:51:19 PM »

This came out quickly, SAS~Storebror. I guess it has all the features anyone could want.

cheers

David Prosser

the_woz

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #37 on: June 18, 2013, 08:23:51 PM »

@The_woz, does stock planes work for you? Only after installing moddact you experience the problems?

Both Hawk75 work fine on stock 4.12, the problem is only with modact installed
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Ekull

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #38 on: June 18, 2013, 08:56:51 PM »

B17s work...the d model



umm I didn't see the ai pack :-[
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S3231541

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #39 on: June 18, 2013, 09:03:08 PM »

@The_woz, does stock planes work for you? Only after installing moddact you experience the problems?

Both Hawk75 work fine on stock 4.12, the problem is only with modact installed

Okay, thank for your report.
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Gumpy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #40 on: June 18, 2013, 09:05:52 PM »

Logfile for Beauforts (Mission failed null) error
Code: [Select]
[Jun 18, 2013 7:57:58 PM] ------------ BEGIN log session -------------
[7:57:58 PM] OpenGL provider: Opengl32.dll
[7:57:58 PM] OpenGL library:
[7:57:58 PM]   Vendor: NVIDIA Corporation
[7:57:58 PM]   Render: GeForce 9800 GTX/9800 GTX+/PCIe/SSE2
[7:57:58 PM]   Version: 3.3.0
[7:57:58 PM]   Extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata 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_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding 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_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[7:57:58 PM] Size: 1920x1080
[7:57:58 PM] ColorBits: 32
[7:57:58 PM] DepthBits: 24
[7:57:58 PM] StencilBits: 8
[7:57:58 PM] isDoubleBuffered: true
[7:57:59 PM]
[7:57:59 PM] *** Looking for Advanced CPU Instructions...
[7:57:59 PM] [x] PentiumPro
[7:57:59 PM] [x] Multimedia (MMX)
[7:57:59 PM] [x] 3D (SSE)
[7:57:59 PM] [x] 3D (SSE2)
[7:57:59 PM] [-] 3D (3DNow)
[7:57:59 PM] ColourBits 32, ABits 0, ZBits 24
[7:57:59 PM]
[7:57:59 PM] *** Looking for Render API Extensions ...
[7:57:59 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[7:57:59 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[7:57:59 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[7:57:59 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[7:57:59 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[7:57:59 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[7:57:59 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[7:57:59 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[7:57:59 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[7:57:59 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[7:57:59 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[7:57:59 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[7:57:59 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[7:57:59 PM]
[7:57:59 PM] Maximum texture size : 8192
[7:57:59 PM] Maximum simultaneous textures :4
[7:57:59 PM] MaxAnisotropic (1.0 = none) : 16.000000
[7:57:59 PM] 15 Splashscreens available.
[7:58:01 PM] AutoMounting SFS files from folder SFS_AUTO now...
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
[7:58:01 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[7:58:01 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[7:58:01 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[7:58:19 PM] Initializing DirectSound playback device...
[7:58:19 PM] Primary buffer created.
[7:58:19 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[7:58:19 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[7:58:19 PM] Default speaker config is : 1310724.
[7:58:19 PM] Direct sound audio device initialized successfully :
[7:58:19 PM] DX Version : 7
[7:58:19 PM] Hardware    - disabled [buffers : 64]
[7:58:19 PM] Extensions  - disabled :
[7:58:19 PM]   EAX ver. 1 [ ]  - disabled
[7:58:19 PM]   EAX ver. 2 [ ]  - disabled
[7:58:19 PM]   EAX ver. 3 [ ]  - disabled
[7:58:19 PM]   I3D ver. 2 [ ]  - disabled
[7:58:19 PM]   ZoomFX     [ ]  - disabled
[7:58:19 PM]   MacroFX    [ ]  - disabled
[7:58:19 PM] SIMD render [X]
[7:58:19 PM] num channels 32
[7:58:19 PM]
[7:58:20 PM] Loading mission Records/Intro 04 Ed.trk...
[7:58:28 PM] Load bridges
[7:58:28 PM] Load static objects
[7:58:39 PM] warning: no files : music/crash
[7:59:01 PM] Loading mission QuickQMBPro/fly_Z_BOB_A/fly_Z_BOB_ARedNone00.mis...
[7:59:01 PM] Detected Vertex Shaders 3.0.
[7:59:01 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[7:59:01 PM] Vertex texture units: 32
[7:59:01 PM]
[7:59:07 PM] PBuffer: suitable formats: 6
[7:59:07 PM]
[7:59:07 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[7:59:07 PM] Depth = 24, stencil = 8
[7:59:07 PM] PBuffer: suitable formats: 6
[7:59:07 PM]
[7:59:07 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[7:59:07 PM] Depth = 24, stencil = 8
[7:59:14 PM] Loading vertex/fragment programs: *89858072*
[7:59:14 PM] *** Loading: [vpFogFar2Tex2D]
[7:59:14 PM] *** Loading: [vpFog2Tex2DBlend]
[7:59:14 PM] *** Loading: [vpFogFar4Tex2D]
[7:59:14 PM] *** Loading: [vpFogFar8Tex2D]
[7:59:14 PM] *** Loading: [vpFogNoTex]
[7:59:14 PM] *** Loading: [vpFog4Tex2D]
[7:59:14 PM] *** Loading: [vpFog4Tex2D_UV2]
[7:59:14 PM] *** Loading: [vp4Tex2D]
[7:59:14 PM] *** Loading: [vp6Tex2D]
[7:59:14 PM] *** Loading: [vpTexUVTex2D]
[7:59:14 PM] *** Loading: [vpWaterGrid_NV]
[7:59:14 PM] *** Loading: [vpWaterSunLight_NV]
[7:59:14 PM] *** Loading: [vpWaterSunLight_ATI]
[7:59:14 PM] *** Loading: [vpWaterSunLight_FP]
[7:59:14 PM] *** Loading: [vpTreeSprite]
[7:59:14 PM] *** Loading: [vpTreeTrunk]
[7:59:14 PM] *** Loading: [vpVAObjectsN]
[7:59:14 PM] *** Loading: [vpVAObjectsL0]
[7:59:14 PM] *** Loading: [vpSprites]
[7:59:14 PM] *** Loading: [vpSimpleGL]
[7:59:14 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpSimpleGL]
[7:59:14 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpRiverCoastAA]
[7:59:14 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[7:59:14 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [vpWaterDM_CPU]
[7:59:14 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[7:59:14 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[7:59:14 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[7:59:14 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpWaterLFogDM]
[7:59:14 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[7:59:14 PM] Load bridges
[7:59:15 PM] Load static objects
[7:59:17 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[7:59:18 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[7:59:19 PM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[7:59:22 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[7:59:22 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[7:59:24 PM] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[7:59:24 PM] java.lang.ArrayIndexOutOfBoundsException
[7:59:24 PM] at com.maddox.il2.fm.Motor.calcAfterburnerCompressorFactor(Motor.java:945)
[7:59:24 PM] at com.maddox.il2.fm.Motor.load(Motor.java:337)
[7:59:24 PM] at com.maddox.il2.fm.EnginesInterface.load(EnginesInterface.java:68)
[7:59:24 PM] at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:356)
[7:59:24 PM] at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
[7:59:24 PM] at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
[7:59:24 PM] at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
[7:59:24 PM] at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
[7:59:24 PM] at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
[7:59:24 PM] at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
[7:59:24 PM] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
[7:59:24 PM] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
[7:59:24 PM] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
[7:59:24 PM] at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
[7:59:24 PM] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[7:59:24 PM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
[7:59:24 PM] at com.maddox.il2.game.Mission._load(Mission.java:487)
[7:59:24 PM] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[7:59:24 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[7:59:24 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[7:59:24 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[7:59:24 PM] at com.maddox.il2.game.Main.exec(Main.java:448)
[7:59:24 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[7:59:25 PM] null
[7:59:25 PM] java.lang.NullPointerException
[7:59:25 PM] at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:621)
[7:59:25 PM] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:561)
[7:59:25 PM] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:525)
[7:59:25 PM] at com.maddox.il2.game.Mission._load(Mission.java:625)
[7:59:25 PM] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[7:59:25 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[7:59:25 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[7:59:25 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[7:59:25 PM] at com.maddox.il2.game.Main.exec(Main.java:448)
[7:59:25 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jun 18, 2013 7:59:33 PM] -------------- END log session -------------
Logged

csvousden

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  • Posts: 532
Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #41 on: June 18, 2013, 09:32:38 PM »

Love this! 

I have pink beauforts, but all else seems okay, even the Hawks. 

C
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SloppyJoe

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  • Posts: 177
Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #42 on: June 19, 2013, 12:37:05 AM »

YES! Thank you!


You guys ROCK!
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zeybek

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #43 on: June 19, 2013, 01:44:00 AM »

hi everyone, is it possible to 4.12 dedicated server mod activator ? S!
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Gaston

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #44 on: June 19, 2013, 03:21:14 AM »

Here is my log with the mission failed null bug when trying the Beaufort.

Code: [Select]
[19 juin 13 11:17:53] ------------ BEGIN log session -------------
[11:17:53] OpenGL provider: Opengl32.dll
[11:17:53] OpenGL library:
[11:17:53]   Vendor: NVIDIA Corporation
[11:17:53]   Render: GeForce 9800 GT/PCI/SSE2
[11:17:53]   Version: 3.3.0
[11:17:53]   Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex 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_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays 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_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object 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_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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip 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_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[11:17:53] Size: 1280x1024
[11:17:53] ColorBits: 32
[11:17:53] DepthBits: 24
[11:17:53] StencilBits: 8
[11:17:53] isDoubleBuffered: true
[11:17:55]
[11:17:55] *** Looking for Advanced CPU Instructions...
[11:17:55] [x] PentiumPro
[11:17:55] [x] Multimedia (MMX)
[11:17:55] [x] 3D (SSE)
[11:17:55] [x] 3D (SSE2)
[11:17:55] [-] 3D (3DNow)
[11:17:55] ColourBits 32, ABits 0, ZBits 24
[11:17:55]
[11:17:55] *** Looking for Render API Extensions ...
[11:17:55] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[11:17:55] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[11:17:55] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[11:17:55] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[11:17:55] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[11:17:55] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[11:17:55] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[11:17:55] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[11:17:55] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[11:17:55] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[11:17:55] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[11:17:55] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[11:17:55] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[11:17:55]
[11:17:55] Maximum texture size : 8192
[11:17:55] Maximum simultaneous textures :4
[11:17:55] MaxAnisotropic (1.0 = none) : 16.000000
[11:17:56] 15 Splashscreens available.
[11:18:03] AutoMounting SFS files from folder SFS_AUTO now...
[11:18:03] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.SFS... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.SFS... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
[11:18:03] AutoMounting SFS files from folder SFS_AUTO finished.
[11:18:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:18:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:18:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:18:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[11:18:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[11:18:07] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[11:18:07] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[11:18:07] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[11:18:07] INTERNAL ERROR: Texture required
[11:18:07] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[11:18:27] Initializing DirectSound playback device...
[11:18:27] Primary buffer created.
[11:18:27] Playback format is set : sampling rate = 44100, num channels = 2.
[11:18:27] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[11:18:27] Default speaker config is : 1310724.
[11:18:27] Direct sound audio device initialized successfully :
[11:18:27] DX Version : 7
[11:18:27] Hardware    - disabled [buffers : 0]
[11:18:27] Extensions  - disabled :
[11:18:27]   EAX ver. 1 [ ]  - disabled
[11:18:27]   EAX ver. 2 [ ]  - disabled
[11:18:27]   EAX ver. 3 [ ]  - disabled
[11:18:27]   I3D ver. 2 [ ]  - disabled
[11:18:27]   ZoomFX     [ ]  - disabled
[11:18:27]   MacroFX    [ ]  - disabled
[11:18:27] SIMD render [X]
[11:18:27] num channels 0
[11:18:27]
[11:18:28] Loading mission Records/Intro 04 Ed.trk...
[11:18:35] Annulation utilisateur
[11:18:35]
[11:18:35] java.lang.RuntimeException: Annulation utilisateur
[11:18:35]
[11:18:35] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:447)
[11:18:35] at com.maddox.il2.game.Mission.loadMain(Mission.java:812)
[11:18:35] at com.maddox.il2.game.Mission._load(Mission.java:476)
[11:18:35] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:18:35] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:18:35] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:18:35] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:18:35] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:18:35] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:18:35] Annulation utilisateur
[11:18:35]
[11:18:35] java.lang.RuntimeException: Annulation utilisateur
[11:18:35]
[11:18:35] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:447)
[11:18:35] at com.maddox.il2.game.Mission.loadMain(Mission.java:812)
[11:18:35] at com.maddox.il2.game.Mission._load(Mission.java:476)
[11:18:35] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:18:35] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:18:35] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:18:35] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:18:35] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:18:35] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:19:21] Loading mission QuickQMBPro/Normandy/NormandyRedScramble00.mis...
[11:19:21] Detected Vertex Shaders 3.0.
[11:19:21] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[11:19:21] Vertex texture units: 32
[11:19:21]
[11:19:25] PBuffer: suitable formats: 6
[11:19:25]
[11:19:25] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[11:19:25] Depth = 24, stencil = 8
[11:19:25] PBuffer: suitable formats: 6
[11:19:25]
[11:19:25] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[11:19:25] Depth = 24, stencil = 8
[11:19:32] Loading vertex/fragment programs: *122433120*
[11:19:32] *** Loading: [vpFogFar2Tex2D]
[11:19:32] *** Loading: [vpFog2Tex2DBlend]
[11:19:32] *** Loading: [vpFogFar4Tex2D]
[11:19:32] *** Loading: [vpFogFar8Tex2D]
[11:19:32] *** Loading: [vpFogNoTex]
[11:19:32] *** Loading: [vpFog4Tex2D]
[11:19:32] *** Loading: [vpFog4Tex2D_UV2]
[11:19:32] *** Loading: [vp4Tex2D]
[11:19:32] *** Loading: [vp6Tex2D]
[11:19:32] *** Loading: [vpTexUVTex2D]
[11:19:32] *** Loading: [vpWaterGrid_NV]
[11:19:32] *** Loading: [vpWaterSunLight_NV]
[11:19:32] *** Loading: [vpWaterSunLight_ATI]
[11:19:32] *** Loading: [vpWaterSunLight_FP]
[11:19:32] *** Loading: [vpTreeSprite]
[11:19:32] *** Loading: [vpTreeTrunk]
[11:19:32] *** Loading: [vpVAObjectsN]
[11:19:32] *** Loading: [vpVAObjectsL0]
[11:19:32] *** Loading: [vpSprites]
[11:19:32] *** Loading: [vpSimpleGL]
[11:19:32] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[11:19:32] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[11:19:32] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCoastBump] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCaustic] -> NV3X Optimized!
[11:19:32] *** Loading: [fpSprites] -> NV3X Optimized!
[11:19:32] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[11:19:32] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[11:19:32] *** Loading: [fpSimpleGL]
[11:19:32] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[11:19:32] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[11:19:32] *** Loading: [fpRiverCoastAA]
[11:19:32] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[11:19:32] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[11:19:32] *** Loading: [vpWaterDM_CPU]
[11:19:32] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[11:19:32] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[11:19:32] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[11:19:32] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[11:19:32] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[11:19:32] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpWaterLFogDM]
[11:19:32] *** Loading: [fpIceWater] -> NV3X Optimized!
[11:19:32] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[11:19:32] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[11:19:32] *** Loading: [fpNearBlend] -> NV3X Optimized!
[11:19:32] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[11:19:32] *** Loading: [fpFarBlend] -> NV3X Optimized!
[11:19:32] *** Loading: [fpForestPlane] -> NV3X Optimized!
[11:19:32] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[11:19:32] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[11:19:32] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[11:19:32] Load bridges
[11:19:32] Load static objects
[11:19:36] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:19:36] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[11:19:37] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[11:19:37] java.lang.ArrayIndexOutOfBoundsException
[11:19:37] at com.maddox.il2.fm.Motor.calcAfterburnerCompressorFactor(Motor.java:945)
[11:19:37] at com.maddox.il2.fm.Motor.load(Motor.java:337)
[11:19:37] at com.maddox.il2.fm.EnginesInterface.load(EnginesInterface.java:68)
[11:19:37] at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:356)
[11:19:37] at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
[11:19:37] at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
[11:19:37] at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
[11:19:37] at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
[11:19:37] at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
[11:19:37] at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
[11:19:37] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
[11:19:37] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
[11:19:37] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
[11:19:37] at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
[11:19:37] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[11:19:37] at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
[11:19:37] at com.maddox.il2.game.Mission._load(Mission.java:487)
[11:19:37] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:19:37] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:19:37] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:19:37] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:19:37] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:19:37] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:19:40] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
[11:19:43] null
[11:19:43] java.lang.NullPointerException
[11:19:43] at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:621)
[11:19:43] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:561)
[11:19:43] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:525)
[11:19:43] at com.maddox.il2.game.Mission._load(Mission.java:625)
[11:19:43] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:19:43] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:19:43] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:19:43] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:19:43] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:19:43] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[19 juin 13 11:19:49] -------------- END log session -------------
Logged

SAS~Storebror

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  • Taking a timeout
    • STFU
Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #45 on: June 19, 2013, 03:23:03 AM »

Hi folks,

Thanks a bomb for all your feedback, much appreciated.
Special thanks to those who reported bugs so far.
You can find a Patch "Modact 5.11" in the first post. This patch installs on top of an existing Modact 5 installation and solves the following issues:
  • "Mission null" / pink plane error when trying to fly Beauforts
  • CTD (crash to desktop) when selecting finnish Hawk 75s

4.12 dedicated server mod activator ?
The old fashioned Selector 2.3 serves as mod enabler for dedicated servers. See here: https://www.sas1946.com/main/index.php/topic,16403.0.html

Best regards - Mike
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Don't split your mentality without thinking twice.

duffys tavern

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #46 on: June 19, 2013, 04:53:39 AM »

Great job! Thank you so much for sharing. Testing a few mods now.
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Semor

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  • IL2 without Mods is possible,but senseless!
Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #47 on: June 19, 2013, 05:09:05 AM »

Same here,You guys did really a fantastic Job.

Many thanks Mike.

Best regards from a hot Summer day in Germany,
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