Logfile for Beauforts (Mission failed null) error [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 -------------