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Author Topic: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)  (Read 161840 times)

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duffys tavern

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #132 on: June 22, 2013, 08:41:46 PM »

Seems we need: "#SAS Diff_FM", For the P-61 & F4Us. Anyone know where I can find this? Any help appreciated.
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Claw

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #133 on: June 22, 2013, 09:37:37 PM »

There is one in Benito's Visual Mod. Not sure if thats what your looking for but he did update it for the new release.
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SAS~Boomer

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #134 on: June 22, 2013, 09:58:37 PM »

Seems we need: "#SAS Diff_FM", For the P-61 & F4Us. Anyone know where I can find this? Any help appreciated.

Modact 5 has AutoDiffFM included, you can use whatever FM files you like.
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GilB57

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #135 on: June 23, 2013, 02:12:09 AM »

Very very good pack ... THX all involved !

I began to add modded planes (currently early war).
Problems with:
-Do17Z
-Bloch 210
-Potez 540
For both, the game loads OK, they spawn OK in QMB as AI, but if I try to choose them I encounter the "memory can't be read" error during mission loading immediate  back to desktop, log file (end only) :

Code: [Select]
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.fm.Polares.loadMachParams(Polares.java:789)
at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:473)
at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
at com.maddox.il2.game.Mission._load(Mission.java:487)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
java.lang.NoSuchFieldError: printCompassHeading
at com.maddox.il2.objects.air.CockpitDo17.<init>(CockpitDo17.java:145)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3545)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2858)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
at com.maddox.il2.game.Mission._load(Mission.java:487)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

... Trying to load Do17Z cockpit
(also added object pack)

I however continue testing...
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Ernst

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #136 on: June 23, 2013, 03:14:19 AM »

I have issues with the Mission Editor ( IL2 v4.12m + ModAct v5.11 )
I created simple clash between PZL 11c and He-111.
At the beginning the PZLs were airborne at waypoint 0.
When I changed Waypoint 0 to takeoff, those changes are not reflected in a play.
What's the most strangest is that I open mission file in a text editor and those changes are there:

[pl0100_Way]
  TAKEOFF 112753.95 31795.00 0 0 &0
  NORMFLY_401 94506.26 31188.13 1200.00 300.00 &0
  TRIGGERS 0 0 0 5 0
  LANDING 111179.50 31373.13 0 0 &0


So how could it be...
I have many weird behaviors but this one is the strangest,
and it does not occur in an un-modded stock game.
Any clues, please ?

I have those MODS enabled only:

Forgotten Countries
FX Small Collection
MiniMap
HD Skins
Water


and MissionPro Combo disabled
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SAS~Storebror

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #137 on: June 23, 2013, 04:47:24 AM »

when I install the Activator I can't start the game from the 'il2fb.exe'. I immediately get this message: "The application failed to initialize propperly (0xc0000142)".
Your initlog.lst please?

When I use the 'IL-2 Selector.exe', the Selector opens, but the RAM indicator doesn't show a blue indication of RAM: it stays grey  ( when I open it on Win7 there is a blue filled line running up to the amount of RAM you choose )
Since you're apparently the only one facing this issue I'd have to be sorry but that's some genuine issue of your XP installation and has nothing to do with the selector itself.

I can run a copy of this same game folder on my Win7 PC and from that PC over LAN on the XP PC. Any help would be appreciated.
Just for my understanding: You can run the game on XP when you load it from a shared LAN folder on your Win7 PC? *Confused I am*

Problems with:
-Do17Z
-Bloch 210
-Potez 540
Yep. The issue is this: Your Do-17 Cockpit (and likely some others) are referring to a method "printCompassHeading" which was present in 4.11 but has been removed in 4.12.
These cockpits will need to get updated code to work in 4.12.

Best regards - Mike
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BravoFxTrt

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #138 on: June 23, 2013, 04:48:48 AM »

Has any one got Bf-109 Trop filters to show up in game?
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Wulfy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #139 on: June 23, 2013, 08:18:02 AM »

Has anyone noticed that when you install a map and then DL a QMBpro mission for it, it doesnt show up in the game
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Mission_bug

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #140 on: June 23, 2013, 08:23:05 AM »

Hello Mike, I wonder if you could shed some light on a problem I am having with the I-16s while using a 412 game with SAS modAct 5.1.
Essentially I have encountered exploding I-16 aircraft in both the taxi test mission that came with 4.12 and in QMB missions.

I have had very few mods enabled either through JSGME or self installed, yet even with these deactivated the problem persists. :'(

At the moment my mod act game only has maps and objects active.  Love the auto sfs installer bye the way, works a treat, even I cannot mess up installing those files now. 8)

Here is the full log:

Code: [Select]
[Jun 23, 2013 1:51:43 PM] ------------ BEGIN log session -------------
[1:51:43 PM] OpenGL provider: Opengl32.dll
[1:51:43 PM] OpenGL library:
[1:51:43 PM]   Vendor: NVIDIA Corporation
[1:51:43 PM]   Render: GeForce GTX 550 Ti/PCIe/SSE2
[1:51:43 PM]   Version: 4.3.0
[1:51:43 PM]   Extensions: GL_AMD_multi_draw_indirect 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_compute_shader 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_buffers_blend GL_ARB_draw_indirect 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_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_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect 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_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_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine 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_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range 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_levels GL_ARB_texture_query_lod 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_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_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_shader_image_load_store 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_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit 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_compute_program5 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_draw_texture 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_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 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_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit 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
[1:51:43 PM] Size: 1920x1080
[1:51:43 PM] ColorBits: 32
[1:51:43 PM] DepthBits: 24
[1:51:43 PM] StencilBits: 8
[1:51:43 PM] isDoubleBuffered: true
[1:51:43 PM]
[1:51:43 PM] *** Looking for Advanced CPU Instructions...
[1:51:43 PM] [x] PentiumPro
[1:51:43 PM] [x] Multimedia (MMX)
[1:51:43 PM] [x] 3D (SSE)
[1:51:43 PM] [x] 3D (SSE2)
[1:51:43 PM] [x] 3D (3DNow)
[1:51:43 PM] ColourBits 32, ABits 0, ZBits 24
[1:51:43 PM]
[1:51:43 PM] *** Looking for Render API Extensions ...
[1:51:43 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[1:51:43 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[1:51:43 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[1:51:43 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[1:51:43 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[1:51:43 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[1:51:43 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[1:51:43 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[1:51:43 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[1:51:43 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[1:51:43 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[1:51:43 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[1:51:43 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[1:51:43 PM]
[1:51:43 PM] Maximum texture size : 16384
[1:51:43 PM] Maximum simultaneous textures :4
[1:51:43 PM] MaxAnisotropic (1.0 = none) : 16.000000
[1:51:43 PM] 15 Splashscreens available.
[1:51:44 PM] AutoMounting SFS files from folder SFS_AUTO now...
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_03.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_04.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_05.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_06.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_07.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_08.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps03.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps04.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps05.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects03.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects04.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_textures01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_textures02.sfs... mounted successfully!
[1:51:44 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[1:51:57 PM] Initializing DirectSound playback device...
[1:51:57 PM] Primary buffer created.
[1:51:57 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[1:51:57 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[1:51:57 PM] Default speaker config is : 1310724.
[1:51:57 PM] Direct sound audio device initialized successfully :
[1:51:57 PM] DX Version : 7
[1:51:57 PM] Hardware    - disabled [buffers : 0]
[1:51:57 PM] Extensions  - disabled :
[1:51:57 PM]   EAX ver. 1 [ ]  - disabled
[1:51:57 PM]   EAX ver. 2 [ ]  - disabled
[1:51:57 PM]   EAX ver. 3 [ ]  - disabled
[1:51:57 PM]   I3D ver. 2 [ ]  - disabled
[1:51:57 PM]   ZoomFX     [ ]  - disabled
[1:51:57 PM]   MacroFX    [ ]  - disabled
[1:51:57 PM] SIMD render [X]
[1:51:57 PM] num channels 16
[1:51:57 PM]
[1:51:58 PM] Loading mission Records/Intro 04 Ed.trk...
[1:52:03 PM] Load bridges
[1:52:03 PM] Load static objects
[1:52:10 PM] warning: no files : music/crash
[1:52:24 PM] Detected Vertex Shaders 3.0.
[1:52:24 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:52:24 PM] Vertex texture units: 32
[1:52:24 PM]
[1:52:28 PM] PBuffer: suitable formats: 6
[1:52:28 PM]
[1:52:29 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:52:29 PM] Depth = 24, stencil = 8
[1:52:29 PM] PBuffer: suitable formats: 6
[1:52:29 PM]
[1:52:29 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:52:29 PM] Depth = 24, stencil = 8
[1:52:32 PM] Loading vertex/fragment programs: *697297064*
[1:52:32 PM] *** Loading: [vpFogFar2Tex2D]
[1:52:32 PM] *** Loading: [vpFog2Tex2DBlend]
[1:52:32 PM] *** Loading: [vpFogFar4Tex2D]
[1:52:32 PM] *** Loading: [vpFogFar8Tex2D]
[1:52:32 PM] *** Loading: [vpFogNoTex]
[1:52:32 PM] *** Loading: [vpFog4Tex2D]
[1:52:32 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:52:32 PM] *** Loading: [vp4Tex2D]
[1:52:32 PM] *** Loading: [vp6Tex2D]
[1:52:32 PM] *** Loading: [vpTexUVTex2D]
[1:52:32 PM] *** Loading: [vpWaterGrid_NV]
[1:52:32 PM] *** Loading: [vpWaterSunLight_NV]
[1:52:32 PM] *** Loading: [vpWaterSunLight_ATI]
[1:52:32 PM] *** Loading: [vpWaterSunLight_FP]
[1:52:32 PM] *** Loading: [vpTreeSprite]
[1:52:32 PM] *** Loading: [vpTreeTrunk]
[1:52:32 PM] *** Loading: [vpVAObjectsN]
[1:52:32 PM] *** Loading: [vpVAObjectsL0]
[1:52:32 PM] *** Loading: [vpSprites]
[1:52:32 PM] *** Loading: [vpSimpleGL]
[1:52:32 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpSimpleGL]
[1:52:32 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpRiverCoastAA]
[1:52:32 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [vpWaterDM_CPU]
[1:52:32 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterLFogDM]
[1:52:32 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:52:33 PM] Load bridges
[1:52:33 PM] Load static objects
[1:52:48 PM] Loading mission 412_Demo_Missions/AITaxiing.mis...
[1:52:48 PM] Load bridges
[1:52:49 PM] Load static objects
[1:52:57 PM] ERROR file: File users/doe/Icons not found
[1:52:57 PM] Mission: 412_Demo_Missions/AITaxiing.mis is Playing
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:58 PM] warning: no files : music/takeoff
[1:53:09 PM] WARNING: ObjectVACache_Clear()
[1:53:09 PM] WARNING: * Buf0 : Obj: 73,  Vert 1096,  Ind 4305
[1:53:09 PM] WARNING: * Buf1 : Obj: 278,  Vert 15516,  Ind 39714
[1:53:09 PM] WARNING: * Buf2 : Obj: 34,  Vert 17192,  Ind 29976
[1:53:10 PM] Load bridges
[1:53:10 PM] Load static objects
[1:53:45 PM] Detected Vertex Shaders 3.0.
[1:53:45 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:53:45 PM] Vertex texture units: 32
[1:53:45 PM]
[1:53:54 PM] PBuffer: suitable formats: 6
[1:53:54 PM]
[1:53:54 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:53:54 PM] Depth = 24, stencil = 8
[1:53:54 PM] PBuffer: suitable formats: 6
[1:53:54 PM]
[1:53:54 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:53:54 PM] Depth = 24, stencil = 8
[1:53:57 PM] Loading vertex/fragment programs: *697297064*
[1:53:57 PM] *** Loading: [vpFogFar2Tex2D]
[1:53:57 PM] *** Loading: [vpFog2Tex2DBlend]
[1:53:57 PM] *** Loading: [vpFogFar4Tex2D]
[1:53:57 PM] *** Loading: [vpFogFar8Tex2D]
[1:53:57 PM] *** Loading: [vpFogNoTex]
[1:53:57 PM] *** Loading: [vpFog4Tex2D]
[1:53:57 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:53:57 PM] *** Loading: [vp4Tex2D]
[1:53:57 PM] *** Loading: [vp6Tex2D]
[1:53:57 PM] *** Loading: [vpTexUVTex2D]
[1:53:57 PM] *** Loading: [vpWaterGrid_NV]
[1:53:57 PM] *** Loading: [vpWaterSunLight_NV]
[1:53:57 PM] *** Loading: [vpWaterSunLight_ATI]
[1:53:57 PM] *** Loading: [vpWaterSunLight_FP]
[1:53:57 PM] *** Loading: [vpTreeSprite]
[1:53:57 PM] *** Loading: [vpTreeTrunk]
[1:53:57 PM] *** Loading: [vpVAObjectsN]
[1:53:57 PM] *** Loading: [vpVAObjectsL0]
[1:53:57 PM] *** Loading: [vpSprites]
[1:53:57 PM] *** Loading: [vpSimpleGL]
[1:53:57 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpSimpleGL]
[1:53:57 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpRiverCoastAA]
[1:53:57 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [vpWaterDM_CPU]
[1:53:57 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterLFogDM]
[1:53:57 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:53:57 PM] Load bridges
[1:53:57 PM] Load static objects
[1:53:59 PM] ##### House without collision (3do/Tree/Tree2.sim)
[1:53:59 PM] ##### House without collision (3do/Buildings/Troops/animals/horse/live.sim)
[1:54:04 PM] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[1:54:06 PM] ##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
[1:54:06 PM] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[1:54:07 PM] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[1:54:07 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_mauser01/live.sim)
[1:54:07 PM] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_mg42/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_officer_39_summer/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_motocyclist/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_mauser02/live.sim)
[1:54:11 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_43_summer/live.sim)
[1:54:12 PM] ##### House without collision (3do/Buildings/Troops/aircrew/mecano/live.sim)
[1:54:12 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_officer_40_summer/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_40_summer/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Weapons/pack/brancard/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice01/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_wounded/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice06/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_officer_43_summer/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice04/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice02/live.sim)
[1:54:14 PM] ##### House without collision (3do/Buildings/England/semi2/live.sim)
[1:55:32 PM] Detected Vertex Shaders 3.0.
[1:55:32 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:55:32 PM] Vertex texture units: 32
[1:55:32 PM]
[1:55:32 PM] WARNING: ObjectVACache_Clear()
[1:55:32 PM] WARNING: * Buf0 : Obj: 10,  Vert 147,  Ind 492
[1:55:32 PM] WARNING: * Buf1 : Obj: 42,  Vert 13123,  Ind 23637
[1:55:32 PM] WARNING: * Buf2 : Obj: 320,  Vert 161777,  Ind 271647
[1:55:36 PM] PBuffer: suitable formats: 6
[1:55:36 PM]
[1:55:36 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:55:36 PM] Depth = 24, stencil = 8
[1:55:36 PM] PBuffer: suitable formats: 6
[1:55:36 PM]
[1:55:36 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:55:36 PM] Depth = 24, stencil = 8
[1:55:47 PM] Loading vertex/fragment programs: *697297064*
[1:55:47 PM] *** Loading: [vpFogFar2Tex2D]
[1:55:47 PM] *** Loading: [vpFog2Tex2DBlend]
[1:55:47 PM] *** Loading: [vpFogFar4Tex2D]
[1:55:47 PM] *** Loading: [vpFogFar8Tex2D]
[1:55:47 PM] *** Loading: [vpFogNoTex]
[1:55:47 PM] *** Loading: [vpFog4Tex2D]
[1:55:47 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:55:47 PM] *** Loading: [vp4Tex2D]
[1:55:47 PM] *** Loading: [vp6Tex2D]
[1:55:47 PM] *** Loading: [vpTexUVTex2D]
[1:55:47 PM] *** Loading: [vpWaterGrid_NV]
[1:55:47 PM] *** Loading: [vpWaterSunLight_NV]
[1:55:47 PM] *** Loading: [vpWaterSunLight_ATI]
[1:55:47 PM] *** Loading: [vpWaterSunLight_FP]
[1:55:47 PM] *** Loading: [vpTreeSprite]
[1:55:47 PM] *** Loading: [vpTreeTrunk]
[1:55:47 PM] *** Loading: [vpVAObjectsN]
[1:55:47 PM] *** Loading: [vpVAObjectsL0]
[1:55:47 PM] *** Loading: [vpSprites]
[1:55:47 PM] *** Loading: [vpSimpleGL]
[1:55:47 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpSimpleGL]
[1:55:47 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpRiverCoastAA]
[1:55:47 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [vpWaterDM_CPU]
[1:55:47 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterLFogDM]
[1:55:47 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:55:48 PM] Load bridges
[1:55:49 PM] Load static objects
[1:55:50 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[1:55:50 PM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[1:56:41 PM] Detected Vertex Shaders 3.0.
[1:56:41 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:56:41 PM] Vertex texture units: 32
[1:56:41 PM]
[1:56:41 PM] WARNING: ObjectVACache_Clear()
[1:56:41 PM] WARNING: * Buf0 : Obj: 37,  Vert 234,  Ind 534
[1:56:41 PM] WARNING: * Buf1 : Obj: 92,  Vert 7779,  Ind 20142
[1:56:41 PM] WARNING: * Buf2 : Obj: 128,  Vert 58800,  Ind 95088
[1:56:46 PM] PBuffer: suitable formats: 6
[1:56:46 PM]
[1:56:46 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:56:46 PM] Depth = 24, stencil = 8
[1:56:46 PM] PBuffer: suitable formats: 6
[1:56:46 PM]
[1:56:46 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:56:46 PM] Depth = 24, stencil = 8
[1:56:50 PM] Loading vertex/fragment programs: *697297064*
[1:56:50 PM] *** Loading: [vpFogFar2Tex2D]
[1:56:50 PM] *** Loading: [vpFog2Tex2DBlend]
[1:56:50 PM] *** Loading: [vpFogFar4Tex2D]
[1:56:50 PM] *** Loading: [vpFogFar8Tex2D]
[1:56:50 PM] *** Loading: [vpFogNoTex]
[1:56:50 PM] *** Loading: [vpFog4Tex2D]
[1:56:50 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:56:50 PM] *** Loading: [vp4Tex2D]
[1:56:50 PM] *** Loading: [vp6Tex2D]
[1:56:50 PM] *** Loading: [vpTexUVTex2D]
[1:56:50 PM] *** Loading: [vpWaterGrid_NV]
[1:56:50 PM] *** Loading: [vpWaterSunLight_NV]
[1:56:50 PM] *** Loading: [vpWaterSunLight_ATI]
[1:56:50 PM] *** Loading: [vpWaterSunLight_FP]
[1:56:50 PM] *** Loading: [vpTreeSprite]
[1:56:50 PM] *** Loading: [vpTreeTrunk]
[1:56:50 PM] *** Loading: [vpVAObjectsN]
[1:56:50 PM] *** Loading: [vpVAObjectsL0]
[1:56:50 PM] *** Loading: [vpSprites]
[1:56:50 PM] *** Loading: [vpSimpleGL]
[1:56:50 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpSimpleGL]
[1:56:50 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpRiverCoastAA]
[1:56:50 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [vpWaterDM_CPU]
[1:56:50 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterLFogDM]
[1:56:50 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:56:52 PM] Load bridges
[1:56:52 PM] Load static objects
[1:56:57 PM] ##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench2/live.sim)
[1:59:36 PM] Detected Vertex Shaders 3.0.
[1:59:36 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:59:36 PM] Vertex texture units: 32
[1:59:36 PM]
[1:59:36 PM] WARNING: ObjectVACache_Clear()
[1:59:36 PM] WARNING: * Buf0 : Obj: 121,  Vert 2356,  Ind 9084
[1:59:36 PM] WARNING: * Buf1 : Obj: 149,  Vert 19807,  Ind 38223
[1:59:36 PM] WARNING: * Buf2 : Obj: 438,  Vert 278081,  Ind 448791
[1:59:41 PM] PBuffer: suitable formats: 6
[1:59:41 PM]
[1:59:41 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:59:41 PM] Depth = 24, stencil = 8
[1:59:41 PM] PBuffer: suitable formats: 6
[1:59:41 PM]
[1:59:41 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:59:41 PM] Depth = 24, stencil = 8
[1:59:44 PM] Loading vertex/fragment programs: *697297064*
[1:59:44 PM] *** Loading: [vpFogFar2Tex2D]
[1:59:44 PM] *** Loading: [vpFog2Tex2DBlend]
[1:59:44 PM] *** Loading: [vpFogFar4Tex2D]
[1:59:44 PM] *** Loading: [vpFogFar8Tex2D]
[1:59:44 PM] *** Loading: [vpFogNoTex]
[1:59:44 PM] *** Loading: [vpFog4Tex2D]
[1:59:44 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:59:44 PM] *** Loading: [vp4Tex2D]
[1:59:44 PM] *** Loading: [vp6Tex2D]
[1:59:44 PM] *** Loading: [vpTexUVTex2D]
[1:59:44 PM] *** Loading: [vpWaterGrid_NV]
[1:59:44 PM] *** Loading: [vpWaterSunLight_NV]
[1:59:44 PM] *** Loading: [vpWaterSunLight_ATI]
[1:59:44 PM] *** Loading: [vpWaterSunLight_FP]
[1:59:44 PM] *** Loading: [vpTreeSprite]
[1:59:44 PM] *** Loading: [vpTreeTrunk]
[1:59:44 PM] *** Loading: [vpVAObjectsN]
[1:59:44 PM] *** Loading: [vpVAObjectsL0]
[1:59:44 PM] *** Loading: [vpSprites]
[1:59:44 PM] *** Loading: [vpSimpleGL]
[1:59:44 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpSimpleGL]
[1:59:44 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpRiverCoastAA]
[1:59:44 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [vpWaterDM_CPU]
[1:59:44 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterLFogDM]
[1:59:44 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:59:44 PM] Load bridges
[1:59:44 PM] Load static objects
[1:59:47 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[Jun 23, 2013 2:00:19 PM] -------------- END log session -------------

There is no problem with the stock 412, just my mod act game.

Wishing you all the very best, Pete. ;D
Logged

RAECHER

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #141 on: June 23, 2013, 09:15:25 AM »

Hello, Mike. Here is my  initlog.lst
Code: [Select]
2013-06-23 16:57:08:484 (dinput.dll) : IL-2 Process ID = 00000D88
2013-06-23 16:57:08:484 (dinput.dll) : Starting Watchdog at C:\Copy of IL-2 Sturmovik 1946 4.12m\bin\selector\basefiles\IL-2 Watchdog.exe
2013-06-23 16:57:08:500 (dinput.dll) : Watchdog Process not created
2013-06-23 16:57:08:500 (dinput.dll) : JVM Parameters injector deactivated

I can not run a copy of the game after installing the Mod Activator over LAN on the XP PC - I can run it perfectly on the Win7 PC from the XP PC over LAN, sorry for the misunderstanding. I just tried to run it after I ran a repair of the XP install: same issue.
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SAS~Bombsaway

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  • A day without laughter is a day wasted
Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #142 on: June 23, 2013, 09:23:46 AM »

My crash came from using the camera mod.
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Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light.

El_Marta

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #143 on: June 23, 2013, 09:25:03 AM »

Is anyone else missing the crosshairs on the wellington's bombsight? It just will not show up for me.
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