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Author Topic: TFM-412 The Next Level  (Read 1140756 times)

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Cloyd

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Re: TFM-412 The Next Level
« Reply #1368 on: September 02, 2014, 05:06:22 AM »

Hi guys.
Sorry for the question. I'm pretty sure it's a newbie one, but, believe me, I've try to solve it before annoying you with it.
I've try several times to activate the #TFM412-11_AIR_EXTRA, followed the steps one after the other, but every time I activate this one I get a CTD after the 20%.
Reinstalled everything again, even downloaded again, but every time I'm unable to activate the one mentioned, without getting the CTD. With the #TFM412-10_SHIPS installed the Sim runs flawless, but after activating #TFM412-11_AIR_EXTRA, CTD..... :-(
Thanks a lot in advance.

You *MUST* have SAS_AI_FLYABLES activated, or you will get CTD on TFM412_11.

Cloyd
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hildefonso

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Re: TFM-412 The Next Level
« Reply #1369 on: September 02, 2014, 08:57:00 AM »

That's right, Cloyd.
As you said, I didn't activate the SAS_AI_FLYABLES. This done, flawless fighting with this outstanding mod.
I only feel sorry for my ignorance in jaba scripting, because I would be very happy helping you guys to continuing developing this wonderful sim.
Thanks a lot.
Hildefonso
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LynxNot

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Re: TFM-412 The Next Level
« Reply #1370 on: September 02, 2014, 12:38:10 PM »

guys, the map pack 2 is uncomplete.

I'm also having a problem with the #TFM412-16_Map-Pack-2. Strange thing is that before re-downloading/re-installing everything i had no problems.

The problem is that almost every map do not load and gives "Mission loading failed: Landscape 'MAP_NAME\load.ini' loading error".
I have tried in QMB and FMB and found only very few maps loads correctly, while at level #TFM412-15 all the maps loads without any issue.


** EDIT **
In fact it was '#SAS_Water=4 by Carmaster' causing the issue, disabling that mod solved the problem.
I had the same issue in predbw2 and with the profiles i could easily pinpoint the issue :)

Cheers
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Mig

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Re: TFM-412 The Next Level
« Reply #1371 on: September 03, 2014, 04:15:10 PM »

After several installation and some manipulations, I still can not take off to square shaft problem in the card War Over Italy.
Here is a picture of my original # SAS-27 game.
Do you know if it is possible to solve the problem.

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Rex Ursus

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Re: TFM-412 The Next Level
« Reply #1372 on: September 04, 2014, 02:42:31 PM »

  Unless I am doing something wrong, the time that it is taking for jsgme to enable each of the twenty seven levels is absurd.  i.e.  I got to part 11 or twelve, or something like that, and I started to time how long it was taking for it to over write  itself.   40 minutes to an hour.   Then I timed how long it took for it to enable itself without having to overwrite itself.   Under 2 minutes.  The Vast majority of this mod is just spending hours overwriting itself over and over again from level to level.
  I am just going to copy over the files in a separate folder and make it a jsgme file and try it that way so that there are no more overwrites.   Failing that I am just going to copy over the files as it takes a lot less time to do that and have it screw up than to do it the way it says in the instructions.    It takes less time to just copy a vanilla start all over again then copy a compiled tfm than it does this way.
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vpmedia

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Re: TFM-412 The Next Level
« Reply #1373 on: September 05, 2014, 12:24:00 AM »

You do not need jsgme to mod IL-2 1946.
You can extract all the parts into a folder and copy the entire material manually into the #SAS folder. Takes few minutes only.
Backup your original #SAS folder if you want to revert to standard modact.

Rex Ursus

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Re: TFM-412 The Next Level
« Reply #1374 on: September 05, 2014, 12:31:19 AM »

You do not need jsgme to mod IL-2 1946.
You can extract all the parts into a folder and copy the entire material manually into the #SAS folder. Takes few minutes only.
Backup your original #SAS folder if you want to revert to standard modact.


  Roger.    That is what I ended up doing.     It doesn't take much time.   And now I have my mod folder stored so that I can just add to it as I need.   It only take a couple of minutes to copy my backup folder to a new file when I need it.
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Carpet

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Re: TFM-412 The Next Level
« Reply #1375 on: September 07, 2014, 05:31:02 AM »

Great stuff. Thanks for pulling it all together guys.

I had the same issue with map loading with Carmasters water=4 mod.

My machine isn't up to task of running this properly as I only have a Pentium D with an integrated ATI graphics card.
However, from what I have seen of the new features it is one awesome package.

That said, I've got Poltava's D520 Battle for France 1940 campaign working (Just need to rename the Properties files to lose _ru)
mission4today.com/index.php?name=Downloads3&file=details&id=1687

Just have to search out old campaigns with less objects, strip out the objects in FMB or build some light campaigns my self. (Or even better build a new rig!  ;))

A couple of observations:

I don't know if it is a corruption in my install but the Jeep and Kubelwagen model are not appearing correctly in QuickMB. The wheels appear above the body of the vehicle. I'm not to bothered about it and I'll look into it later. (The jeep does appear ok in the 'Four days in June' campaign.)

I've also got an issue with selecting missiles/rockets in that it doesn't work currently. Something else I take a look at when time permits. I've had it working before with another install of 412 modact 5.3 and the jet war pack.

There is also something going on. See below from log file:

An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x744b70b
Function name=Java_com_maddox_il2_engine_CfgFlagsEngine_Set
Library=C:\Program Files\4.12 Modact5.3 TFM\IL-2 Sturmovik 1946\il2_corep4.dll


Anyway thanks again everyone.
What a wonderful community project!

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Device6

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Re: TFM-412 The Next Level
« Reply #1376 on: September 08, 2014, 01:49:48 AM »

I extracted all the TFM mods to the jsgmemod folder.
Then I went to activate each of them.

TFM412-01 and TFM412-02 went ok.
As soon as I tried to acticate TFM412-03, it said something like some features are activated in previously activated mod, and said there might be adverse effect....etc

How are you guys activating the mods?
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bergkamp

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Re: TFM-412 The Next Level
« Reply #1377 on: September 08, 2014, 03:16:10 AM »

Device6, that's normal when activating each successive pack. Ignore that message and just allow each pack to overwrite the previous one.
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Device6

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Re: TFM-412 The Next Level
« Reply #1378 on: September 08, 2014, 06:21:30 AM »

Device6, that's normal when activating each successive pack. Ignore that message and just allow each pack to overwrite the previous one.
Thanks for the quick reply. I'll reinstall and try again!!
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citizen67

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Re: TFM-412 The Next Level
« Reply #1379 on: September 08, 2014, 08:36:48 AM »

Hi everybody,
just a simple question (I hope not also stupid): once installed all the TFM412 part in the jgsme folder, is it mandatory to activate them all? Can I jump a part and skip to the next?
i.e. I don't want to activate #TFM412-24_Coldwar2, can I skip to #TFM412-25 or I'll encounter problems?

Thank you
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