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Author Topic: TFM-412 The Next Level  (Read 1140546 times)

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nyali

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Re: TFM-412 The Next Level
« Reply #1824 on: December 30, 2014, 02:26:32 PM »

its obvious CFM = Come Fly Me
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redshirt78

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Re: TFM-412 The Next Level
« Reply #1825 on: December 30, 2014, 04:06:12 PM »

Other than making the install faster...does CFM add anything new?  Will I have to uninstall what I have now?
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kingsley

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Re: TFM-412 The Next Level
« Reply #1826 on: December 30, 2014, 04:36:37 PM »

Other than making the install faster...does CFM add anything new?  Will I have to uninstall what I have now?
Wait till it comes out compare and make a call. Or do a backup of what you have then get the 1st copy ready for the CFM when it is released go from there
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tooslow

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Re: TFM-412 The Next Level
« Reply #1827 on: December 30, 2014, 06:55:42 PM »

Here's what "SAS~Monty27" told us about CFM in his Christmas post ... it looks good!!!

I'm installing TFM for the first time. What a huge work you had done  ;D!
I have a question: Is normal that JSGME is very slow in activating a mod? (about 40-50 min per mod)??

Yes it is normal for JSGME to be very slow and tedious as it backs up everything and allows stepping back.  However, TFM-412, and all the many experiences from the contributors to this huge thread have provided enough hard data to squeeze TFM-412, with all-working fixes and no errors, into the extremely small, 25% of original size, SFS format, just like DBW, HSFX etc...

It previously took hours or days to install - I appreciate that and went through it myself more than once.  Compressed Full Monty - CFM - Installs in 18 Minutes.

This means that the new install fairly flies in there directly with no more JSGME except for adding a few options in/out as we wish.

Currently; CFM is making good progress and undergoing thorough testing.  The advantage of the smaller SFS files and just six mod folders - over thousands of mod folders previously - is that loading and testing is much faster, more accurate, stable and generally solid.  Its over halfway done now and gathering momentum, but I am also determined that it will be clean and bugfree - so we are into the third round of testing now to go over the entire content again and triple check everything. 

Happily; SFS files tend to CTD, rather than allow a launch and hide errors and conflicts in the old fuzzy folder method, and they also tend to stay fixed when done right.  Starting with TFM-412 Level-38 in the first place gave us a wonderful head start and the final result is certainly the most comprehensive total 412 mod compilation anywhere, by a long, long way!

Not only is everything up to TFM-38 fixed; but there are also many new additions and features:

MAIN FEATURES OF CFM
Compressed SFS Format Fast Install
All Previous Fixes Applied
Faster Smoother Performance
Expanded TFM-412 Maplist all working
Expanded TFM-412 Planelist all working
Expanded TFM-412 Shiplist all working
Expanded TFM-412 FMB Statics and Objects (+Wingflyrs new 3dos)
Expanded TFM-412 FMB Stationary Planes (+300)
All Cowling, Spinners and Cockpit improvements
Comprehensive Wheel Improvements included throughout
Many more new cockpits, aircraft and 412 conversions
New CFM Splashscreens
+ the largest credits acknowledgement in modding history!

With Sputnishock also working on fixing CY6's Command & Control for 412 and Whiskey_Sierra_972 investigating ALL Il2 maps for total 412 inclusion; we are looking forward to some very important developments next year and CFM will be designed to incorporate and assist these efforts.

We won't wait on them though, or hassle these good people as they proceed with some extremely complex projects. - TFM will be ready within the week and I will get the new CFM thread and downloads together asap.  We are proceeding steadily and it will be done when its done...

One of my best Christmas breaks ever and it will great to share this one when complete. - Putting in more hours today... :)

MERRY CHRISTMAS AND HAPPY HOLIDAYS TO ALL THE TFM-412'ERS AND THANKS "SANTA MONTY"<=== Is this considered "flaming":)))

Later

c

Not really, thats enthusiasm and its appreciated!  Merry Christmas mate - CFM water is beautiful, thanks to your efforts and I included a CFM option to restore/remove animated water to taste!


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spartan18a

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Re: TFM-412 The Next Level
« Reply #1828 on: December 31, 2014, 10:30:52 AM »

If this is true, Monty is a genius! I'll vote for him to be the next President of whatever he wishes to be the president of. Thanks a lot !!!!!
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jpten

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Re: TFM-412 The Next Level
« Reply #1829 on: December 31, 2014, 02:22:44 PM »

I hope CFM will release in it's own thread, not just add to this one.
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spartan18a

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Re: TFM-412 The Next Level
« Reply #1830 on: December 31, 2014, 03:22:21 PM »

I hope CFM will release in it's own thread, not just add to this one.
Sure it will be done so.
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NS~John The Mad Ace Pilot

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Re: TFM-412 The Next Level
« Reply #1831 on: January 01, 2015, 03:55:52 PM »

I just hope that he will include the latest version of Tu 95 and other planes that are not made for V4.12 and add cockpits that fit certain planes. And we need more helicopters for this game.
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cheruskerarmin

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Re: TFM-412 The Next Level
« Reply #1832 on: January 01, 2015, 04:35:29 PM »

I would like to get the Ju88G-6 nightfighter with CFM.
ATB
Armin
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nyali

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Re: TFM-412 The Next Level
« Reply #1833 on: January 01, 2015, 05:04:18 PM »

why don't we just patiently wait and see what is in CFM before asking for more content, from what i can see Simon has put a huge amount of time into this and I'm already salivating at the prospect  8)

I'm seeing more 'I WANTS' than 'THANKYOU' on here - show some gratitude people  ;)
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UberDemon

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Re: TFM-412 The Next Level
« Reply #1834 on: January 01, 2015, 07:13:06 PM »

Question for anyone that has TFM currently working...

Has anyone been able to add any of the stationary objects (planes, ships, artillery, etc) to any map in FMB?  Every time I try to do that, IL-2 crashes.  No problems with the moving ships, airplanes or vehicles.

TFM has by far the most complete set of modded airplanes, I think, and it is awesome to fly them, but I would like to be able to build missions with the static objects as well.  I have installed TFM 412 5 times (JSGME, direct method, combined, and Total Modder) all with similar results.

I understand that CFM is going to fix that, I hope, but if anyone has been able to fix, that, any help would be appreciated.

UberDemon/danzigzag
www.uberdemon.net

Log for  for the latest crash is included below (I tried adding a stationary G5 Russian Boat to the map.)  Note I had to remove part of the log because it was too long, and also note that trying to add any static aircraft or static object or artillery yields similar results in FMB.

Any ideas what I am doing wrong?

Code: [Select]
[Jan 2, 2015 1:57:27 AM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: AMD Radeon HD 6700 Series
  Version: 4.2.11931 Compatibility Profile Context
  Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1366x768
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[x] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
AutoMounting SFS files from folder SFS_AUTO now...
Skipping AutoMount of file SFS_AUTO\sas_bf109_02.sfs (disabled)
Trying to AutoMount SFS_AUTO\sasamt_jetwar_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasamt_jetwar_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_bf109_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_bf109_cockpit.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95

[deleted aircraft FM loads...]

Ship: Value of [USSLexingtonCV2_42]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:193)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSLexingtonCV2_42
Ship: Value of [HMSCossack]:<Mesh> not foundCan't set property
[repeat from above]
Ship: Value of [HMSJupiter]:<Mesh> not foundCan't set property
[repeat from above]
Ship: Value of [HMSJavelin]:<Mesh> not foundCan't set property
[repeat from above... repeat for all below...]
Ship: Value of [HMASNapier]:<Mesh> not foundCan't set property
Ship: Value of [HMSKipling]:<Mesh> not foundCan't set property
Ship: Value of [HMSMatabele]:<Mesh> not foundCan't set property
Ship: Value of [HMSNubian]:<Mesh> not foundCan't set property
Ship: Value of [HMSTartar]:<Mesh> not foundCan't set property
Ship: Value of [HMSWarspite]:<Mesh> not foundCan't set property
Ship: Value of [HMSNelson]:<Mesh> not foundCan't set property
Ship: Value of [HMSFiji]:<Mesh> not foundCan't set property
Ship: Value of [RMCaioDuilio]:<Mesh> not foundCan't set property
Ship: Value of [ItalPoetiDD]:<Mesh> not foundCan't set property
Ship: Value of [ItalNavigatoriDD]:<Mesh> not foundCan't set property
Ship: Value of [GerZ7DD]:<Mesh> not foundCan't set property
Ship: Value of [GerZ29DD]:<Mesh> not foundCan't set property
Ship: Value of [IJNMinekazeDD]:<Mesh> not foundCan't set property
Ship: Value of [IJNAkikaze21DD]:<Mesh> not foundCan't set property
Ship: Value of [IJNMinekaze43DD]:<Mesh> not foundCan't set property
Ship: Value of [IJNMinazuki37DD]:<Mesh> not foundCan't set property
Ship: Value of [IJNMutsukiDD]:<Mesh> not foundCan't set property
Ship: Value of [IJNMutsuki41DD]:<Mesh> not foundCan't set property
Ship: Value of [IJNUzuki43DD]:<Mesh> not foundCan't set property
Ship: Value of [IJNUzuki44DD]:<Mesh> not foundCan't set property
Ship: Value of [IJNFumitsuki43DD]:<Mesh> not foundCan't set property
Ship: Value of [IJNMochizuki43DD]:<Mesh> not foundCan't set property
Ship: Value of [IJNSatsuki43DD]:<Mesh> not foundCan't set property
Ship: Value of [IJNSatsuki44DD]:<Mesh> not foundCan't set property
Ship: Value of [IJNYuzuki44DD]:<Mesh> not foundCan't set property
Ship: Value of [KMKT30transport]:<Mesh> not foundCan't set property
Ship: Value of [USSSimsDD1941]:<Mesh> not foundCan't set property
Ship: Value of [USSSimsDD1943]:<Mesh> not foundCan't set property
Ship: Value of [IJNHoshoCVL1936]:<Mesh> not foundCan't set property
Ship: Value of [IJNHoshoCVL1941]:<Mesh> not foundCan't set property
Ship: Value of [IJNHoshoCVL1942]:<Mesh> not foundCan't set property
Ship: Value of [IJNHoshoCVL1945]:<Mesh> not foundCan't set property
Ship: Value of [SCargoAndreaIa]:<Mesh> not foundCan't set property
Ship: Value of [SCargoValentinaIIa]:<Mesh> not foundCan't set property
Ship: Value of [IJNZuikakuCV44]:<Mesh> not foundCan't set property
Ship: Value of [USSPrincetonCVL23]:<Mesh> not foundCan't set property
Ship: Value of [Ship0]:<Mesh> not foundCan't set property
Ship: Value of [Ship1]:<Mesh> not foundCan't set property
Ship: Value of [Ship2]:<Mesh> not foundCan't set property
Ship: Value of [Ship3]:<Mesh> not foundCan't set property
Ship: Value of [Ship4]:<Mesh> not foundCan't set property
Ship: Value of [Carrier0]:<Mesh> not foundCan't set property
Ship: Value of [HMSTribal]:<Mesh> not foundCan't set property
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$HMSTribal
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$BF_109K4C3'
Plane: Parameter [JU_88G6]:<Class> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:1117)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:1143)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:1192)
at com.maddox.il2.objects.vehicles.planes.NJAxeStatic.<clinit>(NJAxeStatic.java:40)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.vehicles.planes.NJAxeStatic$JU_88G6
Plane: Parameter [RE_2001CN]:<Class> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:1117)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:1143)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:1192)
at com.maddox.il2.objects.vehicles.planes.NJAxeStatic.<clinit>(NJAxeStatic.java:41)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.vehicles.planes.NJAxeStatic$RE_2001CN
Plane: Parameter [MI8MT]:<Class> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:1117)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:1143)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:1192)
at com.maddox.il2.objects.vehicles.planes.HeliStatic.<clinit>(HeliStatic.java:36)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.vehicles.planes.HeliStatic$MI8MT

[deleted aircraft FM loads...]

Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Month = 0 , Hour = 12
Temperature -     0m = 9.0 .
Temperature -  1000m = 2.5100098 .
Temperature -  2000m = -3.980011 .
Temperature -  3000m = -10.470001 .
Temperature -  4000m = -16.959991 .
Temperature -  5000m = -23.449997 .
Temperature -  6000m = -29.940002 .
Temperature -  7000m = -36.429993 .
Temperature -  8000m = -42.92 .
Temperature -  9000m = -49.410004 .
Temperature - 10000m = -55.899994 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
PBuffer: suitable formats: 42

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 42

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *732688240*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
java.lang.NoClassDefFoundError: com/maddox/il2/ai/ground/TgtFactory
at com.maddox.il2.builder.PlMisStatic.insert(PlMisStatic.java:590)
at com.maddox.il2.builder.PlMisStatic.insert(PlMisStatic.java:644)
at com.maddox.il2.builder.Plugin.doInsert(Plugin.java:211)
at com.maddox.il2.builder.Builder.insert(Builder.java:2632)
at com.maddox.il2.builder.Builder.access$1400(Builder.java:70)
at com.maddox.il2.builder.Builder$17.begin(Builder.java:1964)
at com.maddox.rts.HotKeyCmd.start(HotKeyCmd.java:103)
at com.maddox.rts.HotKeyEnv.startCmd(HotKeyEnv.java:247)
at com.maddox.rts.HotKeyEnv.keyPress(HotKeyEnv.java:271)
at com.maddox.rts.HotKey.msgMouseButton(HotKey.java:108)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Logged
Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)

kingsley

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Re: TFM-412 The Next Level
« Reply #1835 on: January 01, 2015, 07:23:06 PM »

Uberdemon
A few days or a week or so ago. I was screwing around and with the lapland jet map on the side I added a couple of f4s and 3 trucks from the stationary list I have and It did not crash on me. I do not think the graphic card means anything but I have the intel 9855 with 8gig just for graphic.
Or my install could be a tad bit differant than yours. I did this on a direct install the tfm and all the new mods 412.2/jet war/western patch/ and all the other stuff. have not tried it on the jsgme style of install yet. But later will try and will let you know
                                                                                                                                                       Kingsley
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