Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 11 12 13 [14] 15 16 17 ... 25   Go Down

Author Topic: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)  (Read 139212 times)

0 Members and 1 Guest are viewing this topic.

SAS~Malone

  • flying as #46 with the FAC
  • Editor
  • member
  • Offline Offline
  • Posts: 14562
  • proud member of that 'other' site
Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #156 on: December 29, 2015, 09:33:30 AM »

Hi Pablo
it's been along time since i've had time for IL-2, but now i'm getting back into things, and i noticed something now, how long it's been this way, i'm not sure, but when i select the drop-down menu to view either friendly or enemy stationary/ground units, all i get is a little grey box, but the list does not appear like it used to.
any idea where i should be looking to solve this?
i've tried several entry values in the conf setting, but it makes no difference - in essence, i cannot view any vehicles or anything in the actors list.....
Logged
.....taking fun seriously since 1968.....  8)

SAS~Malone

  • flying as #46 with the FAC
  • Editor
  • member
  • Offline Offline
  • Posts: 14562
  • proud member of that 'other' site
Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #157 on: December 30, 2015, 12:44:39 AM »

well, i managed to solve it, but it's a mystery to me - i compared the contents of the download rar file for the VisualMod v9 with the contents of the folder in my SAS folder, and found that i had 3 extra classfiles in there, which were not part of the original download...? whaaaa...?!
now, i have never messed with the contents of the folder, so i have no idea where these three classfiles come from, but removing them has solved the problem, now all the actors can be seen.
for interests sake, the 3 classfiles were: 6C27DBE460C85D86, 55CE8D5EC05A5232 and F4B4A398CD55A974 ....
 :D
Logged
.....taking fun seriously since 1968.....  8)

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #158 on: December 30, 2015, 03:03:42 AM »

Hi Pablo
it's been along time since i've had time for IL-2, but now i'm getting back into things, and i noticed something now, how long it's been this way, i'm not sure, but when i select the drop-down menu to view either friendly or enemy stationary/ground units, all i get is a little grey box, but the list does not appear like it used to.
any idea where i should be looking to solve this?
i've tried several entry values in the conf setting, but it makes no difference - in essence, i cannot view any vehicles or anything in the actors list.....

Malone, is 100% on purpose. Look at my previus explanation in this thread:

Hi

A few questions about the Visual MOD V9.

What does the selections "Gunner inertia", "Mouse Inertia" and "External TIR"do?

I tested the walking pilot who run a few meters from the plane and then froze.
The View Friend / Enemy Actor looks strange: Only a small square is displyed. It worked ok in v8.

I tested adding PAL3DMaxMenu Actors=64 to my conf.ini but it looks the same.



Cheers

vonOben

Dear von Oben, the names should be self explanatory. Gunner means that in Gunner positions, your weapons don't move instantaneously as the game used to do. Mouse inertia that when you move the point of view, it more like a head, with a response time. External TIR is if you have a Track IR, if it will change the position when you are in an external view of the plane.

Here you have an extra space: "PAL3DMaxMenu Actors=64"

Even though the logic of this is the next: If there are more than n (in this case 64) actors to show, then ignore all of them (because it is a huge number). So if you set a very high number (i.e. 1024) you will always see all of them.

Regards,
                     Pablo
Logged

SAS~Malone

  • flying as #46 with the FAC
  • Editor
  • member
  • Offline Offline
  • Posts: 14562
  • proud member of that 'other' site
Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #159 on: December 30, 2015, 06:04:40 AM »

Pablo, i understand perfectly the concept, and have used it successfully for several months already,  but my worry was that even with the "PAL3DMaxMenuActors=64" entry in my conf.ini, i was still not seeing the actor list.
it's only after i found, and removed, the three foreign classfiles, that it would work again.
that's why i mentioned them, in case you recognised them as something you worked with, however, they are NOT in the original download file for VisualMod V9, and i have no idea where they might have come from (as you can understand, i get very worried when 'mysterious' classfiles appear out of nowhere - your mod is not one of those i messed with in any way.
besides, i keep my modding firmly in the painting department... :D
Logged
.....taking fun seriously since 1968.....  8)

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #160 on: December 30, 2015, 10:46:46 AM »

Pablo, i understand perfectly the concept, and have used it successfully for several months already,  but my worry was that even with the "PAL3DMaxMenuActors=64" entry in my conf.ini, i was still not seeing the actor list.
it's only after i found, and removed, the three foreign classfiles, that it would work again.
that's why i mentioned them, in case you recognised them as something you worked with, however, they are NOT in the original download file for VisualMod V9, and i have no idea where they might have come from (as you can understand, i get very worried when 'mysterious' classfiles appear out of nowhere - your mod is not one of those i messed with in any way.
besides, i keep my modding firmly in the painting department... :D

Hi Malone.

  The real way to confirm if it is or not the Actors limitation is not with that value, but with something like this:

PAL3DMaxMenuActors=2000

  Consider than most of the missions would have more than 64 so it would not show anything.

  Regarding those hashed files, it is too tedious for me to guess what hey are. It would be very useful that you resolve them and tell me the real classes names so I can confirm if something could have been related to it or not. In fact I never understood why do we continue using hashed names which are an old inheritance of the first MODding system of the game. My wrappers and the TotalMODder philosophy is classes oriented, so you always know what what piece of code is whhich one.

  Regards,
                  Pablo
Logged

SAS~Malone

  • flying as #46 with the FAC
  • Editor
  • member
  • Offline Offline
  • Posts: 14562
  • proud member of that 'other' site
Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #161 on: January 09, 2016, 12:26:15 AM »

Pablo, thanks mate, i kept the view actors at a default of 64, and for the most part it's been working alright, but i have on several occasions now, had a huge freeze-up when trying to view ships. it has so far only happened with ships, and not with vehicles, but this freeze-up is because there was 24MB !!! worth of java error being thrown into the log, the same error over an over - i think it's because it's trying to track a moving ship, and literally throwing an exception for every position movement of the ship, and it can't seem to read it.
ingame, i simply freeze-up while on the selection of, eg: Chief_1, and can only recover by alt-tab'ing out, then back in, hit Escape, and some silly procedure, or simply have to end the il2 process.
here is an example of the log error that's being thrown out:

Code: [Select]
* Trying to switch View to '1_Chief' Actor!
[9:56:12 PM] java.lang.NullPointerException
[9:56:12 PM] at com.maddox.il2.engine.hotkey.HookView.computeInertiaPos(Unknown Source)
[9:56:12 PM] at com.maddox.il2.engine.hotkey.HookView.computePos(Unknown Source)
[9:56:12 PM] at com.maddox.il2.engine.ActorPosMove.validate(ActorPosMove.java:133)
[9:56:12 PM] at com.maddox.il2.engine.ActorPosMove.resetAsBase(ActorPosMove.java:643)
[9:56:12 PM] at com.maddox.il2.game.Main3D.setView(Main3D.java:1550)
[9:56:12 PM] at com.maddox.il2.game.Main3D.setView(Main3D.java:1537)
[9:56:12 PM] at com.maddox.il2.engine.ActorAux.doViewActor(Unknown Source)
[9:56:12 PM] at com.maddox.il2.gui.GUIMenu$46.execute(Unknown Source)
[9:56:12 PM] at com.maddox.gwindow.GWindowMenu.execute(GWindowMenu.java:119)
[9:56:12 PM] at com.maddox.gwindow.GWindowMenu.doExecute(GWindowMenu.java:125)
[9:56:12 PM] at com.maddox.gwindow.GWindowMenuItem.mouseButton(GWindowMenuItem.java:38)
[9:56:12 PM] at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
[9:56:12 PM] at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
[9:56:12 PM] at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
[9:56:12 PM] at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
[9:56:12 PM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[9:56:12 PM] at com.maddox.rts.Message._send(Message.java:1217)
[9:56:12 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:56:12 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:56:12 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:56:12 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:56:12 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:56:12 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:56:12 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[9:56:12 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:56:12 PM] java.lang.NullPointerException ...........on and on and on........

i don't find any conflicting files, VisualMod is right on top of the load order, and yet this is also only a very recent thing - anyway, I'm looking for a solution myself, but if you have an idea of what might be the cause, please let me know? i suspect it's to do with an Engine Mod update, but can't say for sure...?
thanks in advance, mate - apologies that it's mainly more problems i keep bringing you lately - i'll make it up somehow, where i can :D
Logged
.....taking fun seriously since 1968.....  8)

SAS~Malone

  • flying as #46 with the FAC
  • Editor
  • member
  • Offline Offline
  • Posts: 14562
  • proud member of that 'other' site
Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #162 on: January 09, 2016, 01:33:24 AM »

thinking back to what i've done recently, the only mod i have added was a version of the blue flame exhaust mod, for which i had to disable your CockpitSound mod, as they conflicted.
now, as the exhaust mod works with hooks, and i see this hookview error there in the log, maybe there is a connection, or are those different 'hooks'?
as in, one a mesh 'hook' or another to do with camera? i'm guessing now, better stop...lol :D
as for the Visual Mod, however, i don't find any conflict between this and the flames mod....
Logged
.....taking fun seriously since 1968.....  8)

SAS~Malone

  • flying as #46 with the FAC
  • Editor
  • member
  • Offline Offline
  • Posts: 14562
  • proud member of that 'other' site
Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #163 on: January 26, 2016, 10:36:57 PM »

hi Pablo, thought i better make a positive post, as my last few had been about problems, lol
i just tried the new 'ordnance cam' update, and it works a charm - i can highly recommend it, and especially following a torpedo along its deadly path is really great - you get a nice, up close and personal view of your 'victim' ship as you head towards it.
great job, mate - as always! :D

now a little query - i set the max actors at the default 64 for a mission i was trying, which consisted of 12 friendly planes, 6 enemy planes (parked on carrier deck for the duration of the mission), 3 friendly ships (one a carrier) and 4 enemy ships (also one carrier)
i created this mission from scratch in FMB, so there are no there actors/chiefs in the mission at all.
to me, this is way less than 64 actors, but when i try to view them in the drop-down menu, i see the message 'more than 64 actors'
how can this be? or does the game register a ship differently?
to my mind, this mission has a total of 18 planes, and 7 ships.... or is my thinking wrong?

anyway, great update, thanks again! :D
Logged
.....taking fun seriously since 1968.....  8)

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #164 on: January 27, 2016, 03:20:08 AM »

hi Pablo, thought i better make a positive post, as my last few had been about problems, lol
i just tried the new 'ordnance cam' update, and it works a charm - i can highly recommend it, and especially following a torpedo along its deadly path is really great - you get a nice, up close and personal view of your 'victim' ship as you head towards it.
great job, mate - as always! :D

now a little query - i set the max actors at the default 64 for a mission i was trying, which consisted of 12 friendly planes, 6 enemy planes (parked on carrier deck for the duration of the mission), 3 friendly ships (one a carrier) and 4 enemy ships (also one carrier)
i created this mission from scratch in FMB, so there are no there actors/chiefs in the mission at all.
to me, this is way less than 64 actors, but when i try to view them in the drop-down menu, i see the message 'more than 64 actors'
how can this be? or does the game register a ship differently?
to my mind, this mission has a total of 18 planes, and 7 ships.... or is my thinking wrong?

anyway, great update, thanks again! :D

Malone, the map itself can contain actors, which are not only the planes and ships you add...

But it is easy: set a real big number, so you are not limited. You should receive the whole list and then understand which other ones you were not taking into account.

Regards,
                 Pablo
Logged

SAS~Malone

  • flying as #46 with the FAC
  • Editor
  • member
  • Offline Offline
  • Posts: 14562
  • proud member of that 'other' site
Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #165 on: January 27, 2016, 04:10:25 AM »

will do, thanks mate :D
Logged
.....taking fun seriously since 1968.....  8)

spartan18a

  • Supporter
  • member
  • Offline Offline
  • Posts: 688
Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #166 on: January 27, 2016, 04:48:36 AM »

hi Pablo, thought i better make a positive post, as my last few had been about problems, lol
i just tried the new 'ordnance cam' update, and it works a charm - i can highly recommend it, and especially following a torpedo along its deadly path is really great - you get a nice, up close and personal view of your 'victim' ship as you head towards it.
great job, mate - as always! :D

Is it already implemented in the VisualMod?  :o
Logged
Winning is optional, but trying your best is not.

SAS~Malone

  • flying as #46 with the FAC
  • Editor
  • member
  • Offline Offline
  • Posts: 14562
  • proud member of that 'other' site
Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #167 on: January 27, 2016, 05:00:34 AM »

yes mate, here is the update VisualMod: https://www.sas1946.com/main/index.php/topic,50130.msg547482.html#msg547482
please test and let us know how it goes.
my testing so far is 100% successful, but others have reported a problem with not being able to select engines properly on multi-engined planes - if you can check how it is for you, and let us know, that will be great. ;)
Logged
.....taking fun seriously since 1968.....  8)
Pages: 1 ... 11 12 13 [14] 15 16 17 ... 25   Go Up
 

Page created in 0.052 seconds with 25 queries.