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Author Topic: Community Universal Patch C.U.P.  (Read 516354 times)

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decipher

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Re: Community Universal Patch C.U.P.
« Reply #984 on: March 18, 2015, 11:57:46 PM »

        My C.U.P. installation seems to be running just fine so far and this is a brilliant piece of work guys.
 I have a problem with the Darwin map though. Please see below, if someone could help I sure would
appreciate it.
    thanks

 http://postimg.cc/image/yqpigmnar/

i can confirm that problem on my system. trying to load the darwin map into FMB results in an error

Code: [Select]
INTERNAL ERROR: Can't open file 'MAPS/NTL_Darwin_1942_43/NTL_Darwin_1942_43_map_h.tga'
WARNING: TPixelMap::Load('MAPS/NTL_Darwin_1942_43/NTL_Darwin_1942_43_map_h.tga')-Error
INTERNAL ERROR: Height Map not loaded
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARN'
WARNING: TLandscape::LoadMap('NTL_Darwin_1942_43/NTL_Darwin_1942_43_load.ini') - errors in loading
World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'NTL_Darwin_1942_43/NTL_Darwin_1942_43_load.ini' loading error
[Mar 19, 2015 5:55:59 AM] -------------- END log session -------------

there might be some files missing...

EDIT:

upon further investigation, keeping in mind that my download of CUP was without errors and all installed packs are working properly, monty might have missed to add some files for this map in the map package, just like with the redko palau map (which was also faulty for me in the vanilla CUP installation and had to be fixed).

temporary Fix for the darwin map: grab the download from the original thread:

https://www.sas1946.com/main/index.php?topic=8224.0

put the content of the mapmods folder you can find in the archive into the mapmods folder within the #WaW folder, this fixed the map loading in FMB for me.

ADVICE: if you have installed the JSGME optional mod: TB SKIES, the fancy new TB sky in darwin will be reverted to default sky after you copy these files over.

only if you had installed TB SKIES mod: open NTL_Darwin_1942_43_load.ini and change the [APPENDIX] section so it looks like this (don't delete any lines, just change the 2 entries like shown below):

Code: [Select]
[APPENDIX]
    HighClouds  = TB_f1b.tga
    HighCloudsNoise  = CloudsNoise003.tga

sorry for my overcomplicated explanations. i tend to ... over complicate my explanations since english is not my native language:-)
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creature

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Re: Community Universal Patch C.U.P.
« Reply #985 on: March 19, 2015, 12:13:55 AM »

I believe the Darwin map is INOP at the moment :(

c
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"Can you put that in Captain dummy Talk"  Capt Malcom Reynolds // no sim pilots=no one to fly modded planes//no modders =no modded planes to fly

moepkid

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Re: Community Universal Patch C.U.P.
« Reply #986 on: March 19, 2015, 03:31:06 AM »

Guys, so far i am loving this mod but i have a weird thing with the single missions. When i click NL for example (netherlands), I don;t get any missions presented. Just award.tga, background.tga and such
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Ibis

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Re: Community Universal Patch C.U.P.
« Reply #987 on: March 19, 2015, 03:39:25 AM »

  Thanks for your help decipher
       I will try your advice in the morning.
 cheers,
  Ibis
 btw your english is perfect  ;)
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Griffon_301

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Re: Community Universal Patch C.U.P.
« Reply #988 on: March 19, 2015, 04:03:20 AM »

concerning the Darwin map, I also had these problems getting to run the map and copying over the downloaded map did not fully help because there was still a texture missing;
so if you still cannot get the Darwin map to run AFTER "installing" it as you are used to till now, open the console and check for any missing tga file; adding this should open up the Darwin map as planned;

moepkid, it might be that you do not have any NL missions in your mission folder?
but there should be some at M4T, alternatively, you can always take missions from a NL campaign and copy them into the single missions folder to have some singles to play with :)
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moepkid

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Re: Community Universal Patch C.U.P.
« Reply #989 on: March 19, 2015, 04:14:47 AM »

moepkid, it might be that you do not have any NL missions in your mission folder?
but there should be some at M4T, alternatively, you can always take missions from a NL campaign and copy them into the single missions folder to have some singles to play with :)

thanks! i will look into that :)
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tartenmuche

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Re: Community Universal Patch C.U.P.
« Reply #990 on: March 19, 2015, 04:27:41 AM »

Dear Sirs,
I installed a vanilla game fresh from the dvd, the package 4.12, the modact 5.3, the JSGME option for modact 5.3, the package SAS-MME 1 to 9 and the module 03 WAW 01.
I started the game , I got the screen with the two guys looking at the sun but the game froze at 95%. I need to change the session to get out of the game. It is my third attempt.
Hereunder the last part of my logfile text.
Wat is wrong?
Code: [Select]
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_ARB_sparse_texture 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_NVX_nvenc_interop GL_NVX_shader_thread_group GL_NVX_shader_thread_shuffle 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
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, 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.
Thank you and best regards.
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greybeard307

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Re: Community Universal Patch C.U.P.
« Reply #991 on: March 19, 2015, 04:47:56 AM »

Getting something peculiar on World at War Maps with carriers or seaplane bases.
EG on the Ubisoft Norway Map with a home base at the Seaplane base near Peterhead or on Carriers with home base attached I am getting a "Deck Full" message .
Is there a setting I have missed or something on the JSGME I need to activate for carrier takeoffs ?

OK found the issue.

In JSGME the Mission Pro Combo is activated to give all the new maps on CUP.
However after building a mission it has to be de-activated for carriers and seaplane bases to work in game.
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Griffon_301

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Re: Community Universal Patch C.U.P.
« Reply #992 on: March 19, 2015, 04:54:06 AM »

tartenmuche, you said you installed the DVD version and then 4.12 followed by MA etc.
which version did you get after a fresh install from the DVD?
because if it is another one than 4.11 you will not get a running game at all;
IIRC installing from DVD gives you something like 4.07 and then you will need to either sequentially update, that is 4.08, then 4.09, 4.10, 4.11 and finally 4.12 or you take the mega pack from here which shoots you straight from 4.07 to 4.12.2
only then can you go the modact way and only after a working modact you can install the CUP modules!
if you see two guys staring at the sun after installing MA you did something wrong because MA gives you some nice Nicolas Trudigan paintings instead of the rather dull standard pictures from 4.12.2 stock..
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tartenmuche

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Re: Community Universal Patch C.U.P.
« Reply #993 on: March 19, 2015, 05:12:49 AM »

Dear Griffon,
of course I used the megapatch to go from 4.07 to 4.12.2.
Surprisingly on the screen with the two guys in the left corner I have the indication of 4.12.2 but no mention of modact 5.3.
Best regards.
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Griffon_301

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Re: Community Universal Patch C.U.P.
« Reply #994 on: March 19, 2015, 05:16:29 AM »

ah ok!
then you maybe made a small mistake when adding ModAct;
I always unzip or even "install" such stuff to a temporary folder and check the files structure afterwards to make sure everything goes to where it is intended to end up;



when you got ModAct running, you should get a screen like this after firing up the sim and you should also get a thingie called "Selector" to start the sim;
no need for the original exe anymore...

CUP again will give you different pictures during the start up and in game, but that is a different story..
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moepkid

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Re: Community Universal Patch C.U.P.
« Reply #995 on: March 19, 2015, 06:35:51 AM »

Dear Griffon,
of course I used the megapatch to go from 4.07 to 4.12.2.
Surprisingly on the screen with the two guys in the left corner I have the indication of 4.12.2 but no mention of modact 5.3.
Best regards.

Tartenmuche,

A while ago i did just the same as you did. It turned out that my FMb wasn't workign right and some other things. I eventually came to the conclusion that the megapatch wasn't really working so i did buy the game from steam so i wouldn't have to update all the way.

Now running from steam, everything works solid and i enjoy CUP really :).
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