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Author Topic: Community Universal Patch C.U.P.  (Read 515432 times)

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Cloyd

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Re: Community Universal Patch C.U.P.
« Reply #540 on: March 10, 2015, 08:08:23 AM »

yeah did what that guy said about the paras, thank you very much, no more crashing, still a lot of
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/EngineWep2.eff' but I guess I'll have to see if that ever causes a problem in the game yet, but other than that thank you and sorry for my ignorance i'll be sure to look harder nextime

Try this, don't know if it works. https://www.sas1946.com/main/index.php/topic,44975.msg505040.html#msg505040
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DD_BadAim

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Re: Community Universal Patch C.U.P.
« Reply #541 on: March 10, 2015, 08:13:14 AM »

I have an interesting problem. I was getting a 70% CTD on WAW (jet age works fine), so I perused the log and determined that the C&C objects weren't loding. Deleting the C&C entries in statics,ini fixed it (except that I don't have any C&C objects). All of my D/L's "hash out" save for maps pt 5, which I replaced with a good one. My question is can maps 5 be the problem? and will I have to re-do the whole install? or is it some thing else? I seem to be the only one with this problem and it's an odd one as it remained the same through 2 installs.

MEDIC!!!! :)

Problem solved by previous post that I somehow missed in my searches! Thank's Eleni and Griffon!!!
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don.noca

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Re: Community Universal Patch C.U.P.
« Reply #542 on: March 10, 2015, 08:23:11 AM »

Hello guys,

For first, congratulations to the whole team for the efforts, this really deserves a huge respect. Now. let me share a few things with you for which I hope it will be useful:

- I started with maps and WAW, all went OK although I did it from Mediafire on March the 4th already, if I'm not wrong
- "installed" everything as instructed, IL2 fully functional after the very first attempt
- tried a couple of additional mods, CTD only with "JCats Effects WAW" (TrackIR crash)

I still consider myself new to IL2 so, most of the time, I was playing single missions pack "2 min. to action" created by Blindman which I found quite useful and amusing so those were my reference points for this matter. I played the same on 4.12.2+ModAct 5.3 + otherThingsForCFM what I prepared as a basis for the CFM. Also, I checked all the posts here in order not to repeat something already mentioned (more or less).

I noticed that AI controlled planes (my "team mates") now (in CUP) crash easily with no obvious reason, most of the time they just hit the land or sea. This is not the case with 4.12.2+ModAct 5.3 + otherThingsForCFM. Someone has mentioned "The Black Death" track as a reference so I checked it also. CUP track showed problems with FPS while 4.12.2+ModAct 5.3 + otherThingsForCFM did not. Btw, my CUP had no additional mods enabled while I was checking this track. This triggered me to dig a bit through a log file.

There I found a number of exceptions and errors. For instance:

Code: [Select]
- INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
  INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
  (it was mentioned already but this happened without any additional mods added)

- java.lang.RuntimeException: Can't set property related to "Big ships"
- a number of FMs were loaded from "gui/game/buttons" (don't know if this is expected or not)

- then, just before loading the track:
  cannot read from file
  Cannot open audio file samples/argus_1500.wav

- finally, after the track has started, a huge number of the following entries appeared:
 
Code: [Select]
java.lang.NullPointerException
at com.maddox.il2.engine.ActorHMesh.collisionR(ActorHMesh.java:21)
at com.maddox.il2.engine.CollideEnvXY._collideSphere(CollideEnvXY.java:452)
at com.maddox.il2.engine.CollideEnvXY.collideSphere(CollideEnvXY.java:395)...
The last type of entries makes 7/10 (roughly) of the log file which is, btw, around 4 MB (which was the reason not to attach it)

The FPS drop was considerable compared to a smooth performance of 4.12.2+ModAct 5.3 + otherThingsForCFM.

Hope all of this will help at least a bit. Anyhow, salute to the team once again, thanks for reading...

P.S. All MD5 sums (maps, WAW, StabsALL, manual) matched.


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SAS~Gerax

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Re: Community Universal Patch C.U.P.
« Reply #543 on: March 10, 2015, 08:31:09 AM »

There I found a number of exceptions and errors. For instance:

next time use code option when posting any kind of lists,
especially logs, please. Its easier to read the posts/threads then.

read here how to do this and what to post from the log:
https://www.sas1946.com/main/index.php?topic=39780.0
 
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Whiskey_Sierra_972

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Re: Community Universal Patch C.U.P.
« Reply #544 on: March 10, 2015, 08:44:37 AM »

Installing the various files I noticed that many times the overwriting of installed files from installing files put older or smaller files....did you confirm that we must use always the overwriting instead of check and left newer or bigger....
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don.noca

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Re: Community Universal Patch C.U.P.
« Reply #545 on: March 10, 2015, 08:49:04 AM »

OK, sorry for wasting your time on this kind of warnings/instructions. Thanks anyway...
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vpmedia

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Re: Community Universal Patch C.U.P.
« Reply #546 on: March 10, 2015, 08:59:59 AM »

I noticed that AI controlled planes (my "team mates") now (in CUP) crash easily with no obvious reason, most of the time they just hit the land or sea.

fix:
https://www.sas1946.com/main/index.php/topic,37662.msg416715.html#msg416715

Quote
Patch 002:
* Ground avoidance bug fixed in Carrier Takeoff (CTO) mod. This bug caused AI controlled planes to crash into ground frequently.

or

https://www.sas1946.com/main/index.php/topic,39075.0.html

decipher

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Re: Community Universal Patch C.U.P.
« Reply #547 on: March 10, 2015, 09:06:02 AM »

a random thing i noticed, that might or might not be causing problems at least for some people:

CUP will make use of the Folder "SFS_AUTO" (i only have MaW installed at the moment, which does put one file - sas_ai_3do01.sfs [this is for the SAS AI FLYABLES] - into this Folder, not sure if / how many other files come from the DoF/JTW packages.)

If you already had a working il-2 1946 + Modact 5.3 installation folder and USED THIS OLD FOLDER, there might already be files in "SFS_AUTO" that will automatically enable mods you DID NOT specifically chose  for your CUP installation.

this is most probably just an oversight, most people will probably start with a fresh installation folder anyway, but for some people this might be an useful information.

an example (in my special case): i had several JSGME SAS mods activated for my modact installation, like the 3d fixes, clouds, etc., also some map and effect SAS SFS files. all these were added as SFS files in the "SFS_AUTO" Folder, therefore they not only get activated when you start the SAS MODACT. but also WaW (or DoF / JTW).


i fixed this for myself by creating a new folder which i then mount up in the RC file... if anyone has the same problem and needs help, i will explain how to.

S!

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kingsley

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Re: Community Universal Patch C.U.P.
« Reply #548 on: March 10, 2015, 09:28:22 AM »

Gerax showed on how to write a batch file to delete the last quick file . But also add to it the last mission file that is created to where it is the mission folder open then highlight single mission folder there it is has caused a few minor problems just add it to the batch file and evertime you close out il2 the last quick and last mission file is deleted.
That way if you change cup modules you will not have to go in and do it manually
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dpeters95

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Re: Community Universal Patch C.U.P.
« Reply #549 on: March 10, 2015, 09:53:26 AM »

On a happy note
Over at m4t get the iran/iraq war campaign for the jtw works great planes f4/migs and more

kingsley, how did you get these missions to work?  I copied the missions into my "single" folder and then loaded the game (Jet War version).  When I select one of these missions I get a blank map and a blank briefing.  If I click "Fly", I get a screen with just the sky and clouds.
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kingsley

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Re: Community Universal Patch C.U.P.
« Reply #550 on: March 10, 2015, 09:59:23 AM »

remove the _ru from the prop. files
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wtornado

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Re: Community Universal Patch C.U.P.
« Reply #551 on: March 10, 2015, 10:06:38 AM »

Ì have a question about online playing.

I have a Quadcore 750"2.67GHz with Win 7 64 bit

and 12 GiG of RAM.

My Video card is a GTX 660 OC with 2 GiG mem

Now the question is when host online with more than 20 planes
and there is an air battle with at least 12 planes engaging
the computer screen will freeze when there is heavy fighting and unfreeze
2-4 mins after and the game will continue like nothing has happened.

Forgot to mention it is Co-oPs ty Storebror

I remember this ''hanging'' problem years ago but i have not see this problem in years.

With a 1024x768 res or 1920x864 it changers nothing.

With the JSGME and some mods on or everything completely off
playing the WAW mod this happens.

Selecting Stock settings with the selector with the un-modded
 mission versions runs ok with zero problems.


The modded missions are from my HSFX collection and my UP 3RC4
collection that are functional and have been converted to use in this mod
with minor modifications.Your objects were just renamed for the mod and
modified in the mission files itself with the proper labeling matching your mod.

So is it because the game and mods themselves are too big and have a hard time running online?

 

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