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Author Topic: Community Universal Patch C.U.P.  (Read 515461 times)

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moepkid

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Re: Community Universal Patch C.U.P.
« Reply #600 on: March 11, 2015, 08:55:05 AM »

what does the wepEffect=0 do exactly? Do i disable big effects with that or something like that?
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SAS~Storebror

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Re: Community Universal Patch C.U.P.
« Reply #601 on: March 11, 2015, 08:56:55 AM »

No clue. Walter listed it as one of the mandatory steps and I trust walter ;)
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moepkid

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Re: Community Universal Patch C.U.P.
« Reply #602 on: March 11, 2015, 08:59:49 AM »

If you thrust him, i thrust it :P
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decipher

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Re: Community Universal Patch C.U.P.
« Reply #603 on: March 11, 2015, 09:14:53 AM »

i found the wepeffect=0 entry and posted it here as a temporary fix. the error itself usually won't crash your game, but it will generate endless warning/error messages in your logfile and therefore might lower performance too.

Quote
https://www.sas1946.com/main/index.php/topic,44975.msg505040.html#msg505040

it only gets triggered when you throttle above 100% and since it cannot find the effect it wants to use (whatever that is exactly i don't know. probably an engine exhaust effect, like smoke or flames), disabling it shouldn't remove anything visible. since... the effect is bugged anyway.

we need a real fix for this: the missing files must be added to the corrosponding location... but that is a task for monty to do i guess.
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don.noca

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Re: Community Universal Patch C.U.P.
« Reply #604 on: March 11, 2015, 09:20:27 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

Hi Vpmedia,

Thanks for reading and trying to help, your suggestions led me to a potential solution which I'm still about to confirm completely. Actually, I found out that "!SAS_Engine_Mod" folder (located in #WAW) is completely different than the one located in #SAS. I am speaking about folders located in my CUP folder structure. Further, compared to the very same folder located in my CFM folder structure (where I have installed everything needed while I was waiting for CFM and it now serves as a backup, lets say) the result was again the same, difference was there.

So, after trying things you suggested nothing was changed, my AI team mates were dropping almost like flies. That forced me to dig deeper resulting in finding things mentioned above.

Than I decided to perform a simple copy and result was there. Also, I was restless obviously, further steps (manual copy of Opel cars, SAS buttons) to appropriate places resulted in almost smooth TheBlackDeath track replay (it was mentioned earlier for a couple of times).

All in all, I will test it more but I think those findings could be interesting for sure. This is because I followed all the instructions precisely and, still, there were mismatches for the objects of high importance.
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zionid

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Re: Community Universal Patch C.U.P.
« Reply #605 on: March 11, 2015, 09:28:55 AM »

I'll give it another go:

I have my install up and running- all good so far.

Now- I need to install my modded maps (With retextures and the new popular skies textures etc). However, when adding my TEX and MAPS folder to my #WAW mod folder- the maps will not load.

Any advice on this would be greatly appreciated:)
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SAS~Gerax

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Re: Community Universal Patch C.U.P.
« Reply #606 on: March 11, 2015, 09:34:48 AM »

However, when adding my TEX and MAPS folder to my #WAW mod folder- the maps will not load.

wrong path?

could be: #WAW\mymaps\maps\_texs

don't forget you have a all.ini in #WAWs default #WAW\MAPMODS\MAPS.

add your maps entries there.
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i7-13700K, MSI RTX4090, Kingston 64GB, Asus Z790-P, Crucial SSD 1TB, Kingston SSD 4TB;

hello

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Re: Community Universal Patch C.U.P.
« Reply #607 on: March 11, 2015, 09:45:46 AM »

A few more objects creating problems:
Code: [Select]
[3:30:22 PM] Problem in car spawn: com.maddox.il2.objects.vehicles.cars.TomooseCar$AustinAmb
[3:30:22 PM] Car: Value of [Firetruck]:<Soldiers> (3.0) is out of range (1.0;2.0)
[3:30:22 PM] Can't set property
[3:30:22 PM] java.lang.RuntimeException: Can't set property
[3:30:22 PM] Problem in car spawn: com.maddox.il2.objects.vehicles.cars.TomooseCar$Firetruck


[3:31:21 PM] WARNING: object '3do/Cars/WillisMB_snow/live.him' of class 'HIM' not loaded
[3:31:21 PM] INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/WillisMB_snow/live.him
[3:31:21 PM] INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/WillisMB_snow/live.him
[3:31:21 PM] java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Cars/WillisMB_snow/live.him
[3:31:21 PM] SPAWN: Can't create Stationary object [class:com.maddox.il2.objects.vehicles.stationary.Stationary$WillisMB]


[3:31:39 PM] INTERNAL ERROR: Can't open file '3do/Artillery/Germany/Flak18_88mm_W/Dead_256.tga'
[3:31:39 PM] WARNING: object '3do/Artillery/Germany/Flak18_88mm_W/Dead_256.tga' of class 'TTexture2D' not loaded
[3:31:39 PM] WARNING: object '3do/Artillery/Germany/Flak18_88mm_W/dead_mip_1.mat' of class 'TMaterial' not loaded
[3:31:39 PM] INTERNAL ERROR: Material: Can't load 'dead_mip_1.mat'
[3:31:39 PM] Mesh 3do/Artillery/Germany/Flak18_88mm_W/Dead.sim not created
[3:31:39 PM] com.maddox.il2.engine.GObjException: Mesh 3do/Artillery/Germany/Flak18_88mm_W/Dead.sim not created

Missing:
Argus_1500.wav
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Whiskey_Sierra_972

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Re: Community Universal Patch C.U.P.
« Reply #608 on: March 11, 2015, 09:52:23 AM »

About WepEffect=0

It give a message error that is wrote in the log....this can cause stutter and if many planes have this issue can give in lower performance rig (maybe) a CTD or a freeze....

Since disabling it don't mean solve the bug but reduce the issue generated from this little bug I suggest to disable the effect until full fixed....

Thanks to all you guys for the trust!
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asheshouse

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Re: Community Universal Patch C.U.P.
« Reply #609 on: March 11, 2015, 10:03:05 AM »

Thanks for torrent v2.
I am just under 1/2 way through downloading the v1 torrent version of Module1.  (3 days in :)  )

I intend to switch to v2 torrent version for Module 2, 3, 4 etc

Looking at the v1 torrent update it appears that only the new SAS-MME05.rar is required to update Module1.
Is that correct?
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zionid

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Re: Community Universal Patch C.U.P.
« Reply #610 on: March 11, 2015, 10:04:39 AM »

Well- it does not work as before.

When I started the MAPS folder was empty- but after playing/testing, it has now suddelny become populated (unpacked from SFS?)

In the MAPS folder there WERE also a _Tex folder from which the .ini files of each map drew their textures. I am able to alter the .ini files and as so switch textures, but if I put in a _tex folder (my old one) in the MAPS, then ALL maps will refuse to load.
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SAS~Storebror

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Re: Community Universal Patch C.U.P.
« Reply #611 on: March 11, 2015, 10:44:39 AM »

Looking at the v1 torrent update it appears that only the new SAS-MME05.rar is required to update Module1.
Is that correct?
Confirmed.
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