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Author Topic: Ultrapack bug report thread (all versions)  (Read 98239 times)

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Froge

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Re: Ultrapack bug report thread (all versions)
« Reply #588 on: March 12, 2023, 05:14:19 AM »

Sorry for the early bug, but...
ISSUE: Using Ta-183 in QMB causes the simulator to CTD

Extract from log.lst:
Code: [Select]
[Mar 12, 2023 11:06:20 AM UTC] ------------ BEGIN log session -------------

[Mar 12, 2023 11:06:20 AM UTC] ----------- Switched to pipe mode ----------
Initializing Random Number Generator, Seed=6939463973868882832
Using new TrackIR: true
OpenGL provider: Opengl32.dll
no GLU provider name available
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: NVIDIA GeForce GTX 970/PCIe/SSE2
  Version: 4.6.0 NVIDIA 516.94
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range 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_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query 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_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax 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_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query 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_memory_attachment 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_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 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: 1680x1050
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
DirectX Joystick NOT created: DirectX joystick driver: device not attached
TrackIRWin create(), createSuccess=false
 *** IL-2 Selector 5.1.2.0 Build 23012801 loaded ***
Sound: Native library (build 1.1, target - P IV) loaded.

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[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.
[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.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] '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 :4
MaxAnisotropic (1.0 = none) : 16.000000
SAS Common Utils Game Version = 4.101
ScreenMode Library Version 0.01 loaded successfully.
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

Loading mission Records/Intro 04 Ed.trk...
Loading mission.mis defined airfields...
Loaded camouflage: PACIFIC
Loading map.ini defined airfields...
java.lang.RuntimeException: User cancel
at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:561)
at com.maddox.il2.game.Mission.loadMain(Mission.java:903)
at com.maddox.il2.game.Mission._load(Mission.java:583)
at com.maddox.il2.game.Mission.access$600(Mission.java:122)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:381)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:206)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:117)
at com.maddox.il2.game.Main.exec(Main.java:380)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Loading mission Quick/Normandy1/Normandy1BlueNoneN00.mis...
Loading mission.mis defined airfields...
Loaded camouflage: ETO
Loading map.ini defined airfields...
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 12

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 12

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *1300117848*
*** 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] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
Searching for missing resources...
Done!
Loading RRR objects resources data...
Done.
EventLog Pending Events Checker is running!
Mission: Quick/Normandy1/Normandy1BlueNoneN00.mis is Playing
warning: no files : music/inflight
Time overflow (581): speed 0.7653061
Before GC, Memory: total(930873344) free(861427760)
 After GC, Memory: total(930873344) free(861528816)
Loading mission Quick/Normandy1/Normandy1BlueNoneN00.mis...
Loading mission.mis defined airfields...
Loaded camouflage: ETO
Loading map.ini defined airfields...
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 3,  Vert 32,  Ind 126
WARNING: * Buf1 : Obj: 1689,  Vert 16344,  Ind 45111
WARNING: * Buf2 : Obj: 14,  Vert 6216,  Ind 9936
Load bridges
Load static objects
Mission error, ID_04: (wings)java.lang.ArrayIndexOutOfBoundsException
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2425)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2412)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2055)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1381)
at com.maddox.il2.ai.Wing.load(Wing.java:170)
at com.maddox.il2.ai.Wing.load(Wing.java:107)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1159)
at com.maddox.il2.game.Mission._load(Mission.java:615)
at com.maddox.il2.game.Mission.access$600(Mission.java:122)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:381)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:206)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:117)
at com.maddox.il2.game.Main.exec(Main.java:380)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Searching for missing resources...
Done!
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:460)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:429)
at com.maddox.il2.game.Mission._load(Mission.java:761)
at com.maddox.il2.game.Mission.access$600(Mission.java:122)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:381)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:206)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:117)
at com.maddox.il2.game.Main.exec(Main.java:380)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Main loop: BackgroundTask crashed:
java.lang.RuntimeException: BackgroundTask crashed:
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:214)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:117)
at com.maddox.il2.game.Main.exec(Main.java:380)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

[Mar 12, 2023 11:07:31 AM UTC] -------------- END log session -------------

Also, I like the addition of new gunfire sounds. You're the goat, Storebror.
Logged
Mmmm myes pet froge (She/Her)

SAS~Storebror

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  • Taking a timeout
    • STFU
Re: Ultrapack bug report thread (all versions)
« Reply #589 on: March 12, 2023, 07:47:30 AM »

Argh... that one indeed slipped through.
Lucky us it's just the "Default" and "Empty" loadout being affected, both of which probably aren't the most commonly used ones on the 183.
Nevertheless, please find an attachment here and/or in the Download thread.
The "Hotfix Hotfix" can be applied by downloading the attached file and saving it to the "#UP#/UP 3.4 Patch 2 Hotfix/cod" folder of your game, alongside with the other files found in that folder.

]cheers[
Mike
Logged
Don't split your mentality without thinking twice.

Froge

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  • Posts: 361
  • How often should a pfp change?
Re: Ultrapack bug report thread (all versions)
« Reply #590 on: March 12, 2023, 08:15:21 AM »

Argh... that one indeed slipped through.
Lucky us it's just the "Default" and "Empty" loadout being affected, both of which probably aren't the most commonly used ones on the 183.
Nevertheless, please find an attachment here and/or in the Download thread.
The "Hotfix Hotfix" can be applied by downloading the attached file and saving it to the "#UP#/UP 3.4 Patch 2 Hotfix/cod" folder of your game, alongside with the other files found in that folder.

]cheers[
Mike
It worked like a charm! Thank you Storebror, you absolute legend
Logged
Mmmm myes pet froge (She/Her)

Frankiek

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Re: Ultrapack bug report thread (all versions)
« Reply #591 on: March 12, 2023, 05:51:21 PM »

I quickly tested the new hotfix excellent work as usual and many thanks for following up on the suggestions so quickly.

The new cockpit for the Blenheims are much better just a little bug in the bombsight of the MarkI, MarkIV and MarkIV late (see screenie below)



The only sight working properly is in the Blenheim Sarja Mark I.

To check out if it was something linked to my system or an old UP3 bug I tried other bombsights that are all working well as well as the Blenheim sights in UP3RC4

Unfortunately no log error message

BTW I discovered the issue of the error message for torpedo in TBD-1, it was a conflict with the Delfin/FF1 that I had installed for a test and forgot about it. just highlighting for you to be aware.

Cheers
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #592 on: March 13, 2023, 10:06:06 AM »

The Norden sight needs ~30secs of no major movement to align before it shows up.
I have just checked and it works flawlessly for me.
@Frankiek: Could you please retry and wait a bit?
@Others: Anyone else having issues with this?

]cheers[
Mike
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Frankiek

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Re: Ultrapack bug report thread (all versions)
« Reply #593 on: March 13, 2023, 11:47:55 AM »

Yes if i engage autopilot before moving to bombardier wait for a little before going in sight view then the reticle shows up while with the sarja works immediately even if i don't engage autopilot and keep manual control of the plane. In any bombing is not really my piece of cake, problem solved thanks
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Froge

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Re: Ultrapack bug report thread (all versions)
« Reply #594 on: March 15, 2023, 10:35:14 AM »

Are all craters supposed to fade immediately after explosion? Because that's what happens in my UP3.4 installation.
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #595 on: March 15, 2023, 11:00:24 AM »

I honestly never checked any craters in IL-2 at all, therefore please forgive my ignorance when asking for precise, detailed information on how to reproduce the issue plus a precise explanation of what is supposed to happen vs. what is actually happening to you.
And dare I say I need all of it: The explanation about how to reproduce and the anecdotal evidence.
Thanks in advance.

]cheers[
Mike
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Froge

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Re: Ultrapack bug report thread (all versions)
« Reply #596 on: March 15, 2023, 11:12:11 AM »

So lemme show you.
After a few seconds when you crash, your crater fades almost instantly. See how there's no crater left from the crash site?

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bomberkiller

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Re: Ultrapack bug report thread (all versions)
« Reply #597 on: March 15, 2023, 01:35:53 PM »

Quote
Are all craters supposed to fade immediately after explosion?

Hello Froge,

I hope so and it should be like this!

Why?

We (the Flying Ass Clowns) love flying online.


In some missions it happens that we fly against an enemy AI for more than an hour and have to start from the same base again and again.

If the crash craters and bomb craters would not disappear, we would have to abort the mission to be flown.

Some of our mission builders love to put bomb craters as obstacles on the base (I hate that) to make a mission a bit more difficult or to regulate the behavior of certain "super pilots".

If you want permanent bomb craters (at whatever location) in your missions, you can add them to a mission yourself.

Every mission builder has their own idea of a perfect mission and everyone does it the way they want.

It is therefore correct that the craters also disappear again in a standard/fast mission and do not continue to disturb the game,

whether crash crater or bomb crater!

Please see the screenshots below.

I hope to have answered your question sufficiently.

With best regards

 ]cheers[

Gerhard





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Juliux1337LTU

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Re: Ultrapack bug report thread (all versions)
« Reply #598 on: March 16, 2023, 09:43:42 AM »

https://postimg.cc/pmTYWhwK
Can you fix opening wheels on La-15?  ;D
 
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Froge

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Re: Ultrapack bug report thread (all versions)
« Reply #599 on: March 16, 2023, 10:49:03 AM »

Quote
Are all craters supposed to fade immediately after explosion?

Hello Froge,

I hope so and it should be like this!

Why?

We (the Flying Ass Clowns) love flying online.


In some missions it happens that we fly against an enemy AI for more than an hour and have to start from the same base again and again.

If the crash craters and bomb craters would not disappear, we would have to abort the mission to be flown.

Some of our mission builders love to put bomb craters as obstacles on the base (I hate that) to make a mission a bit more difficult or to regulate the behavior of certain "super pilots".

If you want permanent bomb craters (at whatever location) in your missions, you can add them to a mission yourself.

Every mission builder has their own idea of a perfect mission and everyone does it the way they want.

It is therefore correct that the craters also disappear again in a standard/fast mission and do not continue to disturb the game,

whether crash crater or bomb crater!

Please see the screenshots below.

I hope to have answered your question sufficiently.

With best regards

 ]cheers[

Gerhard
Thanks for the answer, BK!
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Mmmm myes pet froge (She/Her)
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