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Author Topic: C.U.P.- Module 03 - World at War Pts-13 & 14  (Read 51116 times)

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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #84 on: December 08, 2015, 11:33:27 PM »

Question on the installation of Part 14.   The instructions call for restore point method.  In the past this included reinstalling MME-12 afterwards.  I do not see that step in the instructions for Parts 13 and 14.  So its not required?   Sorry if dumb question.  Followed instructions for 13 and 14 to the T and managed to break my stable WAW install with map loading .ini errors.  No biggy I will reinstall CUP.  Just wanted to know about the restore method at this point.  Kudos to all for the magnificent work!!

For #WAW Part-12 we wanted to ensure that everyone had the latest MAPMODS/all.ini from SAS Modular Map Expansion 12.

WAW Part-13/14 were made subsequently to Map Expansion 12 and already contain the most up to date MAPMODS/all.ini.  There is no particular reason for any errors, but then the reason is seldom ever so easily apparent.

Instead of leaping to any conclusions we need to know what maps exactly and what is the nature of the error?  If you get stuck and ALT/CTRL/DEL out of Il2 Logfile.TXT will still record the last thing that happned.  I have been in and out of FMB all week with no errors but then we have probably been to different places.

Even without a precise logfile.TXT; if we know what maps to try the first thing is to replicate the error.  I am not aware of anything being overlooked but if the errors are there and we share them that is actually good news and usually solved quickly and painlessly.

One more thing - I'm assuming the phrase "map loading .ini errors" refers to FMB?  Please clarify. If its a QMB failure that's something else altogether.  QMB Missions (NOT maps, NEVER call them maps) are missions that do indeed load maps and scenarios but are not an accurate test of a map itself.  This is because there are many other parameters wherin QMB can fail long before loading the map!

This is a very important distinction that modders and users need to be clear about -

MAPS in FMB are integral to the simulator.  Map errors are located in the SFS files and the INIs that configure them.

MISSIONS in QMB are NOT integral to the simulator - They are effectively an addon that makes use of the SFS files and INIs but does not reliably indicate anything else about them.  If your QMB doesn't work everytime we know where to look and can do a bit of mission tweaking.

So: MAPS - Means Full Mission Builder core program (FMB) and MISSIONS means Quick Mission Builder (QMB).  MISSIONS may also refer to specific FMB created missions or campaigns but the distinction is clear.


If your FMB fails to load properly, that's a bigger deal and indicates something wrong at the core package level.

Can't say or do anymore than that, we need some info.

Stability:
The purpose of a "Restore Point" install is stability.  Assuming you want the additional mods featured then, not always but sometimes, the "Restore Point" install ensures a clean mod folder free from accumulated errors, either yours or mine.  With Part-14 the new Command and Control required the removal of many classfiles and the replacement of others.  I have always worked to avoid complex install instructions and conditions.  The safest course in this case was to create a new #WAW - The same conditions also required a new #JTW folder for that update.

...it is maps isn't it? - Go on then, lay it on me...  ;D



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spartan18a

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #85 on: December 09, 2015, 05:24:30 AM »

Ok, according to the instructions: If you have more options prefixed #CUP than the eight shown, I advise you to delete them from JSGMEMODS.

these are the one to delete from the jsgmemods:

#CUP_Blender Waves Type A by Herra Tohtori
#CUP_Blender Waves Type C by Herra Tohtori
#CUP_True Color HD Skins by Carsmaster
#CUP_Water=4 by Carsmaster

I agree:  True Color HD Skins is permanently installed now, should not have been an option, those others are experimental and rarely used.  I have been getting best results with water=3, I think most people do.

Super work again peeps - early xmas present!! Thankyou

Grey and miserable in East of England - IMO global warmings just a natural phenomonem, I think these politicians are feeding us a line, historians will look back on us in 100 years time and wonder what was wrong with us!! (if we dont annhialate ourselves before then)

Sunspots and Solar activity are rarely discussed - too difficult to tax.  >:(

Monty, may I ask you why is it better to have water=3 than water=4?
Is it because of the fps? or sth else? In my ignorance, I just thought the bigger the better but it seems this is not the case  ;)
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #86 on: December 09, 2015, 05:45:49 AM »

Ok, according to the instructions: If you have more options prefixed #CUP than the eight shown, I advise you to delete them from JSGMEMODS.

these are the one to delete from the jsgmemods:

#CUP_Blender Waves Type A by Herra Tohtori
#CUP_Blender Waves Type C by Herra Tohtori
#CUP_True Color HD Skins by Carsmaster
#CUP_Water=4 by Carsmaster

I agree:  True Color HD Skins is permanently installed now, should not have been an option, those others are experimental and rarely used.  I have been getting best results with water=3, I think most people do.

Super work again peeps - early xmas present!! Thankyou

Grey and miserable in East of England - IMO global warmings just a natural phenomonem, I think these politicians are feeding us a line, historians will look back on us in 100 years time and wonder what was wrong with us!! (if we dont annhialate ourselves before then)

Sunspots and Solar activity are rarely discussed - too difficult to tax.  >:(

Monty, may I ask you why is it better to have water=3 than water=4?
Is it because of the fps? or sth else? In my ignorance, I just thought the bigger the better but it seems this is not the case  ;)

Anything that provides a performance edge is also useful.  In this case Water=3 produced better reflections and depth, as far as we could see, and became the setting that the Hangar-19 crew preferred and recommend.  I use it permanently and have great looking water.
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tom petersen

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #87 on: December 09, 2015, 06:56:35 AM »

Gosh Monty!  Thanks for the kind and detailed response.   The error occured in QMB (QMB pro enabled).   Error message in loading msn:  Mission loading failed:  Landscape 'midway/load.ini' loading error.   I misquoted it in my first post.  I occurs in all qmb msn loads regardless of map.   I may have really botched it as I then reinstalled MME-12 on top of all.  Here is pertinent part of error log:


Code: [Select]
Loading map.ini defined airfields:
INTERNAL ERROR: Can't open file 'MAPS/_Tex/TB_e0.tga'
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/TB_e0.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING'
WARNING: TLandscape::LoadMap('CoralSea/load.ini') - errors in loading
Landscape 'CoralSea/load.ini' loading error
java.lang.RuntimeException: Landscape 'CoralSea/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1064)
at com.maddox.il2.game.Mission._load(Mission.java:754)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Landscape 'CoralSea/load.ini' loading error
java.lang.RuntimeException: Landscape 'CoralSea/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1064)
at com.maddox.il2.game.Mission._load(Mission.java:754)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Loading mission QuickQMBPro/CUP-Midway_Early/CUP-Midway_Earlyredscramble00.mis...
Month = 7 , Hour = 15
Temperature -     0m = 24.0 .
Temperature -  1000m = 17.51001 .
Temperature -  2000m = 11.019989 .
Temperature -  3000m = 4.529999 .
Temperature -  4000m = -1.9599915 .
Temperature -  5000m = -8.450012 .
Temperature -  6000m = -14.940002 .
Temperature -  7000m = -21.429993 .
Temperature -  8000m = -27.919998 .
Temperature -  9000m = -34.410004 .
Temperature - 10000m = -40.899994 .
Temperature - 11000m = -47.39 .
Temperature - 12000m = -53.880005 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

INTERNAL ERROR: Can't open file 'MAPS/_Tex/TB_f0a.tga'
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/TB_f0a.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING:'
WARNING: TLandscape::LoadMap('Midway/load.ini') - errors in loading
Landscape 'Midway/load.ini' loading error
java.lang.RuntimeException: Landscape 'Midway/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1064)
at com.maddox.il2.game.Mission._load(Mission.java:754)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Landscape 'Midway/load.ini' loading error
java.lang.RuntimeException: Landscape 'Midway/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1064)
at com.maddox.il2.game.Mission._load(Mission.java:754)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Dec 9, 2015 1:43:41 AM] -------------- END log session --------------
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #88 on: December 09, 2015, 02:12:27 PM »

Gosh Monty!  Thanks for the kind and detailed response.   The error occured in QMB (QMB pro enabled).   Error message in loading msn:  Mission loading failed:  Landscape 'midway/load.ini' loading error.   I misquoted it in my first post.  I occurs in all qmb msn loads regardless of map.   I may have really botched it as I then reinstalled MME-12 on top of all.  Here is pertinent part of error log:


Code: [Select]
Loading map.ini defined airfields:
INTERNAL ERROR: Can't open file 'MAPS/_Tex/TB_e0.tga'
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/TB_e0.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING'
WARNING: TLandscape::LoadMap('CoralSea/load.ini') - errors in loading
Landscape 'CoralSea/load.ini' loading error
java.lang.RuntimeException: Landscape 'CoralSea/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1064)
at com.maddox.il2.game.Mission._load(Mission.java:754)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Landscape 'CoralSea/load.ini' loading error
java.lang.RuntimeException: Landscape 'CoralSea/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1064)
at com.maddox.il2.game.Mission._load(Mission.java:754)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Loading mission QuickQMBPro/CUP-Midway_Early/CUP-Midway_Earlyredscramble00.mis...
Month = 7 , Hour = 15
Temperature -     0m = 24.0 .
Temperature -  1000m = 17.51001 .
Temperature -  2000m = 11.019989 .
Temperature -  3000m = 4.529999 .
Temperature -  4000m = -1.9599915 .
Temperature -  5000m = -8.450012 .
Temperature -  6000m = -14.940002 .
Temperature -  7000m = -21.429993 .
Temperature -  8000m = -27.919998 .
Temperature -  9000m = -34.410004 .
Temperature - 10000m = -40.899994 .
Temperature - 11000m = -47.39 .
Temperature - 12000m = -53.880005 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

INTERNAL ERROR: Can't open file 'MAPS/_Tex/TB_f0a.tga'
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/TB_f0a.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING:'
WARNING: TLandscape::LoadMap('Midway/load.ini') - errors in loading
Landscape 'Midway/load.ini' loading error
java.lang.RuntimeException: Landscape 'Midway/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1064)
at com.maddox.il2.game.Mission._load(Mission.java:754)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Landscape 'Midway/load.ini' loading error
java.lang.RuntimeException: Landscape 'Midway/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1064)
at com.maddox.il2.game.Mission._load(Mission.java:754)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Dec 9, 2015 1:43:41 AM] -------------- END log session --------------


No worries tom - We have learned, the hard way, not to guess or leap about.  Steady as she goes!

The reason that CUP works so well, and remains so stable, is the modular design.  Breaking one piece of it does not damage the rest of it.  You already have in place all the right SFS files with the data in them.  The Mod folder, in this case #WAW, is what regulates and configures that content.

Therefore - Try remming out your old #WAW (ie; name it -#WAW or anything else that puts it to one side.) - Take the pristine new #WAW folder from WAW Part-14 and put it into your main il2 directory.  There should be no overwrite.

Part-14 is flagged as a 'Restore Point' and therefore contains a fully functional backup #WAW to that point.  Thats all you need do.

One other thing - When messing about with any mod folders - JSGME first - Disable Everything and add it back afterwards when you are done.  ;D

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baggo

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #89 on: December 09, 2015, 02:48:55 PM »

great work on the latest update simon and all contributors,its no big deal simon but could I ask does jc effects interfere with waw flames mod,i only have them on 109s when jc effects are enabled,and only on 109s in golden age without jc effects enabled, like I said its no big deal just wondered if it was my install or just a blip.whatever majestic upgraded and many many thanks to all involved.kev.
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #90 on: December 09, 2015, 03:26:54 PM »

great work on the latest update simon and all contributors,its no big deal simon but could I ask does jc effects interfere with waw flames mod,i only have them on 109s when jc effects are enabled,and only on 109s in golden age without jc effects enabled, like I said its no big deal just wondered if it was my install or just a blip.whatever majestic upgraded and many many thanks to all involved.kev.

It shouldn't because the flames mod uses different hooks and the two do not conflict in any way.  You can activate both easily.
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baggo

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #91 on: December 09, 2015, 06:29:15 PM »

thanks simon I will sort it mate,and again great upgrade,it just gets better and better,many many thanks to all involved,kev.
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tartenmuche

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #92 on: December 10, 2015, 09:08:36 AM »

Dear Sirs,
with the new pts-13&14 I have lost the bombsight on the A20c, the He 111 and the Lancaster. I didn't check further.
Any help available?
Best regards.
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SAS~Gerax

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #93 on: December 10, 2015, 09:28:36 AM »

Can't confirm the He-111s and the Lanc, they are OK.
But do not know atm whats wrong with A-20c.
Maybe the regarding classfile is overwritten in !0000_Classfiles etc?
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tartenmuche

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #94 on: December 10, 2015, 12:56:55 PM »

Dear Gerax,
please check the single missions included in the very basic download.
Before pt 13 & 14 I could get in the mission of the A20C the bombsight and the HUD, after pt 13 & 14, no more bombsight.
In the case of the He 111 the bombsight is in fact a binocular cache since the aircraft is armed with torpedos, now with pt 13 &14 no more cache.

In QMB I tested
 - the two He 111, before 13 & 14: bombsight and HUD, after 13 &14: bombsight but no more HUD,
 - the A20c, before 13 & 14: bombsight and HUD, after 13 & 14: no more bombsight.
 
For the Lanc you are right, I didn't wait long enough, it is a night mission so everything was black including the bombsight.
Best regards.
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #95 on: December 10, 2015, 04:09:24 PM »

Dear Gerax,
please check the single missions included in the very basic download.
Before pt 13 & 14 I could get in the mission of the A20C the bombsight and the HUD, after pt 13 & 14, no more bombsight.
In the case of the He 111 the bombsight is in fact a binocular cache since the aircraft is armed with torpedos, now with pt 13 &14 no more cache.

In QMB I tested
 - the two He 111, before 13 & 14: bombsight and HUD, after 13 &14: bombsight but no more HUD,
 - the A20c, before 13 & 14: bombsight and HUD, after 13 & 14: no more bombsight.
 
For the Lanc you are right, I didn't wait long enough, it is a night mission so everything was black including the bombsight.
Best regards.

Thanks tartenmuche - I wasn't aware of anything that should have touched those area.  However, as WAW gets ever larger potential mod conflicts increase.  I will look into this, identify and fix the offending code...

Update:
So far I can confirm your observations and that its due to a mod folder change.  This means the SFS files are OK and we need another look at the classfiles.  Short answer, it will be a small fix... ;D

Update:
OK, there are two classfiles responsible:

There are located in: - Il2.../#WAW/!0000_Classfiles/

Minus them out with a rename or delete:

2310FA96882698AA
187AF204B1D3A5D0

As a bomber pilot I'm sure you know (but let's show everyone else) that activating PAL's-VisualMOD provides a precise calculator for the elevation of your sight - So that we may bomb with a high degree of accuracy.







Thanks for pointing out your experience and thereby helping everybody in the process.  The new #WAW for Part-15 will be comprehensively cleaned of extra, un-necessary or conflicting classfiles.  This type of cumulative project has many advantages and is always safe to mod.  One of the minor drawbacks is when unwanted stuff accumulates too...


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