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Author Topic: Log File Errors  (Read 7544 times)

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Hubberranz

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Re: Log File Errors
« Reply #24 on: September 10, 2017, 08:15:16 AM »

Hi Hubberranz

I downloaded zzzz_ShipPack_3Dfiles_aka_ShipPack1and2.7z and made a test extracting a few ships that made log file errors and was missing in my VP Modpack install:
Ship0
Ship1
Ship2
Ship3
Ship4

I didn't find any ini entries for those ships, so I didn't make any edits to my ini files.

Ship0 Ship1 Ship2 Ship3 Ship4  were just EMPTY slots, circa 409 and earlier, available to anyone to add a mod-ship per slot.
When they are empty there are no other files to be applied to them.

Provided were all the ShipPack files, because some of them might be what your classes want. I did not include the original classes as they are obsolete.
And I do not propose "install these ships".  This is a 'try out' of files to debug and you did some. Do not edit ini's.
Since I do not have this problem, I cannot work on it myself.
The files are not to be kept running as they will overwright SFS file content that could be more up to date.
The original idea was to see if the logs errors would disappear when said files were read.
If yes, the idea was then to proceed to locate which of the file was needed, by elimination.
However, upon checking the two Shipack ( 1 and 2 ) entry lines, seems they do have all their very own slots.
 
At first, you had a foremost ship0 issue reported in Post 15.  Now that first line in log is skipped... Post 21.

In the second zzzz file, which is actually ShipPack 2, those files Ship0 to 4 that you talk about: yes, THEY ARE EMPTY.
 Meaning you can put anything in there: ... per the old concept ... and not so IF without the proper activation classes...

Debug1. Was try all the files at once. OK Now we have seen Ship0 and the likes are empty, so...
Debug2. Try only the ship0 file this time. No activation is required. Just give the log what it wants (some files ... ) in that slot.
      zzzz_ShipPack2_ aka_ShipPack_3DFiles_Only_debugWithIt \ 3do \ Ships \ Ship0 \ ...
          ( zzzz naming is for very very low priority, so as to be last resort in use by your game, but still it precedes SFS content ).

i.e. :  [Ship0]:<Mesh> not foundCan't set property   

- in debug2, object is to remove one log statement at a time.
- Search your ini files for [Ship0] to be shure it is not already in use, for if it is , it will be affected.
   If it is, then that ship has a name and mod with that ship is at fault. If not, proceed.
- It would seems possible an "him" in this Ship0 slot is already at work.. so  placing in new, even obsolete hier.him with
  the related sub files might resolve by masking this him. ( ...assuming this "him" uses that "hier.him" generic name ).
- The simplest would be to use the Boat files, and add them to Ship0 empty file. ( It wont affect Boat in it's own slot ).
- test.
- subsequently, it is possible that, after masking an issue, the log will present a new one: like "ship1" and so forth...
- according to your second log, would appear it is already so.

 -Repeat the process. If a slot is not used who cares of it's content; then if /when use by a mod, zzzz assures no problem with that new  priority mod.
- be aware that from SFS source, a new mod using these "available" generic slots would then in turn be masked. Unmask then per item.

- if Boat don't do it, try bigger ship's files.
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SAS~Storebror

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Re: Error messages ships
« Reply #25 on: September 10, 2017, 11:58:34 PM »

Let me chip my $0.02 in...

When you install the latest ship by a modder, such as Ashe; Gio; Flakiten; etc., the classes of this latest ship usually includes and replaces all (?) those that were made by that same author before and to date.
Even the latest versions of e.g. ship packs often times do not include models for all slots defined in their Java classfiles.
This is because in the classfiles some slots apparently are used as "spare" slots.
They cause errors in the log, but they don't cause any other issues. It's really just log flooding, and it only happens once when you start the game.

To BAT users: consequently adding a VERY new ship to BAT wont be a problem. Adding a very old ship to BAT will be!
Unfortunately that's not always true.
There's the odd occasion where BAT ini files refer to ship classes included with Stock IL-2 4.12.2, but "undisclosed" in that base game version - Ashe's offers to TD for instance.
If you replace these classes with newer versions, all kind of issues may happen as TD has a rather strange way to modify content when they include it in their "official" patches - probably to obfuscate things a bit and to make further modding harder.
Debug vonOben's style of error only: in his log: Ship0  is a slot, used by "ShipPack"...[/quote]
It's actually one of those "spare" slots mentioned above.
As nasty as the log error entries may be, these don't justify further "try&error" manipulations to self-contained modpacks like BAT since they might cause more damage than you think.

Code: [Select]
[8:46:24 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
[8:46:24 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1]

Source, cause of message : \ 3do \ Effects \ Aircraft \ afterburner.eff

Code: [Select]
  MaxR 32.0    //Clamped 55 -> 32 (delta = -23) to Range 0..32                  <---------  changed ; was 55.0
  TranspTransitionTime 0.10f   //Clamped .15f tp to .10f                        <---------  changed ; was 0.15f.
Open + change specific   afterburner.eff   file with notepad.

Notice for all effects: MaxR  limit is 32;   https://www.sas1946.com/main/index.php/topic,54985.msg597681.html#msg597681   samo.
                                                            https://www.sas1946.com/main/index.php/topic,54985.msg597766.html#msg597766   samo.
Attention:
Not all of these limits apply to all Client Installations in the same way.
While the limit for you is 32, it might be 64 for others - just as an example.
Some of these limits are really "hard" limits, others depend on the hardware and/or conf.ini settings.

Traced back to codes in 00_BF109_Ultimate_Pack_v3\ cod\ -722250004 ( ..in spite of "-" , it is not a disabled cod !!).
Solution:  create in cod file, a "-removed" file.  Place -722250004 file into -removed file.

warning: intent was to solve Dgen campaign problem which was then after made able to continue normally.
                       -  May not solve any loadout issue Bf-109G6late might have .
                             -  Bf-109G6late checked.  All loadouts are there . Gunpods are there. Rechecked: all three canons firing correctly. Oh well...as per original stock SFS I would think.
Attention:
These cod files contain a complete ordnance option list definition.
If you replace this list with another one (like you did here, where disabling the list defined in the -722250004 will put the stock ordnance list in place instead, you might fix one issue and create a dozen others.
This may or may not work on a single plane, it's definitely not a "swiss knife" solution for all kind of DGen errors of such kind for sure.

About the "-" sign: The only "magic" about the minus sign is that when you put it in front of a folder name on 1st level inside a mods folder (e.g. you put a "-" in front of the name of a folder inside "#WAW3"), then the whole folder including all it's content will be ignored.
That's all.
The fact that putting a "-" in front of a hashed classfiles name disables that single file is just because the name becomes invalid. You could as well put any other character at any other position of that file and it would be ignored as well.
The fact that files inside the "cod" folder can have a "-" sign in their name is because they're hashed in decimal format instead of the hex format like we know from Java Classfiles. Decimal Hashes can take the whole range of signed Int32 values.

Ship0 Ship1 Ship2 Ship3 Ship4  were just EMPTY slots, circa 409 and earlier, available to anyone to add a mod-ship per slot.
When they are empty there are no other files to be applied to them.
Exactly.

I do not propose "install these ships". 
Exactly. Can't stress that enough. Installing such packs "on top" is asking for trouble.

Best regards - Mike
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Hubberranz

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Re: Log File Errors
« Reply #26 on: September 11, 2017, 08:14:43 AM »

Thanks for sharing your thoughts, SAS~Storebror. I  appreciate.  8)

The hardware connection to limits, I have not aware of that.

It' all about messages, not problem solving. A person with superior hardware, so a higher range to his limits wont
have the error messages. Those that don't, will have the messages.

An exception to my own policy ( of messages solving, not problem solving, in the tread here ... ) is this post :
The dgen problem was that. A  problem.  Stuck after hundred invested battles and flights, and the campaign did not go anywhere or going anywhere near it's conclusion, it was not possible to continue till I found the culprit.
While I expected the bf-109G and more to be screwed, turns out it was not, because it reverted to it's original programming, as you confirm.
Note: I did not post such findings in that mod tread. Not relevant to do so.

Why do I care about messages, since they don't cause malfunction at all (First post) ?

My log becomes clogged with errors and they grow in numbers each new mod. Yes i'm aware log filters do exists .
But some of these errors are in a loop. Soon solving a real problem ( not here ) becomes fishing out the needed
error data in a sea of clutter...

One fine example of loop of errors is the L-39. And unfortunately it is the basis for lot modern plane's FMs.
Although I love this plane absolutely,  :-* ; it is such a pleasant aircraft to fly. Meanwhile the log goes to the moon and back.


Quote
The fact that files inside the "cod" folder can have a "-" sign in their name is because they're hashed in decimal format instead of the hex format like we know from Java Classfiles. Decimal Hashes can take the whole range of signed Int32 values.
Thanks for this input. I suspected something like that going on in the cod file.
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vonOben

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Re: Log File Errors
« Reply #27 on: September 16, 2017, 11:55:45 PM »

Thank you very much for the info guys  :)

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Dan1

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Log File Errors
« Reply #28 on: September 27, 2017, 12:16:28 PM »

Hello, i have a problem. the game crashes with no error message. i'm using version 4.1.2.2 (with J.T.W modules) and modact 5.3, activated mods:
sas True color HD skins by carsmaster
sas flyable ai aircraft
sas fx small collection
cup forgotten countries
cup MissionProCombo v4122
JTW DEF SKIES
JTW P.A.L. Cockpitsounds 412
JTW P.A.L. SmokeTrails 412
JTW P.A.L. ALT Tanker KC97P

here is the logfile:
 
Code: [Select]
[27.09.2017 00:33:53] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 580/PCIe/SSE2
  Version: 4.5.0 NVIDIA 376.53
 
    at com.maddox.rts.LDR.loadClass(LDR.java:27)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClassInternal(Unknown Source)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at com.maddox.il2.objects.weapons.BombJetManNuke.<clinit>(BombJetManNuke.java:24)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at com.maddox.il2.objects.weapons.BombGunJetManNuke.<clinit>(BombGunJetManNuke.java:17)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at com.maddox.rts.ObjIO.classForName(ObjIO.java:133)
    at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:213)
    at com.maddox.il2.objects.air.Jetman.<clinit>(Jetman.java:236)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at com.maddox.rts.Spawn.get(Spawn.java:39)
    at com.maddox.rts.Spawn.get(Spawn.java:28)
    at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
    at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
    at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
    at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
    at com.maddox.il2.game.Main.exec(Main.java:432)
    at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
    at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
    at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
    at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
    at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
    at com.maddox.rts.SectFile.<init>(SectFile.java:126)
    at com.maddox.rts.SectFile.<init>(SectFile.java:95)
    at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:632)
    at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
    at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
    at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
    at com.maddox.il2.gui.GUI.create(GUI.java:160)
    at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
    at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
    at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
    at com.maddox.il2.game.Main.exec(Main.java:432)
    at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
    at com.maddox.il2.objects.air.A_6$1.doAction(A_6.java:1809)
    at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
    at com.maddox.rts.Message._send(Message.java:1217)
    at com.maddox.rts.Message.sendToObject(Message.java:1191)
    at com.maddox.rts.Message.sendTo(Message.java:1134)
    at com.maddox.rts.Message.trySend(Message.java:1115)
    at com.maddox.rts.Time.loopMessages(Time.java:252)
    at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
    at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
    at com.maddox.il2.game.Main.exec(Main.java:449)
    at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

sorry for mistakes, im pretty new here.
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Hubberranz

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Re: Log File Errors
« Reply #29 on: September 30, 2017, 02:38:12 PM »

...is there an end to this log ? ..or this is it?
...are you crashing while loading the game such as 20%, 60%, 70% ?
...are you crashing after trying to play in QBM such as 30% load ?

Cant forsee unless you tell, what kind of crash you're talking about.
You can use # insert in a post, for a proper log's quote window.

"objects.air.A_6$1.doAction(A_6.java:1809)" : you are trying to install INTRUDER as last mod.
"cup MissionProCombo v4122" :                      you are using cup, which contains some pretty old stuff...
https://www.sas1946.com/main/index.php/topic,56666.msg628853.html#msg628853
...now I do see a crash in this post, if it is the same topic.

What is suspicious:  at com.maddox.il2.objects.air.A_6$1.doAction(A_6.java:1809) : do action then loops.

update requisites to most recent: https://www.sas1946.com/main/index.php/topic,56666.msg627475.html#msg627475
check first post A-6 mod for changes in prerequisites since then.
see this warning: https://www.sas1946.com/main/index.php/topic,56666.msg627656.html#msg627656
hope that helps.
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