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Author Topic: Log File Errors  (Read 7549 times)

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Hubberranz

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Re: Log File Errors
« Reply #12 on: May 06, 2017, 11:09:23 AM »

Hi SAS~Storebror Thank you for your reply.
It is not about the error, but about finding the message source, and remove the message from log if so wanted.
No problem. See first post.
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SAS~Storebror

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Re: Log File Errors
« Reply #13 on: May 06, 2017, 12:17:21 PM »

Ah I see.
Yes, it's possible to get where the issue comes from, but it involves modyfying a base game class.
I did so during Modact 6.4 development, will have to carry that over to other versions.
You're on 4.12.2 / BAT?

Best regards - Mike
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Hubberranz

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Re: No spawner for Plane$BF_109K4C3
« Reply #14 on: May 06, 2017, 02:42:41 PM »

No spawner for Plane$BF_109K4C3
I do have a Bat version ( not quite up to date.. ) , but I use SAS 5,3.

From that modact, the class 2B9A89D62FA5D19A is overwritten by big Pack of stationnaries. Thus we have ( not in BAT ) :


Code: [Select]
[10:27:03 AM] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$BF_109K4C3'
Removing  line " BF_109K4C3        vehicles.planes.Plane$BF_109K4C3        2 " in stationnaries.ini file is therefore the solution
to both the message and the non working static plane. And it was done very much so in BAT . off topic purge.

So reintroducing a BF_109K4C3 stationary can only be done at a class level, as you say. For me, having BF_109K4 does suffice. But I did
look into it, because a mission with stationnaries/objects/vehicles in it that you don't have, looses them instantly when the mission is saved.
Hence a degradation of content in the original missions used in your game may result UNNOTICE: especially when using play option in FMB.
Since this stationnary plane is not from within basic game, I hope not such harm is being done...
I wonder if you ever did a rework on this one for 6.4. Would not be surprise if it was dropped entirely.


Best wishes.
BoB
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vonOben

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Re: Log File Errors
« Reply #15 on: July 14, 2017, 04:10:59 AM »

Hi Hubberranz

This is a very interesting thread, thanks!  :)

How do you figure out which file that causes errors like these:
INTERNAL ERROR: Str2FloatClamp()
INTERNAL ERROR: HierMesh: Can't find chunk 'TurretA'

In VP Modpack I get many errors related to the ships as in this example:

[6:20:26 AM]   Ship: Value of [Ship0]:<Mesh> not foundCan't set property
[6:20:26 AM]   java.lang.RuntimeException: Can't set property
[6:20:26 AM]   at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM]   at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM]   at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM]   at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:975)
[6:20:26 AM]   at java.lang.Class.forName0(Native Method)
[6:20:26 AM]   at java.lang.Class.forName(Unknown Source)
[6:20:26 AM]   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM]   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM]   at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM]   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM]   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM]   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM]   at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM]   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM]   Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship0

vpmedia told me that there are ships in the classfiles but they lack 3d and ini entries.
Is there anything to do about such errors?

Best regards

vonOben
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SAS~Storebror

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Re: Log File Errors
« Reply #16 on: July 14, 2017, 08:55:31 AM »

Yes and no.

Concerning Str2FloatClamp: Can't remember exactly but IIRC the message is triggered internally inside il2core.dll deep enough not to make things accessible from outside.
Could be literally anywhere. Usually this is caused by an effects file (.eff) having ridiculous numbers somewhere.
Since the game clamps that wrong value automatically, there's nothing much to do here.
An effect modder went ballistic and the game automatically fixes it.

HierMesh: I've made a "HierMesh Debugger" for my own modding usage which prints the Java Stacktrace to find out where this issue came from.
I could release that tool in the Superschool, but mind you it's not for daily use, it floods your log and in the end, the modder who did that plane has to fix the issue.

Ships: For BAT I've started a "log-error free WAW" version, where ships won't get loaded from the ini files in the same old dumb way like they used to, but instead the game will check whether all required contents are available and only then it will try to load the ship. If some part is missing, this and only this will be written to the log, so each ship with missing parts causes exactly one log line where it definitely states what's missing.
"Unfortunately" the BAT devs are faster than me, I failed to catch up with the Expansion Packs in time, but maybe in the future we'll see that feature.
It will remain "BAT only" from my side, but like any of my mods, you can find the sourcecode on our Superschool Repository.

Best regards - Mike
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Hubberranz

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Re: Error messages ships
« Reply #17 on: September 08, 2017, 09:04:18 AM »

About error messages for ships.
vpmedia told me that there are ships in the classfiles but they lack 3d and ini entries.
Is there anything to do about such errors?
Best regards
vonOben
Sorry I'm late seeing your question.
I'm very much aware about the ship classes situation, since I'm not up to date with my ships in 412.2 SAS5.3 , while I was a lot more so in my DBW.

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. Usually good to make an unified classes file per author for his ships. Therefore the game reminds you of ships you have not installed yet, because of the data processed unsuccessfully. No other solution then install each ship, which means the files other then classes for each missing mod. Don't think it is necessary to actually activate per lines in ini files to actually remove the messages ( will have be back on that one.. ); but reaching that point, you have everything at hand and in game, so why not complete such install and be done.
About any unified class file per author: ALWAYS replace accept by most recent date of file creation; not by date of your download that is.

To BAT users: consequently adding a VERY new ship to BAT wont be a problem or not. Adding a very old ship to BAT will be! off topic purge.
                        - do not retro your class files !
Any users:        - important therefor to first try any older ship without using it's classes.
                        - only after that, U can "zero in" on any class(s) that may be unique to that ship; only if needed, then add and try it out.

Debug vonOben's style of error only: in his log: Ship0  is a slot, used by "ShipPack"... https://www.mediafire.com/file/7vxeac6xwdm7a6g/zzzz_ShipPack_3Dfiles_aka_ShipPack1and2.7z   
  ,,,warning: 3d files only + entries much in excess ( ..meaning some entries refer to ships you already have ) .

         
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Hubberranz

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Re: INTERNAL ERROR: Str2FloatClamp() - Clamped 55 and 0.15
« Reply #18 on: September 08, 2017, 09:12:31 AM »

INTERNAL ERROR: Str2FloatClamp() - Clamped 55 and INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15
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]
WHILE FLYING an actual modern plane mod: usually a modern plane with afterburner. Case at point Su-9 as example.

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

OK. Important to know this effect may be present in a lot of mods or places or planes in your file of mods,
HOWEVER : only one is in use. REPEAT: only one such file is in use, and therefore only changing THAT one file at least, will prevent messages.
In my case the first file in my mods file to have this specific path + effect in it is   ! 00_WeaponsPack_V1.3_20160923 .

Therefore, for me ! 00_WeaponsPack_V1.3_20160923  \ 3do \ Effects \ Aircraft \ afterburner.eff   contains the error at point.
( Beware if you have placed a mod containing same effect, with same path, and preceding the above in hierarchy, then IT is the one that is in use ).

Code: [Select]
[General]
  MatName ../TEXTURES/SmokeGlow.mat
  Color0 0.5 0.2 0.1 0.5
  Color1 1.0 0.5 0.0 0.0
  nParticles 256
  FinishTime -1
  MaxR 32.0    //Clamped 55 -> 32 (delta = -23) to Range 0..32                  <---------  changed ; was 55.0
...
...
  Rnd 0.5
  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.
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Hubberranz

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Re: U3-MK108' not registered in air.BF_109G6Late
« Reply #19 on: September 08, 2017, 09:13:07 AM »

U3-MK108' not registered in air.BF_109G6Late
Code: [Select]
[2:07:37 AM] java.lang.RuntimeException: Weapon set 'U3-MK108' not registered in air.BF_109G6Late
[2:07:37 AM] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3060)
[2:07:37 AM] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2702)
[2:07:37 AM] at com.maddox.il2.game.Mission.loadAir(Mission.java:1752)
[2:07:37 AM] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[2:07:37 AM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1430)
[2:07:37 AM] at com.maddox.il2.game.Mission]
Running Dgen campaign Normandie Niemen Yak-1b Moscow winter,  then to Koursk, then Yak-9 late war: it was it's FIRST mission and versus BF_109G6late   :P

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.
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Hubberranz

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Re: Log File Errors
« Reply #20 on: September 08, 2017, 09:13:29 AM »

reserved
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vonOben

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Re: Log File Errors
« Reply #21 on: September 10, 2017, 12:22:25 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.

But when I tested the errors remain the same:

Code: [Select]
[6:20:39 AM] java.lang.RuntimeException: Can't set property
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:39 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:975)
[6:20:39 AM] at java.lang.Class.forName0(Native Method)
[6:20:39 AM] at java.lang.Class.forName(Unknown Source)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:39 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:39 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:39 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:39 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:39 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship0
[6:20:39 AM] Ship: Value of [Ship1]:<Mesh> not foundCan't set property
[6:20:39 AM] java.lang.RuntimeException: Can't set property
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:39 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:976)
[6:20:39 AM] at java.lang.Class.forName0(Native Method)
[6:20:39 AM] at java.lang.Class.forName(Unknown Source)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:39 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:39 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:39 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:39 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:39 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship1
[6:20:39 AM] Ship: Value of [Ship2]:<Mesh> not foundCan't set property
[6:20:39 AM] java.lang.RuntimeException: Can't set property
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:39 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:977)
[6:20:39 AM] at java.lang.Class.forName0(Native Method)
[6:20:39 AM] at java.lang.Class.forName(Unknown Source)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:39 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:39 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:39 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:39 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:39 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship2
[6:20:39 AM] Ship: Value of [Ship3]:<Mesh> not foundCan't set property
[6:20:39 AM] java.lang.RuntimeException: Can't set property
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:39 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:978)
[6:20:39 AM] at java.lang.Class.forName0(Native Method)
[6:20:39 AM] at java.lang.Class.forName(Unknown Source)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:39 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:39 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:39 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:39 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:39 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship3
[6:20:39 AM] Ship: Value of [Ship4]:<Mesh> not foundCan't set property
[6:20:39 AM] java.lang.RuntimeException: Can't set property
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:39 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:39 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:979)
[6:20:39 AM] at java.lang.Class.forName0(Native Method)
[6:20:39 AM] at java.lang.Class.forName(Unknown Source)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:39 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:39 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:39 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:39 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:39 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:39 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:39 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship4

So what am I supposed to do in this case?
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vonOben

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Re: U3-MK108' not registered in air.BF_109G6Late
« Reply #22 on: September 10, 2017, 12:30:16 AM »

Solution:  create in cod file, a "-removed" file.  Place -722250004 file into -removed file.

Do you mean creating a -removed folder and moving the -722250004 class file into that folder like this:

00_BF109_Ultimate_Pack_v3\ cod\-removed\-722250004

Do you know the reason some class files start with a - sign?
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Hubberranz

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Re: U3-MK108' not registered in air.BF_109G6Late
« Reply #23 on: September 10, 2017, 08:03:57 AM »

Solution:  create in cod file, a "-removed" file.  Place -722250004 file into -removed file.

Do you mean creating a -removed folder and moving the -722250004 class file into that folder like this:

00_BF109_Ultimate_Pack_v3\ cod\-removed\-722250004

Do you know the reason some class files start with a - sign?
Exactly:  00_BF109_Ultimate_Pack_v3\ cod\-removed\-722250004

No. It is the first time I encounter a - file that actually functions. So I presume the cod file, which often have these, works in this manner.
In the past I thought they were out the way classes, but they are not. In that case, the "-" sign seems to be part of their name and process.
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