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Author Topic: La Chute map problem  (Read 2499 times)

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EHood

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La Chute map problem
« on: May 28, 2018, 11:14:43 AM »

While attempting to load the new "Yoxford" single missions, I encountered a problem: either the sim CTDs, or an error message window appears:

Mission loading failed: Landscape 'WF_La_Chute_Spit973/Chute_load.ini' loading error

Attempting to load either La Chute map in the FMB results in a similar message in the tray. (I've noticed this before, but until now it seemed an ignorable problem. lol) Here's what the logfile says:

Code: [Select]
[May 28, 2018 4:51:15 PM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: Intel
  Render: Intel(R) HD Graphics 630
  Version: 4.4.0 - Build 22.20.16.4691
  Extensions: GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event 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_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts 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_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex 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_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite 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_robustness_isolation 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_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow 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_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_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_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_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_IBM_texture_mirrored_repeat GL_INTEL_conservative_rasterization GL_INTEL_fragment_shader_ordering GL_INTEL_framebuffer_CMAA GL_INTEL_map_texture GL_INTEL_multi_rate_fragment_shader GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_ldr GL_NV_blend_square GL_NV_conditional_render GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint
Size: 1280x1024
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
DirectX Joystick NOT created: DirectX joystick driver: device not attached

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 8, 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.
[x] '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.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] '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 :8
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: 'Perfect' Mode required pixels shaders
WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
15 Splashscreens available.
BAT Version Info (from BAT.version file): IL-2 1946 · Battlefield-Airborne-Tactical · v3.3 · PATHFINDER
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 600 -> 32 (delta = -568) to Range 0..32
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/JetSmoke.mat'
WARNING: object '3DO/Effects/TEXTURES/JetSmoke.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke24'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke25'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke26'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$A_26B'
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 32
Cannot open audio file samples/infinite 1

Month = 0 , Hour = 12
Temperature -     0m = 9.0 .
Temperature -  1000m = 2.5100098 .
Temperature -  2000m = -3.980011 .
Temperature -  3000m = -10.470001 .
Temperature -  4000m = -16.959991 .
Temperature -  5000m = -23.449997 .
Temperature -  6000m = -29.940002 .
Temperature -  7000m = -36.429993 .
Temperature -  8000m = -42.92 .
Temperature -  9000m = -49.410004 .
Temperature - 10000m = -55.899994 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
INTERNAL ERROR: Can't open file 'MAPS/_Tex/water/PacificBlue.tga'
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/water/PacificBlue.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WA'
WARNING: TLandscape::LoadMap('WF_La_Chute_Spit973/Chute_load.ini') - errors in loading
World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'WF_La_Chute_Spit973/Chute_load.ini' loading error
Loading mission single/us/Yoxford/Yoxford1.mis...
Month = 3 , Hour = 10
Temperature -     0m = -7.0 .
Temperature -  1000m = -13.48999 .
Temperature -  2000m = -19.979996 .
Temperature -  3000m = -26.470001 .
Temperature -  4000m = -32.960007 .
Temperature -  5000m = -39.449997 .
Temperature -  6000m = -45.940002 .
Temperature -  7000m = -52.429993 .
Temperature -  8000m = -56.5 .
Temperature -  9000m = -56.5 .
Temperature - 10000m = -56.5 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Load bridges
Load static objects
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
##### House without collision (3do/Buildings/Airdrome/earth_2/live.sim)
##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Wall_Medium/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Trains/PRVZb_B/body.sim)
##### House without collision (3do/Buildings/Egypt/animals/Crocodile/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/Russia/Kiev/TypeL-beton/live.sim)
##### House without collision (3do/Buildings/England/jetty4/live.sim)
##### House without collision (3do/Buildings/England/jetty3/live.sim)
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Buildings/England/jetty5/live.sim)
##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Wall_Long/live.sim)
##### House without collision (3do/Buildings/England/jetty6/live.sim)
##### House without collision (3do/Buildings/RailStations/Track_Stops/wooden/live.sim)

Please pardon the logfile size. I have no idea which portion of this is directly related to the problem to hand.

As always, any assistance would be much appreciated.  8)

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Vampire_pilot

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Re: La Chute map problem
« Reply #1 on: May 28, 2018, 12:11:08 PM »

I cannot confirm this. Mission opens and plays normal, no CTD. Must be something in your install.

can you create test missions in the FMB on la Chute and play them?
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Spider16

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Re: La Chute map problem
« Reply #2 on: May 28, 2018, 12:50:59 PM »

I'm having the same problem mentioned by EHood.

Cheers

Carlos
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EHood

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Re: La Chute map problem
« Reply #3 on: May 28, 2018, 02:09:33 PM »

I cannot confirm this. Mission opens and plays normal, no CTD. Must be something in your install.

can you create test missions in the FMB on la Chute and play them?

When I try to open either of the two La Chute maps in the FMB, all I get is a message in the "tray," at the very bottom of the map. The message for the Winter version of the map says:

World.land().LoadMap()error:java.lang.RuntimeException: Landscape 'WF_La_Chute_Spit973_wi/Chute.wi.load.ini' loading error

The message that appears in lieu of the Summer version is essentially the same.

BTW: I did read an earlier thread on the same problem, but this information seems confusing, and possibly dated:

https://www.sas1946.com/main/index.php/topic,53876.0.html
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Vampire_pilot

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Re: La Chute map problem
« Reply #4 on: May 28, 2018, 02:38:11 PM »

Whatever this is, it's not a common BAT problem. A missing file or files would affect everyone but it doesn't.

The Chute is a huge map, the biggest we have. maybe the size of the thing is an issue for some systems... I am just guessing here.

You can always manually re-install the map from the original download and see if that helps you
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Gatrasz

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Re: La Chute map problem
« Reply #5 on: May 28, 2018, 02:48:04 PM »

The problem with LaChute map has been long known, and I don't know why it wasn't solved on the original DL or when joining big modpacks. Anyway, it's usually solved by adding SAS~Epervier's file from the following thread, then copying and renaming PacificBlueTL.tga to PacificBlue.tga in your #WAW3\MAPMODS\Maps\_Tex\water folder (create it if you don't have).

https://www.sas1946.com/main/index.php/topic,53876.msg586013.html#msg586013
https://www.sas1946.com/main/index.php/topic,53876.msg586112.html#msg586112

I keep a _Tex folder updated for all the maps I have frequently used from long time ago, and it's going directly into every new install I get, so, it's become a permanent fix, in a way  :D
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Vampire_pilot

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Re: La Chute map problem
« Reply #6 on: May 28, 2018, 03:20:02 PM »

Explain why this only affects some people.

I can open and play that map with no problem.
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Gatrasz

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Re: La Chute map problem
« Reply #7 on: May 28, 2018, 03:56:22 PM »

Explain why this only affects some people.
I absolutely don't know. Maybe some conf.ini settings use this texture, when some others don't and use a stock setting ? Or a video card configuration problem, as it's been proposed in the following thread (by the map's maker, if I'm not wrong) ?

https://www.sas1946.com/main/index.php/topic,40015.msg498939.html#msg498939
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EHood

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Re: La Chute map problem
« Reply #8 on: May 28, 2018, 04:50:03 PM »

WOOHOOO!!  Gastrasz's reply, #5, above, contains the solution. The La Chute maps do come up in the FMB now (I've long had plans for the Summer version), and the new Yoxford missions are functional.

 ;D ;D ;D ;D ;D

Thank you, Gatrasz, and thanks to everyone else who so kindly responded.
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Vampire_pilot

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Re: La Chute map problem
« Reply #9 on: May 28, 2018, 11:01:02 PM »

Nice it worked for you.

All of you seeing this problem, do you have ATI graphic cards maybe? Maybe that could be a factor
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EHood

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Re: La Chute map problem
« Reply #10 on: May 29, 2018, 12:05:32 AM »

I happen to have an Intel HD Graphics 630 card with an Intel Core i3-7100 CPU. I've been given to understand that there are slight incompatibilities between Il-2 and Intel PC components, but the worst problem I've had - or noticed, anyway - is with certain types of clouds. In any event I'm now able to use the maps in question.
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Airbourne

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Re: La Chute map problem
« Reply #11 on: May 29, 2018, 03:18:11 AM »

I used to have an ATI graphics card and I had this problem. Now I have the same PC but with a Nvidia card and I don't have the problem. Of course, many other factors could be involved but I find these facts interesting. They certainly point to the graphics card as a possible answer.
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