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Author Topic: VP Modpack Discussion  (Read 68479 times)

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Bart_NL

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Re: VP Modpack Discussion
« Reply #624 on: September 21, 2016, 01:55:33 PM »

Hey guys,

Just installed all IL-2 stuff I thought I needed but it's the first time I used this modpack.
Started Hyperlobby, joined a game and the first message I see is that the server has a newer version. (4.13.something)

Is it safe to update to that newer version and still be able to use this mod?

I hope you can help a newbe like me. Thanks!
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DougW60

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Re: VP Modpack Discussion
« Reply #625 on: September 21, 2016, 02:17:53 PM »

Bart

NO, do not update the game version to 4.13 if you want to keep VP MOD.  VP MOD, like CUP MOD, is design specifically for 4.12.2.  They will not work if you update to 4.13 or higher.
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vpmedia

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Re: VP Modpack Discussion
« Reply #626 on: September 21, 2016, 11:57:32 PM »

I think right now 4.12 is the mod platform, but the 4.13 modact is there and confuses people into thinking that switching all mods/modpacks to 4.13 is feasible. Of course this can be changed if you find a java coder who is willing to spend weeks/months rewriting mods for 4.13 and then provide continous support...for free.

DaveB

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Re: VP Modpack Discussion
« Reply #627 on: September 22, 2016, 11:30:47 AM »

I have placed an update to the VPmodpack Tiger flybys addon to hopefully cure some future missing entries. eg. The birdcage etc. here

www.sas1946.com/main/index.php/topic,52376.0.html

Cheers DaveB
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Jocko

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Re: VP Modpack Discussion
« Reply #628 on: September 22, 2016, 02:35:07 PM »

First, thanks VPMedia for creating this great modpack.  And thanks to DaveB for this addition... it just didn't seem complete without those flybys.  The only aircraft that I tried that doesn't seem to work is the Hs129.  The Hs129 works with VPmodpack, but not with my HSFX install for some reason.  Any ideas how I can fix this?
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Peter Lynn

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Re: VP Modpack Discussion
« Reply #629 on: September 22, 2016, 06:13:26 PM »

Thank you DaveB! You have made my day!

Peter Lynn  ;D
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citizen67

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Re: VP Modpack Discussion
« Reply #630 on: September 23, 2016, 06:52:01 AM »

Ok, lol, my bad. It was set to "1" for some reason. I just wondered if there might have been a specific setting that worked best with your modpack since the water textures seem to be different (and more animated) than any I have seen before.

(Cheeky bugger with your "lmgtfy". You made me laugh though)

same problem here with the water, when in "perfect" video settings; so do you suggest to set Water=2 or else?
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DougW60

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Re: VP Modpack Discussion
« Reply #631 on: September 23, 2016, 11:41:16 AM »

Cit. 67

What GPU are you using?  Water settings are based on the make of your GPU.  For AMD - water=2,   for nVidia - water=4, these settings provide the best quality for each respective GPU maker. 
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hadji4

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Re: VP Modpack Discussion
« Reply #632 on: September 24, 2016, 01:05:11 AM »

Code: [Select]
INTERNAL ERROR: Texture Buffer (limit 17177216 Bytes)is to small to fit 50331648 Bytes!
WARNING: object '3do/airfield/Concrete/AirPrtCncr_4096.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3do/airfield/Concrete/AirPrtCncr_4096.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load '../AirPrtCncr_4096.mat'
Mesh 3do/airfield/Concrete/Runway/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Concrete/Runway/mono.sim not created
When you run the company such a mistake has the ability to help identify the problem?
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Uufflakke

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Re: VP Modpack Discussion
« Reply #633 on: September 24, 2016, 01:51:41 AM »

For some strange reason I can not get my HighRez Clouds to work.
https://www.sas1946.com/main/index.php?topic=40382.0

It works in DBW 1.71 and in CUP too but not in this modpack.
I dropped the mod in folder #SAS, disabled the existing folder 'clouds' but no clouds at all on the map.

Don't know if it is relevant but [OPEN GL] entries in conf.ini of DBW and this modpack are the same.

End of loglist:

Code: [Select]
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:19:22 AM] INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
[11:19:22 AM] WARNING: object 'effects/clouds/clouds4x4.tga' of class 'TTexture2D' not loaded
[11:19:22 AM] INTERNAL ERROR: Texture required
[11:19:22 AM] WARNING: object 'effects/clouds/Cloud4x4.mat' of class 'TMaterial' not loaded
[11:19:22 AM] INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
[11:19:22 AM] WARNING: object 'effects/clouds/clouds4x4.tga' of class 'TTexture2D' not loaded
[11:19:22 AM] INTERNAL ERROR: Texture required
[11:19:22 AM] WARNING: object 'effects/clouds/Cloud4x4_nosort.mat' of class 'TMaterial' not loaded
[Sep 21, 2016 11:20:17 AM] -------------- END log session -------------

I hope someone is able to answer my question in relation to the highrez textures in relation to clouds.

According the logfile this modpack is not capable of handling a texture size of 2048? Because of a texture buffer?  o_O

As said before it works in DBW and CUP without any problem.
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"The Best Things In Live Aren't Things"

vpmedia

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Re: VP Modpack Discussion
« Reply #634 on: September 24, 2016, 02:04:49 AM »

Code: [Select]
INTERNAL ERROR: Texture Buffer (limit 17177216 Bytes)is to small to fit 50331648 Bytes!
WARNING: object '3do/airfield/Concrete/AirPrtCncr_4096.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3do/airfield/Concrete/AirPrtCncr_4096.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load '../AirPrtCncr_4096.mat'
Mesh 3do/airfield/Concrete/Runway/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Concrete/Runway/mono.sim not created
When you run the company such a mistake has the ability to help identify the problem?

I've checked and theres only AirPrtCnCr_512.tga in my modpack (TEXTURES_Buildings\3do\Airfield\Concrete\AirPrtCnCr_512.tga), hence this error is caused by an outside mod...ask its author maybe? ;)

vpmedia

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Re: VP Modpack Discussion
« Reply #635 on: September 24, 2016, 02:17:56 AM »

According the logfile this modpack is not capable of handling a texture size of 2048? Because of a texture buffer?

2048 textures in DBW? I do not remember that. They probably included the HD true color textures mod of carsmaster in CUP. Imho clouds will blink/flicker at non-stock resolutions, but I'll do another test with maybe an 1024 tga which is the largest size you can use without any extras.
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