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Author Topic: VP Modpack Discussion  (Read 68486 times)

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hadji4

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Re: VP Modpack Discussion
« Reply #636 on: September 24, 2016, 03:08:39 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? ;)
Thanks for the help!
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vpmedia

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Re: VP Modpack Discussion
« Reply #637 on: September 24, 2016, 03:11:07 AM »

I forgot to mention, but a 4096 airport concrete texture probably also needs the 'HD true color textures mod' of carsmaster, just like the hi-res clouds.

hadji4

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Re: VP Modpack Discussion
« Reply #638 on: September 24, 2016, 03:19:54 AM »

These modes also established my
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Uufflakke

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Re: VP Modpack Discussion
« Reply #639 on: September 24, 2016, 04:41:56 AM »

I forgot to mention, but a 4096 airport concrete texture probably also needs the 'HD true color textures mod' of carsmaster, just like the hi-res clouds.

For some reason (don't ask me how come...) I assumed the high rez mod by Carsmaster was implemented in this modpack.  :-[  :-[  :-[
No separate install or anything.

Downloaded the mod, installed it, checked it and high rez clouds show up again.

Me happy now!  :)  8)


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SAS~Tom2

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Re: VP Modpack Discussion
« Reply #640 on: September 24, 2016, 12:34:07 PM »

I have the high rez mod, nevertheless getting the 100% freeze quite a lot with more higher rez planes, e.g. D.520.
This one has no high rez skins, but a bigger poly count I assume. ;) :-|
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SAS~Storebror

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Re: VP Modpack Discussion
« Reply #641 on: September 25, 2016, 01:12:18 AM »

I have the high rez mod, nevertheless getting the 100% freeze quite a lot with more higher rez planes, e.g. D.520.
Freddy is known to excessively utilize high res textures in his pits, sometimes even a needle or a solid colour background ships as 4MB texture :-X
You can have as many high res mods as you want, when the GPU's memory is filled up with textures all the way, the GPU driver has the choice to either crash your game or lock it up.
Imagine a suitcase: You can buy a bigger one, but even the biggest samsonite will not hold your whole wardrobe.

Best regards - Mike
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PA_Willy

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Re: VP Modpack Discussion
« Reply #642 on: September 25, 2016, 01:24:08 AM »

You can have as many high res mods as you want, when the GPU's memory is filled up with textures all the way, the GPU driver has the choice to either crash your game or lock it up.

No. When VRAM is filled up, if new textures are needed, they will go to RAM. The problem then, will be the speed. VRAM is faster (a lot of) than RAM.
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vpmedia

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Re: VP Modpack Discussion
« Reply #643 on: September 25, 2016, 01:38:25 AM »

100% freeze was reported and is caused by DaveB's Tigers FlyBy mod version and a plane which wasnt added to it (D.520 in this case). Check that topic for updates.

About cockpit sizes:

Stock cockpit size limit was 8 Mb, despite that I had 200+Mb cockpits running fine, only problem was the 20-40fps drop which they caused. In my modpack 95% of the cockpits are below 50Mb, which is optimal.

SAS~Storebror

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Re: VP Modpack Discussion
« Reply #644 on: September 25, 2016, 01:59:17 AM »

No. When VRAM is filled up, if new textures are needed, they will go to RAM. The problem then, will be the speed. VRAM is faster (a lot of) than RAM.
No sir.
Only integrated graphics solutions generally use shared memory.
Some very weak GPUs have the ability to share memory with windows OS, but this equals a full stop if it's ever been used in a 3D game.
Contemporary GPUs with dedicated RAM do not share texture memory with the OS, the bandwidth would not remotely be sufficient to provide anything beyond 0.00x FPS when you'd need to page gigabytes of textures.

Best regards - Mike
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PA_Willy

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Re: VP Modpack Discussion
« Reply #645 on: September 25, 2016, 02:33:02 AM »

No. When VRAM is filled up, if new textures are needed, they will go to RAM. The problem then, will be the speed. VRAM is faster (a lot of) than RAM.
No sir.
Only integrated graphics solutions generally use shared memory.
Some very weak GPUs have the ability to share memory with windows OS, but this equals a full stop if it's ever been used in a 3D game.
Contemporary GPUs with dedicated RAM do not share texture memory with the OS, the bandwidth would not remotely be sufficient to provide anything beyond 0.00x FPS when you'd need to page gigabytes of textures.

Best regards - Mike

You said than when VRAM is filled up, game would crash or lock it up. No, speed of game will drop a lot (bandwitch speed), but, game is not going to crash because this. If VRAM is filled up and a new texture is loaded, the only way to do it is through RAM. The other way, is deleting space in VRAM (overwriting) with new textures or information. The result would be to lose information in game, for example, textures disappearing or similar.

Sorry because my bad English.
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SAS~Storebror

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Re: VP Modpack Discussion
« Reply #646 on: September 25, 2016, 02:50:24 AM »

Okay, I'm not going to talk this to death.
As a matter of fact, decent dedicated GPUs don't support paging textures to RAM (since it doesn't make sense) and the result from filling the RAM completely with textures depends on the game's architecture then. Sure, a game could proceed when loading a texture fails, IL-2 doesn't.
Believe it or not, I'm not preaching this, just saying.

Best regards - Mike
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Uufflakke

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Re: VP Modpack Discussion
« Reply #647 on: September 25, 2016, 05:37:32 AM »

Two questions in relation to screenshots:

A. How do I get them as .jpg instead of .tga?
(this old mod did not work by the way: https://www.sas1946.com/main/index.php?topic=38.0 )

B. With Reshade/SweetFX enabled in game screenshots are still default. How to change that?
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