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Author Topic: Alternative Aircraft List v1.9.1a ALL ERA BATv 4.2.2 HOTFIX 4 - BETA RELEASE (6/28/2023)  (Read 13551 times)

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Chaoic16

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Hello everyone!

After issues with the connectivity with SAS1946 from Japan for weeks, the issues are finally  solved and it is great to be able to use computer and access SAS1946 successfuly!

The new version of AAL is released.  There is one thing I realized, it make no sense to divide the fighter , fighter-bomber, and delicated fighter-bomber after flying IL-2 1946 BAT for a while. I merged all of them togehter and they are under either [Fighter] or [Fighter_/_Fighter-Bombers] for all nations.   It make sense this way.

However, the AAL have become a modular style for JSGME, which allows you to customize AAL the way you prefer.  From now on, AAL will go this method.  When I have a chance, I will look into JTW module.  For now, DOF, TGA, TGA_SCW, and WAW version are completed.

To anyone who prefers SCW version for TGA, it is now included in ALL v1.9.

As always, the feedback are appreciated.

Thank you for enjoying the mods.


Chaoic16
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Chaoic16

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Hello everyone!

It have been a while I have updated both AAL and AOL projects. While working on my massive skins collection, I am quite surprised and learned new things about certain aircraft and which skins works with specific version of aircraft, especailly with A6M Zero. I realized I made a mistake with aircraft naming, in order, to help us identifying which one is Orginial IL-2 and JCAT version.  Since specific skins only work for either version, I updated the aircraft name and re-sorted aircraft, making it easier to go through A6M list.

However, since I rarely get any feedback on aircraft list, it can not be helped when I make mistakes or overlooked the errors in aircraft names and places in the list.

By the way, I made an alternative version of WAW aircraft.ini with more simple, fewer aircraft roles.  Fore xample, you would only see "medium bomber" instead of specific role for each medium bombers, making the list more streamline.  So anyone who prefer more simple list, you will see folder "WAW INI ALT (Alt stands for alternative).

Finally, there are two methods of installing mods (Manual with orginial BAT v4.2.2 HOTFIX 4 files as backup) and JSGME.  That way people can do either maunal or JSGME.

As always, your feedback are appreciated.

Thank you for enjoying mods!


Cheers!
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csvousden

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May I just say that I really like your lists, even if I don't say so. I appreciate all the modders who create additional material for this game! I wish I could help but I find myself in awe always and just grateful, never critical!
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Chaoic16

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May I just say that I really like your lists, even if I don't say so. I appreciate all the modders who create additional material for this game! I wish I could help but I find myself in awe always and just grateful, never critical!

Your comments bought me great joys and thank you!

if you have any ideas for this mods, please feel free to share it here too.


Cheers!
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Chaoic16

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Hello everyone!

I just realized I made a MAJOR mistakes with I- series aircraft.  With so many aircraft to work on in the aircraft list, it is an inevitable that I can make mistakes since I do not get feedback on errors in AAL list.  There are two types of I- series aircraft, Polikarpov and MiGs.  So I made the changes so they appear this way:

(Polikarpov)

I-180                  I-180S, 1939 -PROTOTYPE-
I-185M-71               I-185 [M-71], 1942 -PROTOTYPE-
I-185M-82A               I-185 [M-82A], 1942 -PROTOTYPE-
I-187                  I-187 [M-71F], 1944 -PROTOTYPE-

(MiG)

MiG-7                  MiG-7 / I-222, 1944 -PROTOTYPE-
MiG-9protoF-2            MiG-9 / I-300 | "Fargo", 1946 -PROTOTYPE-
MiG-11                  MiG-11 / I-224, 1944 -PROTOTYPE-
I-250                  MiG-13 / I-250, 1945 -PROTOTYPE-

Now they makes more sense.  I always take my time to make sure my mods have the accurate informaiton.

Thank you for enjoying the mods.


Cheers!
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cvous

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I love these lists.  but I cant get the scw version of tga to load. 
Can anyone else confirm or figure out issue?
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UberDemon

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Chaoic16,

This is really interesting work.  I am working on a new version of my mission generator (UQMG), and one of the things I do through programming is "fixing" what I see as some perceived errors in air.ini and some other files, like placing the right country associated with the right plane, etc.  At this point I am using the default BAT files, but I could see using your files in the future.  Once I am more far along my new program, I'll either reach out to you or shamelessly will include your work in it!  :D

Just a request from a programmer.  All my initialization files separate fields using the "="  (equals) sign.  I think it is safe to say no one uses that in their textual description of objects... so I kindly ask you to not use it...  It will make importing your files a lot easier in the future.  I can see a lot of potential in including your categories, aircraft name descriptions and weapons load out.

It took some time, but I figured out how to programmatically widen combo box menu lists to automatically fit text so you can read the entire content.  This means that nice descriptive stuff like yours would automatically fit.

Anyhoo... just a thought(s).
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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)

Chaoic16

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Chaoic16,

This is really interesting work.  I am working on a new version of my mission generator (UQMG), and one of the things I do through programming is "fixing" what I see as some perceived errors in air.ini and some other files, like placing the right country associated with the right plane, etc.  At this point I am using the default BAT files, but I could see using your files in the future.  Once I am more far along my new program, I'll either reach out to you or shamelessly will include your work in it!  :D

Just a request from a programmer.  All my initialization files separate fields using the "="  (equals) sign.  I think it is safe to say no one uses that in their textual description of objects... so I kindly ask you to not use it...  It will make importing your files a lot easier in the future.  I can see a lot of potential in including your categories, aircraft name descriptions and weapons load out.

It took some time, but I figured out how to programmatically widen combo box menu lists to automatically fit text so you can read the entire content.  This means that nice descriptive stuff like yours would automatically fit.

Anyhoo... just a thought(s).

UberDemon,

I am very honored to see your post here!  I am more than happy to work on the projects with you!  Please sent me PM anytime and I am very willing to fix the files the way you need it.


Cheers!
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ChicagoFire1

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  • Nice to meet everyone

This hasn't been posted in for at least 120 days but I have a weird issue with this naming thing which I really like, basically, when I activate the mods in JSGME, only the #BAT_AAL_WAW_PLANE_PROPERITIES_Default and #BAT_AAL_WAW_AIR.INI_ALT seem to work in my installation. I have fully reinstalled BAT and since I have high speed ethernet it doesn't matter that much. For the AOL mod, it works flawlessly, no issues over there. I could try again and post the logs here in order to solve the issue. Since for me, these long names are quite insightful.

Edit: This is what happens in my log when I got the following mods activated: #BAT_AOL_DOF-TGA-WAW_HOTFIX, #BAT_AAL_WAW_AIR.INI and #BAT_AAL_WAW_PLANE_PROPERITIES_Long_Names.
So, since I may be a bit dumb, which mods should be activated? Do note that for now I solely play on the WAW module.
Code: [Select]
[Mar 3, 2024 4:25:18 PM UTC +1] ------------ BEGIN log session -------------

[Mar 3, 2024 4:25:18 PM UTC +1] ----------- Switched to pipe mode ----------
[2024-03-03 16:25:18.835 UTC +1] dT:    0 OpenGL provider: Opengl32.dll
[2024-03-03 16:25:19.004 UTC +1] dT:    0 OpenGL library:
[2024-03-03 16:25:19.004 UTC +1] dT:    0   Vendor: NVIDIA Corporation
[2024-03-03 16:25:19.004 UTC +1] dT:    0   Render: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2
[2024-03-03 16:25:19.004 UTC +1] dT:    0   Version: 4.6.0 NVIDIA 551.61
[2024-03-03 16:25:19.005 UTC +1] dT:    0   Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility 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_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp 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_sample_locations 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions 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 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_filter_anisotropic GL_ARB_texture_filter_minmax 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_transform_feedback_overflow_query 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_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[2024-03-03 16:25:19.005 UTC +1] dT:    0 Size: 1920x1080
[2024-03-03 16:25:19.005 UTC +1] dT:    0 ColorBits: 32
[2024-03-03 16:25:19.005 UTC +1] dT:    0 DepthBits: 24
[2024-03-03 16:25:19.005 UTC +1] dT:    0 StencilBits: 8
[2024-03-03 16:25:19.006 UTC +1] dT:    0 isDoubleBuffered: true
[2024-03-03 16:25:19.096 UTC +1] dT:    0
[2024-03-03 16:25:19.096 UTC +1] dT:    0 *** Looking for Advanced CPU Instructions...
[2024-03-03 16:25:19.096 UTC +1] dT:    0 [x] PentiumPro
[2024-03-03 16:25:19.096 UTC +1] dT:    0 [x] Multimedia (MMX)
[2024-03-03 16:25:19.096 UTC +1] dT:    0 [x] 3D (SSE)
[2024-03-03 16:25:19.096 UTC +1] dT:    0 [x] 3D (SSE2)
[2024-03-03 16:25:19.096 UTC +1] dT:    0 [-] 3D (3DNow)
[2024-03-03 16:25:19.096 UTC +1] dT:    0 ColourBits 32, ABits 0, ZBits 24
[2024-03-03 16:25:19.098 UTC +1] dT:    0
[2024-03-03 16:25:19.098 UTC +1] dT:    0 *** Looking for Render API Extensions ...
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[2024-03-03 16:25:19.098 UTC +1] dT:    0 [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2024-03-03 16:25:19.098 UTC +1] dT:    0
[2024-03-03 16:25:19.098 UTC +1] dT:    0 Maximum texture size : 32768
[2024-03-03 16:25:19.098 UTC +1] dT:    0 Maximum simultaneous textures :4
[2024-03-03 16:25:19.098 UTC +1] dT:    0 MaxAnisotropic (1.0 = none) : 16.000000
[2024-03-03 16:25:19.196 UTC +1] dT:    0 15 Splashscreens available.
[2024-03-03 16:25:22.671 UTC +1] dT:    0 Spawn.get( com.maddox.il2.objects.d ): com.maddox.il2.objects.d
[2024-03-03 16:25:22.671 UTC +1] dT:    0 java.lang.ClassNotFoundException: com.maddox.il2.objects.d
[2024-03-03 16:25:22.671 UTC +1] dT:    0 at com.maddox.rts.LDR.loadClass(LDR.java:20)
[2024-03-03 16:25:22.672 UTC +1] dT:    0 at java.lang.ClassLoader.loadClass(Unknown Source)
[2024-03-03 16:25:22.672 UTC +1] dT:    0 at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[2024-03-03 16:25:22.672 UTC +1] dT:    0 at java.lang.Class.forName0(Native Method)
[2024-03-03 16:25:22.672 UTC +1] dT:    0 at java.lang.Class.forName(Unknown Source)
[2024-03-03 16:25:22.672 UTC +1] dT:    0 at com.maddox.rts.Spawn.get(Spawn.java:39)
[2024-03-03 16:25:22.672 UTC +1] dT:    0 at com.maddox.rts.Spawn.get(Spawn.java:28)
[2024-03-03 16:25:22.672 UTC +1] dT:    0 at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[2024-03-03 16:25:22.672 UTC +1] dT:    0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[2024-03-03 16:25:22.672 UTC +1] dT:    0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[2024-03-03 16:25:22.672 UTC +1] dT:    0 at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[2024-03-03 16:25:22.672 UTC +1] dT:    0 at com.maddox.il2.game.Main.exec(Main.java:405)
[2024-03-03 16:25:22.672 UTC +1] dT:    0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[2024-03-03 16:25:25.439 UTC +1] dT:    0 ScreenMode Library Version 0.01 loaded successfully.
[2024-03-03 16:25:25.894 UTC +1] dT:    0 com.maddox.il2.objects.d
[2024-03-03 16:25:25.894 UTC +1] dT:    0 java.lang.ClassNotFoundException: com.maddox.il2.objects.d
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at com.maddox.rts.LDR.loadClass(LDR.java:20)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at java.lang.ClassLoader.loadClass(Unknown Source)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at java.lang.Class.forName0(Native Method)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at java.lang.Class.forName(Unknown Source)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:539)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:518)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2577)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3679)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at com.maddox.il2.gui.GUI.create(GUI.java:199)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at com.maddox.il2.game.Main.exec(Main.java:405)
[2024-03-03 16:25:25.894 UTC +1] dT:    0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[2024-03-03 16:25:26.313 UTC +1] dT:    0 Main begin: PlMisAir(GUIQuick): class 'd' not found
[2024-03-03 16:25:26.313 UTC +1] dT:    0 java.lang.RuntimeException: PlMisAir(GUIQuick): class 'd' not found
[2024-03-03 16:25:26.313 UTC +1] dT:    0 at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2569)
[2024-03-03 16:25:26.313 UTC +1] dT:    0 at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3679)
[2024-03-03 16:25:26.313 UTC +1] dT:    0 at com.maddox.il2.gui.GUI.create(GUI.java:199)
[2024-03-03 16:25:26.313 UTC +1] dT:    0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
[2024-03-03 16:25:26.313 UTC +1] dT:    0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[2024-03-03 16:25:26.313 UTC +1] dT:    0 at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[2024-03-03 16:25:26.313 UTC +1] dT:    0 at com.maddox.il2.game.Main.exec(Main.java:405)
[2024-03-03 16:25:26.314 UTC +1] dT:    0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

[Mar 3, 2024 4:25:26 PM UTC +1] -------------- END log session -------------
Logged

Frankiek

  • SAS Team
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  • Posts: 2881

there is some error in one of the ini files (mos likely air.ini) with a line starting with isolated d so the game engine is looking for the corresponding class then naturally can't find followed by a ctd
Logged

ChicagoFire1

  • LilNextGen
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  • Posts: 52
  • Nice to meet everyone

there is some error in one of the ini files (mos likely air.ini) with a line starting with isolated d so the game engine is looking for the corresponding class then naturally can't find followed by a ctd

I also believe that's the issue but I'm unsure on how to proceed further. Since yesterday, my BAT was uptodate(4.2.2 + Hotfix 4) , tried it and didn't work so I decided to reinstall my BAT from the ground up today, everything standard worked sucessfully but when I activate some of these mods over JSGME the game breaks.  Also, the issue varies on what do I activate because sometimes it CTDs at 60% and other times it doesn't and the game keeps working normally.
Logged

Frankiek

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  • Posts: 2881

to sort out is easy. First try to launch without additional mods to make sure that everything works. Once this is done just  activate one mod, check it out, and if works go for the next one until you find the problem
Logged
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