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Author Topic: WxTech's Effects Pack v1.6 for B.A.T and 4.12  (Read 19710 times)

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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #96 on: March 13, 2023, 07:36:08 PM »

The tracers seem to back to the visible cross section type, although the alternating texels are working properly.  Yours in the only mod that I use and I simply replaced all the folders from the previous version.  Any ideas what is going on?

Do I take it the only issue of note is the matter of the drawing of tracers? Is it a really obvious oddity, or is it subtle?

I have reduced the size of the round 'head' compared to many other manifestations because a noticeable blob is not correct. Moreover, I have just a single surface that presents the (small) round head, visible only from the rear hemisphere. A tracer coming toward the viewer will present no such 'head' at all, and so a straight-on view will have the mutually perpendicular 'sides' present as  cross shape.

If there's some obviously unintended quirk in effect, can you provide a screenshot?
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choctaw111

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #97 on: March 14, 2023, 12:06:29 PM »

I can see about posting a screenshot.  It's quite evident and the tracer improvements made in the pervious version seem to be missing
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choctaw111

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #98 on: March 14, 2023, 07:44:07 PM »

I did an experiment and added the guncam tracers folder from the previous version and it seems to be working now
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Old_DaD

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #99 on: March 15, 2023, 07:31:29 AM »

Gadzooks..another anomaly has appeared.
A section of my log.list:
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Effects/TEXTURES/PluffMkI.tga'
ScreenMode Library Version 0.01 loaded successfully.
House: Undefined Body type in class 'com.maddox.il2.objects.buildings.House$Supplies'
Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh
Can't register house object
java.lang.RuntimeException: Can't register house object
   at com.maddox.il2.objects.buildings.House
Is this telling me it doesn't recognise the "Vehicles" body type?
Log list contains lots of the above errors..all the error items are to do with the assignment of "Vehicle" body type.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #100 on: March 15, 2023, 10:32:41 AM »

PAPPY,
Unexpected txr reload errors are not critical.


The error message,

Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh

is appropriate to v1.5. The v1.6 message would read,

Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh,Vehicle

Note the addition of the new body type, Vehicle.

In my haste to correct this, I'm assuming that indeed the error is mine, and not that you've not somehow got the older v1.5 version of the 3 House.class classfiles present in your install. That is, I didn't decompile the classfiles included in my v1.6 mod archive mod in order to see if the code was indeed the older version, jumping straight away to supplying the 3 classfiles from my own working install.

Update #4 in the top post provides a link to the 3 correct classfiles, to overwrite those present in the main effects folder. A readme file is, of course, included.

I've also updated the full mod archive.


If this does not address the issue, it won't hurt anything to use these classfiles; they are current.
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Old_DaD

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #101 on: March 15, 2023, 10:55:26 AM »

OK..I'm sorry to have to tell you..but..my log.lst is still showing:
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Effects/TEXTURES/PluffMkI.tga'
ScreenMode Library Version 0.01 loaded successfully.
House: Undefined Body type in class 'com.maddox.il2.objects.buildings.House$Supplies'
Allowed body types are:WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig,Flesh
Can't register house object
java.lang.RuntimeException: Can't register house object
   at com.maddox.il2.objects.buildings.House
I noticed when I d/l your new files, that it did not ask me to overwrite..??
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #102 on: March 15, 2023, 11:05:50 AM »

OLD_DAD (and all),
More on my previous post.

The House type object error shouldn't be generated if one uses the stock static.ini. The new object types I've created, in order to provide more variety in the range of effects for destroyed objects, as well as effects that are more appropriate for certain objects, are not present in the stock static.ini.

If one edits static.ini by adding a body type not recognized by House.class, then will an error be generated.

I presume that you had edited your static.ini to change some objects to have the body type of "Vehicle." If so, and you were using a version of House.class which did not have the Vehicle body type added, then the error message you got would be generated.

Think of my House.class as being fully backward compatible. I've increased the range of its 'abilities', but it does not require to have one's static.ini to be updated in the inclusion of the two new body types:
  Flesh
  Vehicle

But going through the trouble of updating at least the more commonly used objects to these better body types will pay dividends in the greater variety of effects, as well as generating more appropriate effects. Such as a subtle, light colored, not always created smoke for destroyed humans and animals instead of heavy fire/smoke as for fuel tanks.

My static.ini,which can serve as a guide for the reassignment of body types, is available in this thread:

https://www.sas1946.com/main/index.php/topic,70466.0.html
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Old_DaD

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #103 on: March 15, 2023, 11:16:32 AM »

AH!
so, I have to replace, not edit,  the full_static.ini with yours...not the one in STD com maddox il2 objects static.ini ?
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #104 on: March 15, 2023, 11:25:06 AM »

OLD_DAD,
I should have looked more closely at your error message.

com.maddox.il2.objects.buildings.House$Supplies

is strange to me. There are the same three classes up to B.A.T. 4.1.3 (which is the latest collection of dumped classes available here at SAS, and which I use where appropriate):

House.class
House$SPAWN.class
House$Properties.class

I'll have to look the latest House.class, as it seems to have added code, which moreover appears have had my "Flesh" body type incorporated already.

But not having the latest game version makes this impossible for me right now. If indeed House.class has had added code, it might require someone who has the requisite dumped classes to use my supplied House.java to adapt my code changes...

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Old_DaD

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #105 on: March 15, 2023, 11:31:35 AM »

OK.
As its stands for me now..I replaced my static.ini in STD etc...with yours, and when I tested it again there were no generated errors in my log.lst.
So, maybe I can add any extra objects from my static.ini to yours.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #106 on: March 15, 2023, 11:32:50 AM »

AH!
so, I have to replace, not edit,  the full_static.ini with yours...not the one in STD com maddox il2 objects static.ini ?

You most certainly must NOT replace your static.ini with mine! Your own static.ini very well could contain objects mine does not. A replacement would almost certainly cause problems due to having lost some object entries.

It seems that for the moment you will have to forego the reassignment of "Vehicle" body types. That's not so bad, as you can for the time being make those entries to be "Flesh." Unless the object is of a type that would generate a more robust smoke/fire, in which case "FuelSmall" (dark smoke) or "WoodSmall" (light smoke) would be good enough choices.
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Old_DaD

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #107 on: March 15, 2023, 11:38:55 AM »

Sure. As I said above ..I have got objects in my own static.ini which I could enter into yours, but If thats too problematic I'll just file edit all vehicle entries to flesh.
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