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Il-2 Console Errors--Il2-DCG Crashes

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nodlew

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Posts: 36

Joined: Mon May 18, 2009 11:40 pm

Location: Virginia, USA

Post Mon Mar 14, 2011 10:03 am

Il-2 Console Errors--Il2-DCG Crashes

I have been trying to get Lowengrin's DCG utility to work on my machine and in the process, I have eliminated many console errors related to missing paint schemes, etc. But some errors persist. With all of my mods enabled, IL-2 running a DCG campaign crashes, giving the following windows error:

  Code:
Faulting application il2fb.exe, version 0.0.0.0, time stamp 0x44fe754b, faulting module Opengl32.dll, version 6.0.6000.16386, time stamp 0x4549bda4, exception code 0xc0000005, fault offset 0x0000517e, process id 0xa94, application start time 0x01cbe1d1aed26e80.


In an attempt to solve the problem, I have Googled it extensively, but there are few references to this issue on the net. I have tried what advice is available, variously a) reverting to old video drivers, b) reinstalling Java (although at least one post claimed that Il-2 does not use the Sun Java Run Time, but uses it's own version), c) installing the safe DLL files that came with Ultra Pack, and d) tweaking driver-side graphics settings. The errors and crashes persist, but they seem to happen most frequently on two maps--the West Germany 44 map, and the France 44 map, and the crashes only seem to occur when using Il-2 DCG which involves a large number of planes, and ground objects, even when the settings are toned down a bit. 0xc0000005 refers to a memory access violation and I have tested my RAM which seems fine (thank goodness). I have read on some forums that certain objects in the game can cause "memory leaks" and that certain maps themselves, even devoid of objects, can cause them? Is this true?

In an attempt to narrow the problem down, I have tried running the game on those maps using IL2-DCG with all mods disabled, running a freshly updated version of Ultra Pack 2.01. The game did not crash, but the tell-tale errors are still in the log.lst. Here is the log file...


[14.03.2011 15:59:49] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce 9800 GT/PCI/SSE2
Version: 3.3.0
Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range 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_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs 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_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_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent 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_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 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_NVX_conditional_render GL_NVX_gpu_memory_info 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
Size: 1440x900
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, 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.
[-] '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.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] '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 : 8192
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 300 -> 100 (delta = -200) to Range 0..100
INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 100 (delta = -100) to Range 0..100
INTERNAL ERROR: Str2FloatClamp() - Clamped 300 -> 100 (delta = -200) to Range 0..100
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 240 -> 128 (delta = -112) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 240 -> 128 (delta = -112) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.01 (delta = 0.01) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.01 (delta = 0.01) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 150 -> 128 (delta = -22) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 8 -> 5 (delta = -3) to Range 0..5
INTERNAL ERROR: Str2FloatClamp() - Clamped 300000 -> 15 (delta = -299985) to Range 0..15
INTERNAL ERROR: Str2FloatClamp() - Clamped 8 -> 5 (delta = -3) to Range 0..5
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
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 - disabled :
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 0

Loading mission campaign/us/DGen_&_France44doe6/194405010.mis...
Loading map.ini defined airfields:
Total number of airports for loaded mission: 0
Detected Vertex Shaders 3.0.
*** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
Loading vertex/fragment programs: *232253936*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
Mission: campaign/us/DGen_&_France44doe6/194405010.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
Time overflow (15): speed 0.8064516
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.

Loading mission campaign/us/DGen_&_France44doe6/194405010.mis...
Loading map.ini defined airfields:
Total number of airports for loaded mission: 0
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 29, Vert 848, Ind 4590
WARNING: * Buf1 : Obj: 243, Vert 14434, Ind 34323
WARNING: * Buf2 : Obj: 21, Vert 15372, Ind 29064
Load bridges
Load static objects
Mission: campaign/us/DGen_&_France44doe6/194405010.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
Loading mission campaign/us/DGen_&_France44doe6/194405010.mis...
Loading map.ini defined airfields:
Total number of airports for loaded mission: 0
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 34, Vert 1264, Ind 7500
WARNING: * Buf1 : Obj: 188, Vert 12647, Ind 29133
WARNING: * Buf2 : Obj: 14, Vert 9948, Ind 18336
Load bridges
Load static objects
Mission: campaign/us/DGen_&_France44doe6/194405010.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
-------------------------------- MISSION COMPLETE ---------------------
INTERNAL ERROR: HierMesh: Can't find chunk 'Wire_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Wire_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Wire_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Wire_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Wire_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Wire_D0'
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 35 was clamped to (1 .. 24)
INTERNAL ERROR: HierMesh: Can't find chunk 'GearC1_D0'
PaintSchemes/Pilots/photo.bmp (The system cannot find the file specified)
java.io.FileNotFoundException: PaintSchemes/Pilots/photo.bmp (The system cannot find the file specified)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at com.maddox.il2.net.NetFilesTrack.record(NetFilesTrack.java:69)
at com.maddox.il2.net.NetFilesTrack._recordFile(NetFilesTrack.java:59)
at com.maddox.il2.net.NetFilesTrack.recordFile(NetFilesTrack.java:46)
at com.maddox.il2.game.Mission.recordNetFile(Mission.java:812)
at com.maddox.il2.game.Mission.recordNetFiles(Mission.java:798)
at com.maddox.il2.net.NetFilesTrack.startRecording(NetFilesTrack.java:95)
at com.maddox.il2.net.NetMissionTrack.startRecording(NetMissionTrack.java:138)
at com.maddox.il2.net.NetMissionTrack.startQuickRecording(NetMissionTrack.java:155)
at com.maddox.il2.game.AircraftHotKeys$39.end(AircraftHotKeys.java:3044)
at com.maddox.rts.HotKeyCmd.stop(HotKeyCmd.java:124)
at com.maddox.rts.HotKeyEnv.keyPress(HotKeyEnv.java:305)
at com.maddox.rts.HotKey.msgKeyboardKey(HotKey.java:119)
at com.maddox.rts.MsgKeyboard.invokeListener(MsgKeyboard.java:83)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:100)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.[/code]

"NTERNAL ERROR: HierMesh: Can't find chunk ..." Appears to refer to files related to a plane or planes in Ultra Pack where the game engine cannot find the file it is looking for. Probably not a serious error, but then, being ignorant of such things...?

The "INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512" errors seem to be Java related and having to do with texture size and some variation thereof. ?

As the game goes on and more happens, more planes spawn, objects are destroyed, fires break out, etc., these errors occur continually and multiply until, apparently, the game just gives up and quits.

Is there any official word on errors such as these? Is there any knowledge base for Il-2 errors--which are serious, which not, what to do about the latter--on the web? I have not found one, which I think is unfortunate. If such existed, for example, I would not be bugging you all with this request for information, explanation, and clarification.

Anyway, Console Errors anyone?
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nodlew

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Posts: 36

Joined: Mon May 18, 2009 11:40 pm

Location: Virginia, USA

Post Tue Mar 15, 2011 2:56 am

Re: Il-2 Console Errors--Il2-DCG Crashes

26 views, no replies? As usual it looks like I'll be solving my problems myself, and then trying to help anyone else with similar issues.

The crash problem seems strictly IL2-DCG related. Even very object/action intensive Single missions, or Quick missions run very smoothly. I'll try the stock Dgen and see what it does.
<<

Lonestar

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Map Mod Member

Posts: 489

Joined: Thu Mar 12, 2009 10:02 pm

Location: Germany

Post Tue Mar 15, 2011 1:56 pm

Re: Il-2 Console Errors--Il2-DCG Crashes

Hi,
If you use DCG for the first time on your PC with Mods:
1. A "really" clean UP/HSFX mod installation! Besides the Mapmods folder should nothing be in the mods folder!
(You can later install your additional Mods one by one if the DCG campaigns works on your PC! But test every single Mod in the campaign before!)
2. Especially for huge maps, use the modded IL2.exe files that comes via JSGME for the Mods! Try out all files, not every file works for your PC configuration!
(I personally use the 1200 MB exe!)
3. Installation DCG and 3rd party campaigns: viewtopic.php?f=94&t=29320
4. Start first a 3rd party campaign and see if it works: The advantage is, in these campaigns all related dcg.files are included for Mods!
If this campaign type works, then you can try to start a standard DCG campaign!
5. If you want to fly modded aircrafts in a standard DCG campaign then you need these files:
HSFX 4.1: http://forums.oesau.jg1.org/viewtopic.p ... 977df2d176
UP 2.01: http://forums.oesau.jg1.org/viewtopic.p ... 977df2d176

I hope I could help!
<<

nodlew

User avatar

Posts: 36

Joined: Mon May 18, 2009 11:40 pm

Location: Virginia, USA

Post Tue Mar 15, 2011 2:35 pm

Re: Il-2 Console Errors--Il2-DCG Crashes

Thanks Lonestar, I will try your suggestions. It's strange--IL-2 DCG is trying to incorporate things into the campaigns it generates that are not part of my IL-2 install. Paintschemes, ace pilots, etc. And there is no option (that I can see) to make it run in a more vanilla mode. Don't get me wrong, Lowengrin's DCG is fantastic. But if it is going to insist on using all of that stuff, then there should be an Add-on pack available for download so that it can be used without creating a bunch of unnecessary errors. I downloaded what was available at Lowengrin's site, that wasn't much, just some pilot skin packs. But I'm sure that is not what is creating the access error that is crashing the game when I try to use it. I have tried vanilla DGen and that works perfectly, although I know Il-2 DCG makes far more complex and object dense missions than vanilla DGen. But my computer can handle the objects. My frame rate is just fine--right up until the game starts hanging just before it crashes. Neither my processor nor my GPU break a sweat at all running these missions--it is not a heat problem.

I use the 1200mb exe for every map that it will let me. On some I get the Russian 3d paratroop error and have to uninstall it. With everything set up correctly, from the config.ini, to my graphics card, to having my computer error free, updated, defragged, and all unnecessary services shut down, I don't seem to really need it, but I use it when I can to have some head-room. I also use the modded voice samples to reduce radio chatter stutters.

I will try the 3rd party campaigns as you suggested. Sounds like a good idea.

Did not know about those two files you provided links to, thank you.

You know, not having those files may have been the whole problem. I think just about every plane in UP and HSFX are modded planes.

Ok. I put the UP20v1b .dcg files in the IL2-DCG data folder. Now when I try to generate a mission I get the error message: " is not a valid integer. I am aware that " is not a valid integer. It is not an integer at all, but a punctuation mark. Still, that was trying it with a bunch of mods activated. Guess I'll have to try them one by one like you suggested.
I spend more time trouble-shooting this game than I do playing it. A lot more.
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Lonestar

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Map Mod Member

Posts: 489

Joined: Thu Mar 12, 2009 10:02 pm

Location: Germany

Post Tue Mar 15, 2011 3:23 pm

Re: Il-2 Console Errors--Il2-DCG Crashes

Yes, but remember that DCG was not originally intended for mods!
Btw: The files in the "ace" and "dgen" folder in "IL2DCG/Data" is only necessary for the standard campaigns of DCG!

Reduce also the number of aircrafts, vehicles and stationary objects in your missions!

Example:
General campaign settings:
Squadron density: moderate
Max. Flights/Squadron: 1
Column density: moderate
Stationary Object density: moderate
or reduce the action radius option!

DCG options:
Massed bombers: unchecked
Paratroopers: unchecked
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nodlew

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Location: Virginia, USA

Post Tue Mar 15, 2011 5:38 pm

Re: Il-2 Console Errors--Il2-DCG Crashes

Will do, Lonestar, thanks. Nice to have some explanation of the DCG. Is there a Manual? I've read the installation readme, but there are things in the program that are not explained. Guess I should check the Lowengrin site. Must be a detailed manual.

Playing a really fun campaign for the IL-2 3 Late right now "Volkhov Front" off of M4T. Dogfighting Stukas with an Il-2 is a total blast. The 23mm cannon just blast 'em to flinders, and thanks to Cert's AI mod, it is now possible to approach a Stuka within a two mile radius without the tail-gunner shooting my eyeballs out.
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Lonestar

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Location: Germany

Post Tue Mar 15, 2011 6:13 pm

Re: Il-2 Console Errors--Il2-DCG Crashes

nodlew wrote:Will do, Lonestar, thanks. Nice to have some explanation of the DCG. Is there a Manual? I've read the installation readme, but there are things in the program that are not explained. Guess I should check the Lowengrin site. Must be a detailed manual.


For detailed info I recommend "Tailspins" manual: http://www.lowengrin.com/download.php?list.7
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nodlew

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Joined: Mon May 18, 2009 11:40 pm

Location: Virginia, USA

Post Wed Mar 16, 2011 5:06 pm

Re: Il-2 Console Errors--Il2-DCG Crashes

Thanks Dude. I'd like to get this figured out. I've been playing single player campaigns, and stock Dgen, everything works beautifully. I've never had IL-2 working this well before on the highest settings. Only IL-2 DCG causes me problems with the opengl32.dll crash.

Wow. Reading Tailspin's manual is eye opening. I had no idea that the behavior of the elements in a DCG campaign were so logical, realistic, and detailed. I did not realize that destroying a truck would actually have an effect on the front line. This thing really is fantastic. I have to get it working properly now.

So far, so good. I installed the files to enable the UP planes, toned down the number of planes a bit, and my latest campaign is running perfectly. Don't know where the " integer error went to, but good riddance anyway. Thanks Lonestar.
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Lonestar

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Joined: Thu Mar 12, 2009 10:02 pm

Location: Germany

Post Thu Mar 17, 2011 4:44 pm

Re: Il-2 Console Errors--Il2-DCG Crashes

nodlew wrote:Thanks Dude. I'd like to get this figured out. I've been playing single player campaigns, and stock Dgen, everything works beautifully. I've never had IL-2 working this well before on the highest settings. Only IL-2 DCG causes me problems with the opengl32.dll crash.

Wow. Reading Tailspin's manual is eye opening. I had no idea that the behavior of the elements in a DCG campaign were so logical, realistic, and detailed. I did not realize that destroying a truck would actually have an effect on the front line. This thing really is fantastic. I have to get it working properly now.

So far, so good. I installed the files to enable the UP planes, toned down the number of planes a bit, and my latest campaign is running perfectly. Don't know where the " integer error went to, but good riddance anyway. Thanks Lonestar.


Yes, its a complex generator and I personnaly learning till now by every campaign I make a bit more!
Glad that I could help!

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