All-Aircraft-Simulations
ShipPack2-Bug report and discussion - Printable Version

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+--- Thread: ShipPack2-Bug report and discussion (/showthread.php?tid=56084)

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- Boelcke - 14.10.2008

i tried it on a second installation of IL2 on my HD - an installation with all the mos before the unified mod installer was released - and there it works, the installtion of IL2 modded with the unfied installer didn


- RichardHed - 14.10.2008

you need to search for additional copies of the files like static.ini, etc. if ANY of them are in a folder that loads BEFORE shipPack changes will NOT appear. As an EXAMPLE Static Aricraft mod ( Static_AC ) has both a stationary.ini and a technics.ini (these are EXAMPLES only your installation may vary)


- Crankshaft - 23.10.2008

This is ridiculous, I have tried every trick that has been stated here in this thread and still the thing crashes at 70% using the UI. I can put a dash in front of -chief.ini and it will load. I have used winmerge to merge the files in the static A/C file with the ones from the ship pack download and then delete the static A/C files. I have left the static A/C files alone and left those files out the STD folder and it still crashes. Every thing still points to the chief.ini file as being the culprit. Has anyone found out exactly how to get this to install every time with the Unified Installer?...... And yes I have done a search and there are no duplicate files in my install. and I did change the name of the ru file to its correct name in the i18u folder. I give up. And like everyone else I had it working great with the SFX 0.6 sound mod setup.

edit..........40 minutes later.............. never mind. I combined the Stationary, and Technics.inis and put them into the Static A/C folder deleted STD ini's and I finally got it to work, but it's not the first time I have tried this. Strange
:roll:


Bug? - 6S.Maraz - 26.10.2008

Hi,
I found a possible strange bug, sometimes the ships seems to be immune to torpedoes,
the torpedo simply passes through the ship without exploding.

The torpedo was launched by my aircraft, that was still alive when the torpedo went through the ship. Tried Armed Transport and Transport 4 and happens with both. Does not happen with stock ships.

I have screenshots and tracks.

[Image: 56-8680-1824-1773.jpg]

This is the log:

Loading mission Single/DE/Personalizzate/test-torp-newship.mis...
Detected Vertex Shaders 3.0.
Vertex texture units: 4

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: *249241624*
*** 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_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X 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
Time overflow (90): speed 0.5752637
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
warning: no files : music/crash
[26.10.2008 20:26:30] -------------- END log session -------------

The only error seems to be "INTERNAL ERROR: Str2FloatClamp()" but apparently this does not always happen when there is this bug.

Please help!

Maraz


- Grizzly_35thCAG - 28.10.2008

OK so whats the deal with this? Does anyone have an "idiot" proof way of installing this yet into the Unified Installer with out crashing? If so please post so the "simple minded" people can get it right. Thanks.


- Forager - 31.10.2008

There may not be an idiot proof install but I finally got it working for this idiot.

I disabled the Static_AC mod and all is well.

I am a bit confused over the "chiefs.ini" solution some have mentioned, doesn't disabling it render the ship pack non-operational?

The STD and Static_AC only have "stationary "and "technics " in common so what has "chiefs" to do with a solution?

Anyway, I have no idea what Static_AC does, is it for mission builders or what?

My goal was to get the 2 phil_k campaigns requiring the ship pack to work and that is acccomplished.

Also, just as a point of information, I have 2 installs, one with the UI and one using sound mod 093 and my choice of mods and the Static_AC mod causes both to crash at 70% when it is enabled.


- 6S.Maraz - 31.10.2008

Forager Wrote:Anyway, I have no idea what Static_AC does, is it for mission builders or what?

Static_AC introduces the new aicraft (Spitfire MkI, Beau Mk10, Me.410, etc) also as static aircraft (not only flyable/AI). I can live without it.

Cheers
Maraz


- Forager - 31.10.2008

Thanks for the info 6S.Maraz, I can live without it too.


Crankshaft, how did you succeed? - Riptide_One - 01.11.2008

Crankshaft,

It seems you have found an answer to the ShipPack2 mystery. I tried your remedy and it did not work for me. So, maybe some additional details would help.

First, you added the lines from Stationary.ini.txt and Technics.ini.txt to the end of the existing Stationary.ini and Technics.ini files in the Static A/C folder. Then you deleted those files in the \MODS\STD\com\maddox\il2\objects folder. Is that correct?

You left the Chief.ini and Ships.ini in the \MODS\STD ....\il2\objects folder. Is that correct?

Is it supposed to be Chief.ini or Chiefs.ini? I have seen it written both ways at this website.

Is ...\MODS\ships the correct location for the ships directory?

Best regards,

Riptide


- Grizzly_35thCAG - 03.11.2008

OO man my head is starting to hurt now!!!! Confusedhock: :? Sad

So it seems to me that just removing the Static_AC folder is the easiest way to go.

Forager did you have to do anything else with it? or was it realllly that simple? And if not removing the file how did you dissable it?


- RichardHed - 03.11.2008

google for WinMerge. It's free and fairly intuitive.

open the staticAc mod static.ini and the default static.ini the should be in your STD folder.

use WinMerge to create a patch (it's one of the options)

apply the patch to your static.ini in your ST folder - OR

use the static.ini from staticAC folder as a starting pint and MOVE it to the STD folder.

wrapper loads the FIRST and ONLY the first file of any given name it finds so you want to make sure that the static.ini (and any other similar files) are ONLY contained in you STD folder and all will be OK


- Forager - 03.11.2008

Grizzly_35thCAG, I put a - (minus) sign in front of the Static_AC folder inside my MODS folder.

Looks like this: -Static_AC

As long as the Ship pack 2 stuff gets to the right place it works for me.

Please be advised though, I DID NOT have any of the files from the ship pack in my STD folder.

I had only the "air" and the "static" files and simply placed the "chief", "ships", "stationary" and "technics.ini" files in there with them.

I have not got win merge and did not combine any files and have no idea how that works.


- Grizzly_35thCAG - 03.11.2008

Well I ended up using your way Forager and it worked out great. That was preaty simple in the end, too bad it took this long to figure it out. Thanks for the help guys.


- Forager - 04.11.2008

Grizzly_35thCAG, too bad the solution is to disable another well done mod but I have more interest in working ships than static planes.

RichardHed, thanks for the advice on win merge, just too lazy to go through all that.


- Grizzly_35thCAG - 05.11.2008

I'm with you Forager I need ships more than I need static aircraft. I had a pile of Co-op missions that I needed the shippack 2 that I made up on my own to keep around. Now I can put them back into my game and start using them again.