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- [Nov 3, 2017 12:17:54 AM] ------------ BEGIN log session -------------
- OpenGL provider: Opengl32.dll
- OpenGL library:
- Vendor: NVIDIA Corporation
- Render: GeForce GTX TITAN X/PCIe/SSE2
- Version: 4.5.0 NVIDIA 384.76
- 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_cl_event 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_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_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_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_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_shared_exponent GL_EXT_texture_sRGB 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_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness 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_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_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_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_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_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 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_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_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_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: 1920x1080
- 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 : 16384
- Maximum simultaneous textures :4
- MaxAnisotropic (1.0 = none) : 16.000000
- 15 Splashscreens available.
- AutoMounting SFS files from folder SFS_AUTO now...
- Trying to AutoMount SFS_AUTO\sasamt_jetwar_01.sfs... mounted successfully!
- Trying to AutoMount SFS_AUTO\sasamt_jetwar_02.sfs... mounted successfully!
- Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
- Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
- Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
- Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
- Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
- AutoMounting SFS files from folder SFS_AUTO finished.
- INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
- INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
- Initializing DirectSound playback device...
- Primary buffer created.
- Playback format is set : sampling rate = 44100, num channels = 2.
- Not enought hardware buffers (0), hardware disabled
- 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 - enabled :
- 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 16
- Loading mission Records/Intro 04 Ed.trk...
- Month = 7 , Hour = 6
- Temperature - 0m = 16.0 .
- Temperature - 1000m = 9.51001 .
- Temperature - 2000m = 3.019989 .
- Temperature - 3000m = -3.4700012 .
- Temperature - 4000m = -9.959991 .
- Temperature - 5000m = -16.450012 .
- Temperature - 6000m = -22.940002 .
- Temperature - 7000m = -29.429993 .
- Temperature - 8000m = -35.92 .
- Temperature - 9000m = -42.410004 .
- Temperature - 10000m = -48.899994 .
- Temperature - 11000m = -55.39 .
- Temperature - 12000m = -56.5 .
- Loading map.ini defined airfields:
- Load bridges
- Load static objects
- warning: no files : music/crash
- Loading mission Quick/Bessarabia/BessarabiaRedNoneA00.mis...
- Month = 9 , Hour = 12
- Temperature - 0m = 13.0 .
- Temperature - 1000m = 6.51001 .
- Temperature - 2000m = 0.019989014 .
- Temperature - 3000m = -6.470001 .
- Temperature - 4000m = -12.959991 .
- Temperature - 5000m = -19.449997 .
- Temperature - 6000m = -25.940002 .
- Temperature - 7000m = -32.429993 .
- Temperature - 8000m = -38.92 .
- Temperature - 9000m = -45.410004 .
- Temperature - 10000m = -51.899994 .
- Temperature - 11000m = -56.5 .
- Temperature - 12000m = -56.5 .
- Loading map.ini defined airfields:
- Detected Vertex Shaders 3.0.
- *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
- Vertex texture units: 32
- PBuffer: suitable formats: 12
- Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
- Depth = 24, stencil = 8
- PBuffer: suitable formats: 12
- Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
- Depth = 24, stencil = 8
- Loading vertex/fragment programs: *1267347040*
- *** 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/Floor/live.sim)
- ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
- INTERNAL ERROR: Can't open file '3DO/Cockpit/MIG21_Textures/glass.tga'
- WARNING: object '3DO/Cockpit/MIG21_Textures/glass.tga' of class 'TTexture2D' not loaded
- INTERNAL ERROR: Texture required
- WARNING: object '3DO/Cockpit/SM-12/glass.mat' of class 'TMaterial' not loaded
- INTERNAL ERROR: Material: Can't load 'glass.mat'
- INTERNAL ERROR: Material: Can't load 'glass.mat'
- ObjState.finalize: Object of com.maddox.il2.objects.air.CockpitSM_12 NOT destroyed
- java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'glass.mat'
- at com.maddox.il2.engine.HierMesh.Load(Native Method)
- at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
- at com.maddox.il2.objects.air.Cockpit.<init>(Cockpit.java:909)
- at com.maddox.il2.objects.air.CockpitPilot.<init>(CockpitPilot.java:366)
- at com.maddox.il2.objects.air.CockpitSM_12.<init>(CockpitSM_12.java:157)
- at java.lang.Class.newInstance0(Native Method)
- at java.lang.Class.newInstance(Unknown Source)
- at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3339)
- at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2705)
- at com.maddox.il2.game.Mission.loadAir(Mission.java:1752)
- at com.maddox.il2.ai.Wing.load(Wing.java:144)
- at com.maddox.il2.game.Mission.loadWings(Mission.java:1430)
- at com.maddox.il2.game.Mission._load(Mission.java:838)
- at com.maddox.il2.game.Mission.access$600(Mission.java:121)
- at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
- at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
- at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
- at com.maddox.il2.game.Main.exec(Main.java:449)
- at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
- *** Diff Brakes Set to Type: 0
- INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
- INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
- ERROR file: File users/doe/Icons not found
- Mission: Quick/Bessarabia/BessarabiaRedNoneA00.mis is Playing
- INTERNAL ERROR: HierMesh: Can't find chunk 'Pilot2_D0'
- INTERNAL ERROR: HierMesh: Can't find chunk 'HMask2_D0'
- warning: no files : music/inflight
- ObjState.finalize: Object of com.maddox.il2.objects.weapons.MGunNull NOT destroyed
- [Nov 3, 2017 12:18:48 AM] -------------- END log session -------------
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