Hackl
3./JG51 Member
Posts: 1,625
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Post by Hackl on Nov 16, 2013 22:24:54 GMT -5
HL is not working for me. Anyone else having issues with it?
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Tepes
3./JG51 Member
Posts: 522
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Post by Tepes on Nov 16, 2013 22:40:35 GMT -5
same here .... 2nd time in last couple weeks:(
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Hackl
3./JG51 Member
Posts: 1,625
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Post by Hackl on Nov 17, 2013 12:17:43 GMT -5
hmmm, its back up sunday morning
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Hackl
3./JG51 Member
Posts: 1,625
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Post by Hackl on Nov 24, 2013 13:45:00 GMT -5
Hanging out on GS TS if anyone wants to fly spits n mitts today....
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Hackl
3./JG51 Member
Posts: 1,625
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Post by Hackl on Nov 30, 2013 19:58:35 GMT -5
hanging out on GS TS willing to fly spits/109s if anyone's wants too
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Tepes
3./JG51 Member
Posts: 522
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Post by Tepes on Nov 30, 2013 21:19:49 GMT -5
...Can't select plane in spits vs 109s ...ok to select location, but when get to choose arming and press the button ... just hear click .. click and nothing! I have only hsfx history mode in jsgme. Tep
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Tepes
3./JG51 Member
Posts: 522
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Post by Tepes on Feb 8, 2014 17:17:44 GMT -5
Enabled log file and re ran il2 with just history mod enabled, getting this:
[21:31:36] ERROR sfs: SFS library (fb_hfx3do24.sfs) NOT Mounted: No such file or directory: fb_hfx3do24.sfs [21:31:36] com.maddox.rts.SFSException: No such file or directory: fb_hfx3do24.sfs
Looking in the all DIRs found the file in ...\jsgmemods\EXPERT mode dir, but not in the main DIR.
Would be feasible to copy/paste the file in Main DIR also?
Tep
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Tepes
3./JG51 Member
Posts: 522
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Post by Tepes on Feb 8, 2014 17:46:50 GMT -5
Again re state: just try to load the game with history mod on, so I can get to hyperlobby, game loads to 5% and dies without ..24.sfs file and if copy/paste loads up to 60% and then crashes.
loading 5% without 24.sfs file ...here's the log:
[22:38:00] Maximum texture size : 8192 [22:38:00] Maximum simultaneous textures :8 [22:38:00] MaxAnisotropic (1.0 = none) : 16.000000 [22:38:01] ERROR sfs: SFS library (fb_hfx3do24.sfs) NOT Mounted: No such file or directory: fb_hfx3do24.sfs [22:38:01] com.maddox.rts.SFSException: No such file or directory: fb_hfx3do24.sfs [22:38:01] at com.maddox.rts.SFS.mount(Native Method) [22:38:01] at com.maddox.rts.cmd.CmdSFS.exec(CmdSFS.java:35) [22:38:01] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655) [22:38:01] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132) [22:38:01] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655) [22:38:01] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:567) [22:38:01] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:508) [22:38:01] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212) [22:38:01] at com.maddox.il2.game.Main.exec(Main.java:422) [22:38:01] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235) [22:38:01] INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95 [22:38:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512 [22:38:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2 [22:38:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5 [08.02.2014 22:38:04] -------------- END log session -------------
loading 60% with 24.sfs file copy/pasted from \EXPERT mode dir. ...here's the log: [22:21:15] Maximum texture size : 8192 [22:21:15] Maximum simultaneous textures :8 [22:21:15] MaxAnisotropic (1.0 = none) : 16.000000 [22:21:16] INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95 [22:21:18] INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512 [22:21:18] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2 [22:21:18] INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5 [22:21:22] Main begin: null [22:21:22] java.lang.NullPointerException [22:21:22] at com.maddox.il2.gui.GUIQuick$ItemAir.<init>(GUIQuick.java:398) [22:21:22] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1529) [22:21:22] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:2006) [22:21:22] at com.maddox.il2.gui.GUI.create(GUI.java:160) [22:21:22] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:849) [22:21:22] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:508) [22:21:22] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212) [22:21:22] at com.maddox.il2.game.Main.exec(Main.java:422) [22:21:22] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235) [08.02.2014 22:21:22] -------------- END log session -------------
Any help greatly appreciated.
Had no issue flying on our server, but then mods are enabled.
Tep
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Tepes
3./JG51 Member
Posts: 522
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Post by Tepes on Feb 8, 2014 18:18:18 GMT -5
....one more observation .. when ran jsgme and remove EXPERT mod, ...24.sfs file vanishes from Main IL2 DIR. Looking into EXPERT mod DIR, I see documentation and Files DIRs and ... 24.sfs file in. Same in your DIRs?
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Stecher
Administrator
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Hauptmann
Posts: 2,681
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Post by Stecher on Feb 13, 2014 5:04:53 GMT -5
Mine is the same Tepes. I can't load the game without expert mode or it crashes at 5%. When you manually copy/paste in fb_hfx3do24.sfs, that is only part of what expert mode is, which is why you get farther, but not all the way. Expert mode, also contains 5 class files, and (in their folders) the flight model buttons file, and tweaked technics.ini and ships.ini files, which are all needed to work with whatever they've compiled in fb_hfx3do24.sfs.
When I'm running with expert mode, and everything loads normally. I still get the section of:
Whatever that means, it doesn't cause a crash. But I'm curious if everyone gets this section, especially those who CAN load the game without expert mode. I'm wondering if this section, while not causing a crash with expert mode, is a clue that something's wrong. We obviously should be able to load the game without expert mode. I have also been unable to load the game with the Unlocked FMB mod, which is how I build/mod maps. I had to use 4.11.1/HSFX6 for all the work on the Alps map. I could not find an explanation of why Unlocked FMB would break my game suddenly, and only saw it mentioned maybe 3 times in the major IL-2 forums (some were before HSFX7), without any resolution or even idea on how to fix it. Most people can still use it, as I expect most people can load the game without expert mode.
To get a log, go into your conf.ini, under the [Console] section, about half way down, and set LOG=1. When you load your game, it will create a file called log.lst in your main directory. Can you guys please check to see if you can load the game without expert mode. Just try it with history mod, and nothing else. And if you can, please post your log.lst file in here to see if you get that INTERNAL ERROR bunch Tepes and I are getting, even when we don't get a crash.
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Hackl
3./JG51 Member
Posts: 1,625
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Post by Hackl on Feb 16, 2014 16:04:42 GMT -5
I have a separate install of IL-2 that I use for HyperLobby so it is unaffected be any Ghostskies mods (which might be suspect???). I did what you said in conf.ini in console section. I only got a file that says log. Hope it is the same thing that you need. I got in Spits and 109s on HL just fine with only history mod on. This is the result below.... Hope it helps.
[16.02.2014 20:47:16] ------------ BEGIN log session ------------- OpenGL provider: Opengl32.dll OpenGL library: Vendor: ATI Technologies Inc. Render: ATI Radeon HD 5800 Series Version: 4.1.10666 Compatibility Profile Context Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced 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_gpu_shader5 GL_ARB_gpu_shader_fp64 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_sample_shading 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_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 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_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit 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_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control Size: 1680x1050 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 8, 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. [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects. [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining. [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering [-] '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 :8 MaxAnisotropic (1.0 = none) : 16.000000 INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95 INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512 INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2 INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5 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 32
socket start connecting to 198.12.65.128:21055 socket channel '0' start creating: 198.12.65.128:21055 Initializing DirectSound capture device... Mixer not accessible...Ok. Creating capture (size = 32768)... Capture started !
socket channel '0', ip 198.12.65.128:21055, is complete created Chat: --- 3./JG51_Hackl joins the game. Chat: Server: Welcome 3./JG51_Hackl from Anchorage, United States,Server: HSFX v 7.0.1 Chat: --- checkTimeSpeed 8sec 10% Loading mission FBDj/Plattensee (HSFX7).mis... Total number of airports for loaded mission: 0 PBuffer: suitable formats: 42
Created a 256x256 RenderTexture with BPP(8, 8, 8, 8) Depth = 24, stencil = 8 PBuffer: suitable formats: 42
Created a 512x512 RenderTexture with BPP(8, 8, 8, 8) Depth = 24, stencil = 8 Loading vertex/fragment programs: *579792928* *** 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] *** Loading: [fpWaterSunLight] *** Loading: [fpWaterSunLightBest] *** Loading: [fpCoastBump] *** Loading: [fpCoastFoam] *** Loading: [fpCoastFoamFast] *** Loading: [fpCoastFoamFarFogTex] *** Loading: [fpCausticSimple] *** Loading: [fpCaustic] *** Loading: [fpSprites] *** Loading: [fpObjectsL0] *** Loading: [fpObjectsL0_2L] *** Loading: [fpSimpleGL] *** Loading: [fpNearLandFog] *** Loading: [fpFarLandFog] *** Loading: [fpRiverCoastAA] *** Loading: [vpWaterDM_CPU] *** Loading: [fpWaterDM_CPU] *** Loading: [fpWaterDM_CPULo] *** Loading: [fpWaterLFogDM] *** Loading: [fpIceWater] *** Loading: [fpNearNoBlend] *** Loading: [fpNearNoBlendNoise] *** Loading: [fpNearBlend] *** Loading: [fpNearBlendNoise] *** Loading: [fpFarBlend] *** Loading: [fpForestPlane] *** Loading: [fpForestPlaneNoise] *** Loading: [fpForestPlaneEdges] *** Loading: [fpForestPlaneEdgesNoise] Load bridges Load static objects ##### House without collision (3do/Buildings/Furniture/5x1_White/mono.sim) INTERNAL ERROR: HierMesh: Can't find chunk 'GearL5_D0' INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0' INTERNAL ERROR: HierMesh: Can't find chunk 'GearL5_D0' INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0' INTERNAL ERROR: HierMesh: Can't find chunk 'GearL5_D0' INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0' INTERNAL ERROR: HierMesh: Can't find chunk 'GearL5_D0' INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0' INTERNAL ERROR: HierMesh: Can't find chunk 'GearL5_D0' INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0' Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
Time overflow (552): tickLen 45 warning: no files : music/takeoff warning: no files : music/crash socketConnection with 198.12.65.128:21055 on channel 0 lost. Reason: ObjState.finalize: Object of com.maddox.il2.ai.TDestroy NOT destroyed ObjState.finalize: Object of com.maddox.il2.ai.TDestroy NOT destroyed ObjState.finalize: Object of com.maddox.il2.ai.TDestroy NOT destroyed Capture stopped DSound capture finished.
[16.02.2014 20:49:56] -------------- END log session -------------
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Tepes
3./JG51 Member
Posts: 522
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Post by Tepes on Feb 16, 2014 21:24:11 GMT -5
So, it seems when game dies showing loading 60%, in may case at least can't load DirectSound playback device (sound driver issues!!!!)
Hack's good loading ========================== Maximum texture size : 16384 Maximum simultaneous textures :8 MaxAnisotropic (1.0 = none) : 16.000000 INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95 INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512 INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2 INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5 Initializing DirectSound playback device...
Tepes game dies at 60% load: =============== MaxAnisotropic (1.0 = none) : 16.000000 INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95 INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512 INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2 INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5 Main begin: null java.lang.NullPointerException at com.maddox.il2.gui.GUIQuick$ItemAir.<init>(GUIQuick.java:398) at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1529) at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:2006) at com.maddox.il2.gui.GUI.create(GUI.java:160) at com.maddox.il2.game.Main3D.beginApp(Main3D.java:849) at com.maddox.il2.game.Main3D.beginApp(Main3D.java:508) at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212) at com.maddox.il2.game.Main.exec(Main.java:422) at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Tep
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