
dT: 0 Cannot open audio file samples/infinite 1 dT: 0 Direct sound audio device initialized successfully : dT: 0 Default speaker config is : 1310724. dT: 0 Buffer caps : Transfer rate = 0, CPU overhead = 0. dT: 0 Not enought hardware buffers (0), hardware disabled dT: 0 Playback format is set : sampling rate = 22050, num channels = 2. dT: 75 Initializing DirectSound playback device. dT: 0 WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded dT: 0 WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded dT: 0 INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga' dT: 0 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering. dT: 0 'GL_ARB_texture_compression' extension - Saves texture memory by 400 dT: 0 'GL_NV_texture_shader' extension - NV Pixel Shaders dT: 0 'GL_NV_depth_clamp' extension - Corrects Shadows rendering dT: 0 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining. dT: 0 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects. dT: 0 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects. dT: 0 'GL_ARB_multitexture' extension - Multitexturing. dT: 0 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization. dT: 0 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization. dT: 0 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization. dT: 0 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays. dT: 0 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette). dT: 0 *** Looking for Render API Extensions. dT: 0 *** Looking for Advanced CPU Instructions. LOG: (I cut out the initial graphics extension loading between ). Only the #SAS selector activated NG's work just as advertised. I run one or the other depending if I use the selector for SAS or BAT. And no I don't run the #SAS NG-MAP activated together with BAT era NG-MAP files. The files from the Next Gens are all being placed by BATMOD(jsgme) into their rightful targets (#DOF3, #JTW3, #TGA3, #WAW3), and the one I tweaked so it would load into the #SAS.

On the other hand, if I select SAS (and use the SAS(jsgme) version and activate that they run fine. And no conf.ini parameters work for those two mods.

Have tried BAT 4.0 standalone, and now BAT 4.0/4.1. Both run just fine on the VPMOD build, but not BAT. So I built a BAT 4.0/4.1 version on an an external SSD and put in the two NG mods.
#THE FOREST MOD API MESSING UP HUD MODS#
Wonderful mods there, without which I must say the game just ain't the same. I have a VPMOD build using the Next Gen mods, HUD and Map.
