The IFF bug that happens at Mission 06, Kismat and Diablo arrival, it's caused by the CVS 2006-01-16, I'll suggest to anyone that don't make my mistake and keep the CVS 2005-12-29, the one which I do the Update, that should be free bug, that way we can determinate if the Bug was caused by me or by a bug in the CVS Build change........
This bug won't be corrected until a new CVS Build, so I suggest to everyone that wait, it doesn't mean I don't take of it if I need to do a change in the TBL or TBMs, it means until there is no a concrete explanation or solution to it, it's better wait.......
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Yes, that's what I meant.
It's really easy to do, the problem is were to change those Nebulas. I know the common answer, it's where there are repited colours, I am sure there must be a ton of green and blue nebulas......
I'll see, I am still not too sure, and for some reason.....not it's not some reason, I get a little frustated because the model of the Earth won't work in FSSCP, and so I'll start updating S:AH probabily with 2D Backgrounds.
The 3D models were the only thing that really stopped me from updating, I was waiting, but since Earth it's the most difficult model, the other doesn't really matter, I can make them, but if there is 3D Planets I don't want to not use a 3D Earth, so the thing is or every Planet 2D or every one 3D..............(maybe I'll ending doing both version)
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What I was wondering if I could use a Animation Code, to make the GVD Apothess Stabilizer Rotate faster every time it fires, like a warning, and then go Slow, there is the Sub_type: animation Code which should work.....
The problem is that the Apothess Stabilizer isn't the Sub-Model that shoots, and there is no "Link" in the 3D Model, like a Barrel, I mean I can't bind the action of the Turret to another Sub-Model.
So theorically it's possibly, but not with the current Model.........
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I see there is a $Door: Animation Code, which is used for Arrivals and Departures of Fighters Bay, this could be used for making Heavy Armored Door on the Pyrgos, that open and close everytime it's launches Fighters Bomber, and even Cruisers, also like Engines like a Destroyable SubSystem, so a small ship or Cruiser can fit throught it....
It's would be just like FS1 Karnak Station, but with an Hangar inside........and of course 10 times more massive
I still don't really know how to model.......well yes....at half, but having port problem and others which makes the process harder, anyways......
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EDIT HERE:What's left to be Updated (by me):
A - Mission 06 Fix (I'll have to use NotePad and test the Mission, I can't trust in the IFF in recent FRED2 Builds)
Update: This happens with all missions that have the +All Teams at War Flag, half of the INF uses it, so....it was like that in INF R1, it's a Code change, of course I'll take care of this, it just needs to be removed...it won't modify anything in INF.
The All Team at Wars, was originally used in FS2 to set Unknown and Neutral status to attack Hostiles status, but this has changed, now everyone can attack everyone....(lock aspect seeker missiles, fire anti-super capital bombs against your own fleet, etc.)
B - Added the +burn time: to the -wep.tbm, I never do this because I don't have any example of duration, and it can't be perfectly proportional, and with the Decal Crash it would be useless, but it needs to be there......
C - Yellow Nebulas ?:
It's the only colour that is missing, there are some dark oranges which are not brown but I don't really believe it's too much difference.
D - MOD.INI, the INFO window that appears at the Launcher...........
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Possible, but probabily not:
E - Replace Texture MAPS:
There are some that just change names, other colours, there are others that are maps blended over another, but it's boring me to compare the Maps, there are a lot, I can do it, the problem is that I can't really edit a Map or Model just as I found a Map match, I have to write all of the 350+ Maps that are used in INF and then make something like a database, then start working, that way it won't become a real mess, but in the meanwhile take so much notes is really bored...., it's just too repetitive...........
Plus I am sure there will be new Maps released in R2 which will end replacing R1 Maps, it doesn't mean I can't do it, but I will have to re-check it over again......
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No actual or partial feature for this:
F - The EA White Thusters Anims and Glows:
There is a feature, but the $ThrustersGlows: can't be changed only the 6 $ThrustersAnim:
G - The Diablo and Iblis shield:
I have already activated the Shields for the Diablo and the Iblis in the Update, however the Mesh is really far away from the Model which ends in lot of errors.
The "surface_shield" feature works excellent, but there is no ShieldHit Decal for the moment, so.......
The right process for the moment would be to do the copy the detail-x of the Model, and use optimize to get polys below 400 or near the Level the games support it, and if that isn't enough delete and modify the Shield Mesh.
(Anyways the Diablo at full power it's really impressive, not like the one we fight at Mission 07, of course the Warlock isn't at full power, but even so......with the shield it fits really easy in the Super Destroyer and above).