Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: .::Tin Can::. on June 29, 2004, 02:53:22 pm
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I must know! I cant work with the CVS build! It's too buggy and is too weird! I need 3.6! Must have!
Ok, you are clear to flame me.
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*pulls out flamethrower*
Are you sure?
On a more serious note, I'm getting some odd visual effects from things like y-axis lines and waypoint markers.
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Things that IMO, should be fixed/included in FRED for a major release:
-Fix the positioning of y-axis elevation lines and waypoints
-Ensure FRED can handle the new jumpnode models being introduced
-Allow FRED to display more backgrounds in the editor
-Complete support for mult-species
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That sounds like a nice list.
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Make sure all Fred bugs are logged in Mantis, I think most of these already are.
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FRED2 3.6 will be out when its ready.
Anyone who wants to help test it for me send me an e-mail.
This would help it happen sooner rather than later.
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Originally posted by Trivial Psychic
Things that IMO, should be fixed/included in FRED for a major release:
-Fix the positioning of y-axis elevation lines and waypoints
-Ensure FRED can handle the new jumpnode models being introduced
-Allow FRED to display more backgrounds in the editor
-Complete support for mult-species
I recently remembered this, so I decided to see if it could work in existing FRED versions. FRED will in fact display any new jump node model you might be using, however, it will resort to the default color. For example, Bob's jump node model uses a 2-tone blended color scheme, but FRED doesn't use it. I think this may be due to it being in OGL, since I tried it in FS2 in OGL some time ago, and noticed that it wasn't using the supplied map.
Later!