so these error messages aren't important.
An error is something wrong that needs to be corrected to work OK. Which makes it not being important is the fact that the "r" (release) Builds just don't complain about it. That means it doesn't really affect gameplay, but it's not something to be ignored just because it isn't important...
You're right, so these error messages aren't important.
The reason I switched to a debug build is a tech room crash of the GVC Sai with the release builds.
Damn, yes I posted the Spline experiment I used with the Sai, but since the Sai is not more in the FINAL RELEASE of the Update, it won't bother.
As I said above, something that doesn't bother needs to be fixed, but at this moment I don't want to do it, for something that no one will ever notice...and if someone want it fixed it maybe an excuse for "Hey I am just making a Campaing and the Sai is giving me problems", it's like the Shivan playable and Support Ships, there is no reason I care making it perfect until someone has a real point...it already, is anyways.
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FINAL RELEASE!!!That's why I make a FINAL RELEASE fixing everything since last version (of my update):
1 - No more SCP Debug or Release Warnings.
2 - Compatible with the CVS 2006-03-06 and MediaVP v3.6.8 Delta (the lastest for the moment)
3 - It's compressed in a single *.7z File (no more multi-part) for easier installation
4 - The Main file is inside a VP (INF_1Patch.vp)
5 - Weapons.tbl/Ships.tbl : Deleted the @ to symbols. It's a Flag that allows that entry (ship/weapon) to be available for the Demo version of FS2.
6 - Removed all unused Ships in INF R1 to allow Sub-MODs to be added using TBM (Modular Tables)
7 - Added an AI Profiles TBM that sets $shockwaves damage small ship subsystems: YES. This should make a further balance to make Ships with Mass below 10,000 (Shockwave's Mass) to be disrupted, specially for balancing Ancient's Fighters and Bombers, which has no Shield (there should be some difference in Solar Wars)
8 - Make DXT1 DDS versions for the Cyan and Silver Animated Beam Glows (a lot of less memory usage)
9 - Added the Alpha Channel for the Asteroids Background for the TGA version, and the Green overlay for the PCX version, now in Mission 13 (and S:AH) the starts can be seen in the black areas around the asteroids (and not over the asteroids as it was before)
10 - Added the MOD.INI file (Campaign Description/Website/Forum) and Background Bitmap
11 - The Decals now seem to work OK with the +burn time: XX and all
12 - Fixed the Dockpoints and Paths for EA playable Ships (Claymore / Claymore Mk.II / Ganana / Peregrine / Stentor). This will help a lot in Sol: A History where you have to wait an enternity for the Support Ship to dock and rearm you.
13 - Changed the dNeb02 for Yellow Nebulaes. (a little Nebulae change, where I made mistakes in the replacement of the NebulaXX by NebulaYY, as explained in the README)
14 - Fixed the $Team IFF problem that I caused in Mission 06.
15 - a typo error for the Claymore Mk.II, it was "+Type: Assualt" (now "+Type: Assault") (**)
(**) I can't believe I remember that...
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What's it not (and it will be not by me alone):
1 - MAPS replacement to allow DDS Hi-Res shine/glow Textures and the Old Models Turrets replacement (like with the Icelus/Phobos). I can't make this alone, and a lot of this will be probabily done for INF R2, so there is no real point I waste time in this, while I could try updating and adding 3D Planets to Sol: A History and Solar Wars - Chapter 1
2 - Armor.tbl: at the moment I can think of 5 type of amunnition, things Solid, Explosive, Energy (Laser), Plasma, Anti-Matter (again probabily added when R2 is realeased)
3 - The SOC and EA as different species from Terrans, this would allow to have different Support ships for each one (come on, the SOC using the same Ship than the Terran GTVA, what do the SOC do with the money, loose gambles?, the same goes for the EA), the Ani/Glow-Thrusters to be managed differently and OK, the HUD to be customized to match each one, (the IA for SOC to be better than normal pilots?), and the IFF to be easily changed from status (Friendly, Hostile, Neutral, Unknown, Traitor). It may have other uses, but I can't think of more, by the moment.
4 - Fix the 3D Thruster problem on the geometry of some ships: while I can port the Models and weld the repited wrong extra polys, for some reason I have loss in the UV Maps, and a major problem where the Models lost it's scale. It only happens with model files that are in POF, strange, my models work totally OK when I port them to FS2.
As always go to the 1st Post of the Thread to download it, read all the 1st post for Instructions of the Installation and of course, the files you need to play it.
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Again, I wonder if I should report this in the HLP FS2 Campaigns Forum, I need victims...(testers) for this Update, and some opinnions which should help me finishing the Update of Sol: A History - SCP
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There are some points that I do not really like about S:AH and Solar Wars: Chapter 1, which I would really like to discuss (but this Thread at least maybe not the place), specially with S:AH because I like it, that means I didn't really get a good impression over Solar Wars: Chapter 1, did I mention that it has 3 Missions which are almost the same, same ships/weapons, same enemies, only different commentaries, that takes a lot time and you're just sited there paying attention, aside from minor differences, If my ship would have had a Self-Destruct device I would have used it at the start of the 2nd repited Nebula mission.