Topic: SFC3 Added Race "Ships not banking" Bug [SOLVED]  (Read 1473 times)

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Offline LogicSequence

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SFC3 Added Race "Ships not banking" Bug [SOLVED]
« on: July 17, 2006, 11:22:53 pm »
has this bug been fixed??  The bug i'm talking about is when you replace a race, say the borg, with the dominion, or some other race; the ships no longer bank right and left when turning, they simply turn laterally.  So is there a way to fix this?  Does anyone know WHERE the problem IS in the files?
« Last Edit: July 21, 2006, 10:55:53 pm by LogicSequence »

Offline LogicSequence

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Re: SFC3 Added Race "Ships not banking" Bug
« Reply #1 on: July 21, 2006, 10:55:01 pm »
SOLVED

Offline S31-Riptide

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Re: SFC3 Added Race "Ships not banking" Bug [SOLVED]
« Reply #2 on: July 21, 2006, 11:37:53 pm »
Just for those of you who do not know....

In your  SFC3/Assets/CommonSettings/HullItems.gf file there is a setting allllll the way at the bottom:

[BorgArmor]
DoesRegen=1

When this is set to 0, it will essentially turn the Borg into a "normal" race. Thier hull will no longer regenerate. Their ships will bank, they will have to pay for repairs and they will have sheild glows. this option is for modders who wish to replace the Borg with another race.



<S>

Offline LogicSequence

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Re: SFC3 Added Race "Ships not banking" Bug [SOLVED]
« Reply #3 on: July 22, 2006, 08:01:37 pm »
which is what i'm doing with my new Skirmish mod ;) replacing the borg with the dominion.  Yes it's been done be4, but there's a big difference with mine...  I'm a professional 3D modeling artist, so i've fixed a lot of common errors in models, missing hardpoints, bad textures, INCORRECT hardpoints, bad visual loadouts, etc...  I've added in tons of new ships, but only Canon ships, and those that are extremely canon'ish'. 

Not to mention i've added several new weapons, yes ADDED several new weapons (be4 you get too excited let me explain, in order to ADD those weapons, some existing ones had to be sacraficed, but they are ADDED weapons, meaning they will appear in the visual loadout with new names, and are added in custom ships with new names, etc...  Meaning when you want to add a Plasma Cannon to your ship, you will no longer have to hunt for tachyon pulse in the loadout, or see tachyon pulse displayed in game, it will be the new weapon, PLASMA CANNON, for example).  I've added new shields, XI, XII, XIII, XIV, and XV.  New impulse engines XI, and XII; new thrusters XI, and XII.  Armor VI and VII have also been added; along with Warp reactors XI, XII, XIII, and XIV. (and don't worry, you won't be selecting Borg components or some such nonsense to get to these, they will show up in game as their proper names.)

Hopefully someday i'll finish (i've been working at it off and on for a year or so), and maybe release it.  Tho i'd like to finally unpack sprites.q3 (what i've been able to change within it has been limited by my knowledge of compressed files, tho i have been able to change some things).  As of now, i haven't been able to replace the visual loadout icons for new weapons, which is the final step in added my new weapons.  So it would be nice to be able to do that.

Offline Dash Jones

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Re: SFC3 Added Race "Ships not banking" Bug [SOLVED]
« Reply #4 on: July 26, 2006, 08:36:05 pm »
Well, when you finish be sure to leave a link to let others d/l it.
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