The FFED3DAJ Thread

Wanted to give handcoded missions a try, but I confronted with this.

Activating various anisotropic mod features into standard FFE will change the dates of handcoded missions.

Not sure if normal or it has its roots in aniso mod.

For example, the mission INVALUABLE ARTWORK at the beginning of a normal game has a starting date of
14-Mar-3250

With anisotropicBattleMode=1 it slips 2 days
12-Mar-3250

And with anisotropicEnhancedShipLoadouts=1 it slips 1 month
14-Feb-3250

When both combined, you get
20-Feb-3250

Other aniso patches does not seem to affect the date.

A related discussion took place some time ago here

https://forums.frontier.co.uk/threads/the-ffed3daj-thread.12734/post-1982401

but considered not a problem.

In the meantime hope everyone stays ok, including AndyJ which has a long backlog list to digest.;)
 
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Hey everyone!

Sorry I've been away for a while - been having "a few" issues with recurring false-positive results on new builds via VirusTotal. This became a blocker on getting a new build out before Christmas, BitDefender being the main cause - with various others that use its definitions. TBH I got quite frustrated with it so took some time away for a chilled-out Christmas.
In the meantime it looks like the beta 2 download got nuked on dropbox - I did have a very cryptic email about a problem with one of my files, but no detail explaining which one or why - I'm assuming it was probably scanned and removed, who knows. Anyway, I submitted a new build in the new year to BitDefender & apparently got the issue cleared, only for Microsoft's scanner to start flagging it as malware... 🤬

I've also had to give up Windows 7 now that it's unsupported and upgrade my 2008 potato PC to Windows 10... so needed to park things for a while to do this.
It went a lot better than my last attempt a couple of years ago, but found it still had an issue with random crashes/reboots. Eventually tracked this down to the on-board NVidia LAN as the cause, a separate card now seems to have sorted it... Had a few other issues to figure out - like application windows not popping to the front when they activate/want focus and getting rid of the new god-awful calculator for the old one with programmer mode, FFE coding really needs easy access to hex/binary values!!!

So moving forward - this does mean I'm not going to be able to test the build on Windows 7. It should remain compatible for the foreseeable future though as I've no plans to shift from using DirectX9. That looks like it'd be a substantial change to all of the display/rendition code and I'm not sure that it could continue to use the .X models either.

I have however been able to test the builds with the inbuilt Windows 10 antivirus scanner now - and it says that it's fine. But whatever version VirusTotal has installed continues to disagree... and now BitDefender & licensee scanners have reverted back to flagging it as malware. I'm probably going have to get a build cleared again before uploading it so that it doesn't get deleted by dropbox, and well I'm not entirely comfortable releasing exe files that are flagged by about a dozen scanners... it's not a great look even if I'm confident its a false-positive result.


I see that Polaris has been very busy testing - thank's very much for this!

The last post with the altered mission date is really interesting - great bit of detective work there!
When this date change was originally reported, it was dismissed because it appeared to be in an Anisotropic save-game. Historically that game variant has been known to have issues with the hand-coded missions, and I took the position early on that I'd add a build of this game but not support it with regards to bug fixing specific issues in its gameplay. Now that this bug can be linked to optional functionality in the main build, I should be able to find the cause more easily and we can test if any fix sticks for the duration of a game.

At a first glance, I think that the date must be affected by additional calls to the 'random number' generation function in these anisotropic features. Each time it's called it updates a pair of data values that then influence the next number generated... this is why the mission board tends to generate the same listings if you load a game and advance time, reload and repeat.
It seems very strange that it should be alter a hand-coded mission date like this, but the issue is easily reproduced.
Starting a game without the advanced ship load-outs enabled has the correct date, switching it on in the console (anisotropicEnhancedShipLoadouts 1) and then starting a new game causes the result that Polaris observed. If a game begins without this feature enabled, and then it's switched on, the date for this mission remains OK but I don't know if future missions could be changed.
These missions remain a bit of an unknown, and I'm hoping that the issue might be limited to the initialisation of a new game and not something that will repeat later in the game. If it is the random number seed causing this, then I think it's unlikely to do so, because no two games are ever played exactly the same - different BBS missions, ship creations will mean different updates to the 'random number' seed. Perhaps the value of the random number just needs to be protected/reinstated before these mission dates are generated... this is may need some digging to find what actually creates them! (but it could fix the issue in the aniso/hellmod builds too)

Other feedback -

In the FFED3DAJ_config program, under the Graphics & Effects tab, there's a checkbox for "External Camera Limit on Surface". Does this refer to the external view which is centered on your ship and which can be zoomed in and out with the + and - keys? If it is, then disabling the limit doesn't seem to have any effect in-game 😔
This was a change that went in along with some experimental fixes to planet surfaces. It affects up/down camera rotation and stops the camera dipping down to being completely horizontal with your ship when landed which typically helps keep it above the surface. (I need to expand the tooltips for config app to better explain some of the settings, and they now support formatting into multiple lines of text which will help with this)

Anyway, since I'm here and played a bit, I want to give some thoughts on v1.16beta1:
* When switching between fullscreen and windowed, textures are readed again and program freezes for a while. Is it normal?
Yes, this is correct when textures are being cached in video memory. Switching modes means that that the display has to be reinitialised and to do this cache assets have to be released then reloaded afterwards. Same happens when the device is 'lost' and the game recovers it. (Pretty sure that this is what should happen when ED sometimes stops updating the screen but seems to keep playing, eventually crashing out with an error - it's not handling a lost device state)

* ScriptsPath=SCRIPTS option is written twice in ffed3daj.cfg file.
Ah, a typo in the beta files. I must have accidentally added it there twice, it's not the config app causing this.
Just delete the second entry if you are editing the file by hand.

* First link "http://forums.frontier.co.uk/showthread.php?t=12734" on the disclaimer screen is not valid anymore.
Thanks! I'd forgotten about that one even though I see that splash screen thousands of times when testing!

* 3D suns texture rotates. Is this intentional?
Two answers for this. In beta 2 I left a skin rotation active in the shader file, so it is animating in this build. (shader is a placeholder, hopefully)
However, some of the suns are actually spinning quite quickly - and you can see this in the original FFE / GLFFE builds.
* I didn't realize so many stars are in fact non-spherical, including this disk-shape white dwarf

SBfiTSa.jpg


Is this related with rotational speed and encoded into the program?
I'm not sure what data value actually causes this but yes, it is a feature of the original FFE game which draws suns as 3D objects.
(the planetary mesh creation is a scary lump of assembly that I don't entirely understand)

The real phenomenon is known as Gravity darkening.
9133241.jpg


Just reinstates that DB did such a great job creating realistic systems in Frontier/FFE and I really missed these variations in FFED3D.
It was on my original 'wish list' to reinstate them if I could, especially as ED doesn't seem to support them either.


* After some tests I see no effect of LimitAtmosphericHeatingEffect=1, or AtmosphericHeatDamage=1. The later just supresses the message. Otherwise, default heating parameters are pretty OK.

Very minimal testing on my part I have to admit, I didn't have time to experiment too much with these values - I tend to play the game only when fixing something rather than actually playing it! (no time for both!)

The LimitAtmosphericHeatingEffect setting when enabled will then also use the value of AtmosphericHeatingEffectMaxValue.
When the game increments the amount of heat being applied to the ship, it'll use this value as the maximum - so lowering it should make heating happen more slowly.
I might have to put some trace/output hooks in there to expose what values are actually being applied and if the limit is used in practice.

With the AtmosphericHeatDamage setting. JJFFE turned heat-related ship damage off and just outputs the warning message. Aniso calls the damage function and there's a chance of shield / equipment damage/failure when the heat increase is above a certain value, 0x8000 (32768). If the previous settings are also being used to limit the value then it would prevent this happening as the default limit is only 0x1000 (4096). Normally the maximum would be 0xFFFF (65535).
I probably should have exposed this trigger value too, so overheating can damage the ship more easily.

Regardless of the two settings, if the cabin temperature reaches its maximum value then the ship will be destroyed.

IIRC Andy enabled a lot of the videos but made sure they were appropriate to the system and situation you were in. A lot of the really bad videos have been left out, including the stammering man and the woman who looked like she was about to collapse through nervousness 😐
Yes, there were a few issues with wrong faction videos being played at stations - and alliance ones at random.
Religious Dictatorships & systems under martial law have their own set of greetings.
I also added checks for hull damage to the ship, which may trigger a comment about that, or you may not be welcomed with open arms if you have a significant rank with the opposite faction, have an outstanding fine >50cr for that system, or prior charges for smuggling which corporate run stations may take a dim view of.

Some more reports...

Texture problems
Load this scenario [https://drive.google.com/open?id=1YWbZaetHKBpMU5X-buhz5j_owjPAsYkL], look around for a while then watch again towards the brown dwarf. It develops some strange dots dancing around and the fps decreases. See left/right image below.
This is an artifact of the terrain generation creating some weird colours for red dwarfs. In FFE they're single colour like suns, so I've forced this to be the case too in the mesh creation for the next build. In the meantime, it can also be fixed by changing colourise=0 for planet type [137] in the textures .cfg file that you are using.
  • A misspelling setting in docs. Should be "Colourise" instead of "Colorise".
Yeah. Brainfart. The coder-side wants to use the Americanized spelling but it's easy to slip into using the correct spelling when typing documents / creating config values.
I'll tidy them up at some point. I obviously did type Colourise originally, realised the inconsistancy but just deleted the 'u', forgetting the 's' so got Colorise not Colorize. Meh.
I should probably get out of the habit of editing the docs in the development IDE / notepad and use something with a spell-check too! :whistle:

Thanks for the save, hopefully this will be better in the next build. It's a trade-off with these and suns between allowing the mesh generation to create reasonably round objects vs too many divisions that bring the CPU to its knees. Need to figure out one day how to create a detailed mesh once and reuse it, rather than let the game generate it every frame. Suns/red-dwarfs might be able to use a basic sphere at some point - I've experimented enough to draw them instead, can squish them but the rotation is wrong at the moment. Gas giants generate colours/bands in their meshes though.

Spaceport label flickering
In this scenario [https://drive.google.com/open?id=1IidQoTYL4cEaBooVjKum0xH3vK2p8s_j], selected starport label flickers at x10 stardreamer setting and goes behind at x100.
I couldn't reproduce this with that save, is it perhaps the wrong file?

  • Discovered that applyStarColor=0 setting will disable star color lighting not only for console panel (as stated) but also for every object in game. No more reddish ships!😎
Yes, this is correct. The wording in the .cfg file is a little unclear - applying the colour when lighting 'the view' meant it'll apply it to all the other objects. (Status pages/shipyard always lights the ships with a white light)
 
Glad you have time for looking into our reports. Even if I don't have the last beta, I'm sure we will get something better in the future. As always, it's a pleasure to read your detailed descriptions... a gold mine into the inner workings of FFE.

I've also had to give up Windows 7 now that it's unsupported and upgrade my 2008 potato PC to Windows 10...
I moved also to Win10 some weeks ago and got a bit frustrated in the process. Less transparent, less flexible and more cryptic than Win7. I checked my older applications against this OS and that is how I started up FFED3DAJ again, looking for possible bugs.

... (anisotropicEnhancedShipLoadouts 1)... If a game begins without this feature enabled, and then it's switched on, the date for this mission remains OK but I don't know if future missions could be changed.
I confirm the same behaviour for Dentara Rast mission (3-Dec-3250 from Barnard).

With the AtmosphericHeatDamage setting. JJFFE turned heat-related ship damage off and just outputs the warning message. Aniso calls the damage function and there's a chance of shield / equipment damage/failure when the heat increase is above a certain value, 0x8000 (32768). If the previous settings are also being used to limit the value then it would prevent this happening as the default limit is only 0x1000 (4096). Normally the maximum would be 0xFFFF (65535).
Should be used in conjuction with JJFFE_AtmosphericHeatCalculation=0 ?

Spaceport label flickering: I couldn't reproduce this with that save, is it perhaps the wrong file?
Well, I should have been more specific. The green target label is flickering in fact. Targeted port is "Lowing". If I select another port on the same planet the target label stays in place. So it's about "Lowing".

I end up with a setting suggestion in "shipdata.txt" file.
Code:
[Sidewinder]
Zoom = 80
You will see the ship a bit larger in Lave station shipyard (start option 3).
 
With anisotropicBattleMode=1 it slips 2 days
12-Mar-3250

And with anisotropicEnhancedShipLoadouts=1 it slips 1 month
14-Feb-3250
I did further testings into aniso patch settings. It seems they affect random number generator as you suggested.

For example, start a normal game in Gateway, go to 3D system view and look for pirate ships. You always get this:

PA-222
ZB-337 + wings
ON 903 + wings


Also tested in JJFFE with buffet.

Now, if you enable one of those two settings, these ships will change depending on what setting you do. Probably other randomly generated events in the game are affected as well?
 
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I did further testings into aniso patch settings. It seems they affect random number generator as you suggested.

For example, start a normal game in Gateway, go to 3D system view and look for pirate ships. You always get this:

PA-222
ZB-337 + wings
ON 903 + wings


Also tested in JJFFE with buffet.

Now, if you enable one of those two settings, these ships will change depending on what setting you do. Probably other randomly generated events in the game are affected as well?

It is indeed the random number seed values that are affecting this. I've found a point to check the values at the start of a new game - after the system and any ships have been created, before the mission is setup (I've yet to actually work though that data-driven headache). The seeds are different when these new features are enabled. If I set the seeds back to the values that they would normally be, the original date comes out again in the description for the first mission.

I'm assuming then that all mission dates must by design have some variance in them so that no two games are identical. Different hyperspace jumps and missions will create different ships & load-outs for traders/targets/pirates etc so later mission dates will always be using differing random number seeds.

It is also the case historically in JJFFE etc that if you start the game at alternate positions 1/2/3 from the intro, the start mission will have a different date than the default start on Hope in the Gateway system. The Anisotropic and Hellmod builds will also have different dates for the start missions due to differing ship creation/equipment.

So for the time being, I'm just going correct the start dates for the standard build so that they match FFE/JJFFE even when the new anisotropic battle mode & enhanced ship loads outs are enabled. I may consider adding patch options to force all starts/builds to have a standard 1st mission date, but perhaps the variety of start date is accepted as part of the challenge...
 
Hope everyone's well & staying safe in these strange times...

I have a question / request for help if anyone's looking for something to do?!

There's possibly an old bug when completing photographic missions for the military according to Jades' site etc.
The issue is that the first time you complete the mission, you are supposed to receive either the "Vermilion Crest" (Federal) or "Platinum Cross" (Imperial) medal.
When a photograph is taken close enough to be rated as 'excellent' for the first time, then another medal is awarded - either the "Blue Excelsior" (Federal) or the "Legion of Honour" (Imperial).
The alleged bug is that if you complete your first mission with an excellent photo then you'll only ever be awarded the medal for excellent and miss out on the first medal.
Does anyone know if this actually happens or is it the stuff of legend and hear-say?

Looking at the code that awards the medals, it's a simple test to see if you've got the medal associated with the mission type - so I'm not convinced you can't get both out of order... however you definitely won't get awarded both medals from completing the first mission with an excellent photo, perhaps you should? (I can easily fix that)

If I'm correct that the game doesn't specifically test for it being the first mission, just that you don't have the medal yet, then it should be possible for someone to complete such a mission with an existing high-rank commander, use BUFFET to clear those medals before docking and see if they get one awarded again.

Could someone try that out next time they accept a photo mission?
If possible, I'd really appreciate some save games for test cases too:- completing a mission with an ok photo, with an excellent photo - taken a couple of seconds before docking... and for both the federal and imperial military. Any takers? 🤞


@polaris - I'll get back to you on the heat calculation as looking again last night, I might have been a bit cross-eyed when I typed the description... I think it's actually FFE that tests for the heat increase being over a certain value not aniso... 😵
Spaceport label flickering is confirmed. It looks like a legacy bug in JJFFE/GLFFE too, FFE has the target box flicker but no message - under DOSBox emulation at least, might be the FPS aren't high enough to see it on my PC.
Thanks for the Sidewinder 'zoom' value suggestion, I'll add it in the next build!
 
Hi Andy,

The Blue Excelsior doesn't seem to be obtainable. No matter where you take the photo from - as long as it's within 100km of the target - you get the Vermillion Crest and the message panel says the film is excellent. This behaviour is also present in GLFFE and JJFFE.

I had earlier wiped all the medals from my Commander using BUFFET.
 
Hi Steve!

Hmm - I'm under the impression from the code that only <10km should be awarding an excellent photo...
I wonder if there's a bug in the function that records the distance that a photo was taken at too...

If you could chuck any saves online somewhere that I can grab & then step through what it's doing, that'd be really helpful ... I guess I might actually need some at the point before taking a photo if the mission is recording the distance wrong!

Cheers!
 
Hi Steve!

Hmm - I'm under the impression from the code that only <10km should be awarding an excellent photo...
I wonder if there's a bug in the function that records the distance that a photo was taken at too...

If you could chuck any saves online somewhere that I can grab & then step through what it's doing, that'd be really helpful ... I guess I might actually need some at the point before taking a photo if the mission is recording the distance wrong!

Cheers!
This is uncanny. I've got a zip of saves right here :D
Slightly cryptic filenames though...

F1E means Federation, 1st photo mission was Excellent
F1G2E means Federation, 1st photo mission was Good, 2nd photo mission is Excellent

... and so on. Your ship is just about to dock at Abraham Lincoln, in each save, at the end of the mission.

I've also thrown in a save where you are approaching the target but have yet to take any photos.

Good luck with this one!
 
Aaaaah.... the mission is meant to be holding the closest distance that a photo is taken at.
If it's less than or equal to 10, you get an excellent photo.
When you take a photo, it checks if it's less than the previous distance & should update if it is... unfortunately, the distance is initialised with the value.... -1.
That explains the always excellent rating!
 
Aaaaah.... the mission is meant to be holding the closest distance that a photo is taken at.
If it's less than or equal to 10, you get an excellent photo.
When you take a photo, it checks if it's less than the previous distance & should update if it is... unfortunately, the distance is initialised with the value.... -1.
That explains the always excellent rating!
If it's always "excellent" then shouldn't it give you the Blue Excelsior, or is that part of the code borked as well?
On the plus side, at least it checks that you're within 100km, so no photos from high orbit allowed!
 
If it's always "excellent" then shouldn't it give you the Blue Excelsior, or is that part of the code borked as well?

"Yes" is the short answer! 😆

This is the bit of code I looked at the other day thinking this just looks ... wrong! (FUNC_000300)

When you complete a photo mission with an OK picture the code stores that this is worth 16 points, an excellent photo mission gets 20 points. The id of the message to display is also decided & stored at this point.
Later on, it reads values from two tables - one gets the base bit-value for the medal and the other returns either 0xa or 0xb which is used later on to decide if the mission was Federal or Imperial - but it stores this in the same local variable that just had the points assigned to it!
The code then makes a final check on this local variable to see if you were given 20 points to decide if it needs to increment the bit-value so that you get the better medal for the excellent photo ... obviously it won't be ever be 20 because it just got overwritten! 🤪
So it appears that all successfully completed classified missions were erroneously awarded either 10 points for Federal and 11 points for Imperial.
(contracts should get 12, bombing missions 18)

Anyway I got the photo missions rewarding correctly, and also added a patch option to let a first-time excellent photo award both of the medals.

Then... I looked a little more closely at some of the earlier code for failing assassination contracts & photo/bombing missions... and noticed that the points were being stored in a completely different local variable! That is - not the variable that actually gets passed on to the functions that update your rank/award the medal... oh, what a mess!

Well, I think that it's all working now - but if I could still get some test cases for Imperial classified photo/bombing missions and also a civilian offered assassination (not the hand-coded missions) and militaries - ideally just before docking to complete them, that'd be a great to check they're following the correct code paths.
 
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Hello Andy,

I've put the necessary saves into a zip attached to this post.

The file names follow the same system as the previous ones, so E1E2G means Empire 1st photo mission Excellent 2nd photo mission Good etc. The game reports all these as excellent and gives you a Platinum Cross for the first one.

There's also two saves for a classified photo mission for the Empire (where you take out the satellite first), both for an ok photo and an excellent photo. Interestingly the game reports these correctly when you dock at the end of the mission.

Three further saves in the zip. Civil is at the end of one of those "Anonymous" assassination missions on the main bulletin board, Approach is a save as you're nearing a photo target on an Imperial mission and EmBomb is at the end of a successful bombing mission for the Empire, where the game correctly awards you the Celestial Warrior medal.

Let me know if you need any more saves :)
 

Attachments

  • Empire.zip
    367.9 KB · Views: 324
Hello Andy,

I've put the necessary saves into a zip attached to this post.

The file names follow the same system as the previous ones, so E1E2G means Empire 1st photo mission Excellent 2nd photo mission Good etc. The game reports all these as excellent and gives you a Platinum Cross for the first one.

There's also two saves for a classified photo mission for the Empire (where you take out the satellite first), both for an ok photo and an excellent photo. Interestingly the game reports these correctly when you dock at the end of the mission.

Three further saves in the zip. Civil is at the end of one of those "Anonymous" assassination missions on the main bulletin board, Approach is a save as you're nearing a photo target on an Imperial mission and EmBomb is at the end of a successful bombing mission for the Empire, where the game correctly awards you the Celestial Warrior medal.

Let me know if you need any more saves :)
Thank you very much for these Steve, that's a great help to test with. Have a great weekend!
 
Speaking about photographic missions, there is a long standing bug - being unable to destroy a defence satellite, because it is moving outside of the gravity of the parent body, so the missile is probably fooled.

Here is a save file [satt] where you will see the missile flying in the opposite direction.

How do you guys manage to accomplish the mission in this case? By using time acceleration cheat with anisotropicBlockCombatTimeAcceleration=0 ?

And a "bonus", the satellite does not seem to have collision detection, so here is a picture from inside o_O

LUyCumS.png
 
The story continues...

After destroying the sat I traveled to target base "+rontier" and noticed a side effect of anisotropicBattleMode=1. No enemy ships are generated near the base! This makes photographic missions very easy.
 
Meanwhile, in the Riedquat system, I've been taking out some pirates with my wingmen Richard* & Dave!
Nobody messes with us any more 😎
(*Except Frontier's profanity filter!)

Wingmen.jpg
 
Hi Andy, could I please ask for a smidgeon of help? I'm trying to get a fairly "vanilla" game set up and I've been fairly successful in getting your mod looking like the original - however I've got a couple of issues.
  • The Stardreamer icons all seem to be red but with another red icon drawn on top to show the active setting
  • I'd like to get rid of the shininess of the objects
  • The planet surface looks really dark compared to the base game
I've tried messing with the config file to no avail, and I'm at a loss when looking at the shader files. Any help would be much appreciated!
This is what I've got the game downgraded to so far:
FFED3DAJ.jpg

Your mod seems to be the best performing way to play the game today, and I'd really like to be able to use it for the keyboard remapping function as well as just a few of the graphical bells & whistles.
 
Hi Andy, could I please ask for a smidgeon of help? I'm trying to get a fairly "vanilla" game set up and I've been fairly successful in getting your mod looking like the original - however I've got a couple of issues.
  • The Stardreamer icons all seem to be red but with another red icon drawn on top to show the active setting
  • I'd like to get rid of the shininess of the objects
  • The planet surface looks really dark compared to the base game
I've tried messing with the config file to no avail, and I'm at a loss when looking at the shader files. Any help would be much appreciated!
This is what I've got the game downgraded to so far:
View attachment 175484
Your mod seems to be the best performing way to play the game today, and I'd really like to be able to use it for the keyboard remapping function as well as just a few of the graphical bells & whistles.
Hi Arioch!

I had hoped to have had a new beta build out this past month, but these strange times & great weather have been too much of a distraction.
Hopefully "soon" and it will update the bitmap version of the cockpit and also fix a lot of issues in this mode - such as the radar flashing.
The stardreamer icons are currently shared by the 3D panel and the bitmap version, hence the issue. The bitmap mode now has its graphics split out to a separate folder in the next build - this will enable the cockpit, icons, wallpapers and HUD target/drifts crosshairs to be different for 3d/bitmap modes.

Regarding the dark areas around the station, this suggests that perhaps you aren't using a beta build but perhaps the last full release, v1.11?
In later beta builds, I've lightened the surface - artificially at low altitudes so that even on the night side of a planet it should be visible now.
Shininess of many objects (such as buildings & those ground tiles) have also been adjusted, so should be better now.

I should have updated the front post sorry after v1.16 beta 2 got deleted from my Dropbox by, I'm assuming a false-positive antivirus scan.
The previous build, beta 1 is still available - see post #416 here.
I'd recommend adding that over your v1.11 install to give it a try before I suggest editing shader files. You will probably want to back up/rename your ffed3daj.cfg file first so that you don't lose your current settings, then put it back afterwards. (The beta builds now come with a config application too)

Hope this helps.

Kick to backside received... I better crack on with those bitmaps that I wanted to tidy up and get another build together... :whistle:
 
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