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Hosted Projects - FS2 Required => Inferno => Topic started by: Woomeister on December 10, 2006, 08:17:10 am

Title: Inferno: Alliance Released!
Post by: Woomeister on December 10, 2006, 08:17:10 am
INF:A is now avaliable from Filefront.

"Set in the Sol system after the collapse of the jump node to Delta Serpentis. Inferno: Alliance sets the ground for the formation of the EA when the systems two largest powers, Earth and Mars begin a war for control of the system."

Links are avaliable from the INFA website downloads page:
http://inferno.hard-light.net/SOL/download1.html

Inferno site links no worky :( try mirror (http://freespacemods.net/download.php?view.94)

It's recommended that you create a new pilot before starting the campaign. The Alliance core file download includes a mod directory that you just need to place into your INF SCP or Freespace 2 directory.

Since INF SCP is not avaliable yet you need to download the two additional Inferno VP files under 'Alliance: Inferno Files'. You do not need these files when running it on INF SCP.

There's an online version of the included readme file here:
http://inferno.hard-light.net/SOL/readme/readme.html

Sample Screenshots:
(http://inferno.hard-light.net/SOL/shots/pt1/Alliance-13.jpg)
(http://inferno.hard-light.net/SOL/shots/pt1/Alliance-18.jpg)
(http://inferno.hard-light.net/SOL/shots/pt1/Alliance-09.jpg)
Title: Re: Inferno: Alliance Released!
Post by: Mefustae on December 10, 2006, 08:24:30 am
Oh, snap!

Downloading.
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 10, 2006, 08:33:38 am
YAY!!!!!!! :D ;)

When will the additional fleet be released?
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 10, 2006, 08:34:54 am
Probably in January, unless I get some time next week.
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 10, 2006, 08:38:20 am
When is INFA2 slated for release? (I always want more don't I :P)
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 10, 2006, 08:40:06 am
I can't set a date yet for INFA2 as the basic modpack for that isn't complete, and it's going to be at least 30 missions...
Title: Re: Inferno: Alliance Released!
Post by: ToecrusherHammerjaw on December 10, 2006, 08:41:48 am
<dances>

 :wakka: :wakka: :wakka: :wakka:
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 10, 2006, 08:43:38 am
Cool.

Anyway, back to normal behaviour:

INFERNO1!!!!!!1111!!!!11oneoeneoeneoenee
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 10, 2006, 08:49:35 am
Don't forget you can rate files on Filefront ;) :D
Title: Re: Inferno: Alliance Released!
Post by: T-Man on December 10, 2006, 09:05:09 am
YES! Downloading now! MY DAY HAS JUST BEEN MADE!!
Title: Re: Inferno: Alliance Released!
Post by: lefkos on December 10, 2006, 09:25:20 am
fantastic!
im gonna spent  lots of hours on this one  :D
downloading NOW!

edit:  i have downloaded al the files and stuf but i cant play it:S if  i go to the mods section in my launcher (i have made a INFA folder) i klik on the folder of INFA but than if i load it i get the normal f2?
either or i am blind or i am dump :( :confused:

what did i wrong?

edit: it was not  blind or dump :P i just can't read :) well enought talk..
PLAY TIME  :D
Title: Re: Inferno: Alliance Released!
Post by: Dysko on December 10, 2006, 10:20:09 am
THANK YOU WOO!!!!!!!!!!!!!!!!!!!!!!!!! :yes: :yes: :yes: :yes: :yes: :yes: :yes: :yes: :yes:
Title: Re: Inferno: Alliance Released!
Post by: Mefustae on December 10, 2006, 10:20:33 am
Played about halfway through [taking a break due to frustration via headbutting a Hellstorm unsuccessfully], and i'm quite impressed. While i'm not too fond of the design of the Zagreus, the other craft are all top-notch. There's also something really satisfying about the missions; simple yet effective. The story thus far ain't too bad, although I have some reservations over a destroyer being at 28% Hull integrity one mission, and then 100% the very next mission.

Might I ask, did you make the briefing icons yourself? And - if not - may I know where you acquired them?
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 10, 2006, 10:24:29 am
The Zagreus is in one of Aldo's modelpacks under 'MarsDest'.
Title: Re: Inferno: Alliance Released!
Post by: Dysko on December 10, 2006, 10:39:28 am
My enthusiasm just vanished. :( IT DOESN'T WORK! :( :( :( :(
I've followed the readme to the letter (I downloaded the INFSCP version with the HTL pack), but some ship or miss textures (like the Apollyon) or are completely invisible (like the Centaur and other FS1/2 ships).
For your information, I've added this to the mod.ini to use the Media VPs:
Code: [Select]
[multimod]
secondrylist = ,mediavps;
I've tried removing it, but nothing... :(
WOO, PLEASE HELP ME!!!!!!!!!!! :( :( :( :( :(

EDIT: maybe I've discovered why it doesn't work... I miss a lot of texture! And I don't know where to get them, since they aren't on any VP, neither INFSCP ones, nor Media VPs ones or INF:A ones.
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 10, 2006, 10:51:39 am
Disable the MediaVP's!!!! This is supposed to be standalone and contains all the textures, disable the mediavps and see what happens.
Title: Re: Inferno: Alliance Released!
Post by: Dysko on December 10, 2006, 10:54:25 am
Already done, Snail. Nothing :(

BTW, look my siggy ;)
Title: Re: Inferno: Alliance Released!
Post by: Mefustae on December 10, 2006, 11:05:09 am
The Zagreus is in one of Aldo's modelpacks under 'MarsDest'.
I'm aware of that, i'm merely expressing my distaste towards that particular model in comparison with the others present in the mod.
Title: Re: Inferno: Alliance Released!
Post by: lefkos on December 10, 2006, 12:42:46 pm
well i have finished it and i must say it is a fantastic mod! :) I like the new effects especially the new 'beam hits something' burn effect :)
i really gonna play it again several times  :D
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 10, 2006, 12:47:35 pm
Just a fact about the Zagreus I thought you might want to know. :)
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 10, 2006, 12:55:47 pm
My enthusiasm just vanished. :( IT DOESN'T WORK! :( :( :( :(
I've followed the readme to the letter (I downloaded the INFSCP version with the HTL pack), but some ship or miss textures (like the Apollyon) or are completely invisible (like the Centaur and other FS1/2 ships).
For your information, I've added this to the mod.ini to use the Media VPs:
Code: [Select]
[multimod]
secondrylist = ,mediavps;
I've tried removing it, but nothing... :(
WOO, PLEASE HELP ME!!!!!!!!!!! :( :( :( :( :(

EDIT: maybe I've discovered why it doesn't work... I miss a lot of texture! And I don't know where to get them, since they aren't on any VP, neither INFSCP ones, nor Media VPs ones or INF:A ones.

If you've downloaded everything you should have the following in the INFA mod folder:
1_HTL.vp
2_INF_Core.vp
2_INF_Effects.vp
INF_Alliance.vp
Warble_FS1OGG.vp

All but the HTL one are required

Make sure they are in the root INFA folder and not the INFA\Data folder

Make sure you have the launcher setup or use the -mod INFA commandline. Then create a new pilot.

The Media VPs won't have any useable textures in them, so there's no point enabling those. The Media VPs may actually break something instead. Also don't use the INF R1 mod at the same time either :D
Title: Re: Inferno: Alliance Released!
Post by: AdmiralRalwood on December 10, 2006, 12:57:18 pm
Holy cow! Downloading now...
Title: Re: Inferno: Alliance Released!
Post by: mr.WHO on December 10, 2006, 01:29:28 pm
DOes it stand alone (like TBP) or do I need Fs2 SCP to run it??
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 10, 2006, 01:33:08 pm
It needs FS2 SCP or INF SCP. It's not standalone.
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 10, 2006, 01:34:08 pm
It will be standalone when (if) INF SCP is released.
Title: Re: Inferno: Alliance Released!
Post by: DrewToby on December 10, 2006, 01:36:52 pm
Wait a second; do I still need INF_Main and INF_2Patch? I've been playing INFR1 in SCP; do I need a new file now, or do I dump all the new files in the INFR1 folder?

Oh, and one more thing.

Would it be overkill to say Woo, and anyone else who works on this project, now owns my soul? *cough*
Title: Re: Inferno: Alliance Released!
Post by: mr.WHO on December 10, 2006, 01:37:51 pm
What SCP build I need to run it? Can I have a link please?
Title: Re: Inferno: Alliance Released!
Post by: Dysko on December 10, 2006, 01:53:33 pm
If you've downloaded everything you should have the following in the INFA mod folder:
1_HTL.vp
2_INF_Core.vp
2_INF_Effects.vp

INF_Alliance.vp
Warble_FS1OGG.vp
Are they needed even if I use it with INF:SCP?

EDIT: don't mind, I've mistaken the "SCP patch" for INF:SCP...
EDIT2: infact, now it's working properly...
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 10, 2006, 02:18:17 pm
No they aren't, but you're not an INF staff member so you don't have INF SCP.

No as it needs INF SCP to run so it's not standalone, though you can run it on the next INF standalone release.
Title: Re: Inferno: Alliance Released!
Post by: starbug on December 10, 2006, 02:23:32 pm
thank you,  thank you,  thank you,  thank you

:wakka:
Title: Re: Inferno: Alliance Released!
Post by: mr.WHO on December 10, 2006, 02:28:32 pm
Again, what Build/SCP version I need to run it without any issues? I haven't played Freespace for a year so I'm not familiar with new SCPs.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 10, 2006, 03:32:48 pm
Any recent build should do. I used 3.6.9RC7 for my personal testing of it.
Title: Re: Inferno: Alliance Released!
Post by: Depth_Charge on December 10, 2006, 03:34:20 pm
Great campaign.  alot different from Sol. but excellent campaign.   :D
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 10, 2006, 03:38:31 pm
Wait a second; do I still need INF_Main and INF_2Patch? I've been playing INFR1 in SCP; do I need a new file now, or do I dump all the new files in the INFR1 folder?
You need the R1 files to play the R1 campaign or any other mods that require them. INF SCP, INF:A and INF:A2 are not compatable with R1. INF SCP is standalone like TBP, you don't actually need FS2 installed to play it. INF:A requires either a FS2 install or the yet to be released INF SCP standalone mod to function.
Title: Re: Inferno: Alliance Released!
Post by: mr.WHO on December 10, 2006, 03:40:55 pm
Noooooo, 3.6.9RC7 gives me such error:

(http://img167.imageshack.us/img167/1239/errorkp6.jpg)


HELP.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 10, 2006, 03:44:57 pm
Since we don't include a modified string.tbl I'd guess something may be broken in that build. Try one of the recent CVS builds and see if it works with that instead. It should work with most builds from October beyond.
Title: Re: Inferno: Alliance Released!
Post by: mr.WHO on December 10, 2006, 03:45:59 pm
It shows me same without INF:A :(
Title: Re: Inferno: Alliance Released!
Post by: mr.WHO on December 10, 2006, 04:02:40 pm
I tried other CVS but same effect.

it say something about localize/language, does it matter that my FS version is non english (in older FSO I only need to override my root_fs2.vp with english root to make FSO working fine) ?
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 10, 2006, 04:04:32 pm
Hmm, I don't know you'd have to ask the SCP coders on how to fix that kind of problem.
Title: Re: Inferno: Alliance Released!
Post by: Goober5000 on December 10, 2006, 09:58:54 pm
Cool. :) I'm looking forward to playing this.  I just wanted to bring two items to your attention, Woomeister, regarding the mission music.

First of all, you can provide substitute music for people who don't have the FS1 music installed.  This is done using the Substitute Music box in the Mission Specs editor (for in-mission music) and in the Briefing editor (for briefing music).  The main box should be the default, FS2 music, and the substitute box should be the optional music.

Secondly, I noticed that your music.tbl is lacking the FS1 flags required in 3.6.9.  Put the following lines after $Soundtrack Name: in each mission music section:

+Cycle: FS1
+Allied Arrival Overlay: NO

This replaced the old, hackish method which just set the flags by checking for the prefix "FS1".  I've added them to the music.tbl page in the wiki. :)

EDIT: Also, you might want to include some stuff from mv_core... namely, the "apply-to-all" wing loadout button. :)
Title: Re: Inferno: Alliance Released!
Post by: asyikarea51 on December 11, 2006, 06:11:06 am
Haha, I disappear for a while and this happens. Looking forward to it, just struggling to get the files now. Got to find a way to clean up the hard disk after a mass Windows update... Bangwal

BTW, I have the FSPort, so is it possible to xfer the music over?
Title: Re: Inferno: Alliance Released!
Post by: Dysko on December 11, 2006, 06:24:39 am
Just finished it!!! Extremely good work Woo!!!
Title: Re: Inferno: Alliance Released!
Post by: mr.WHO on December 11, 2006, 09:15:50 am
I found what cause that error.

In FSO registry it say that my language is Polish (and it isn't supported by FSO).
Can I modify registry/files somehow to swith language to English (it don't have to be English ingame, just in registry so FSO would not generate such error)?
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 11, 2006, 11:46:24 am
Goober:
1. Yeah I was thinking at one point of using that feature, but since this is a hybrid mod I thought it may cause issues to be searching for the INF SCP versions of the FS2 tracks, so I didn't use it just in case.

2. Does the old hack still work? As I don't really want to update that file until Nix produces the higher quality versions of the FS1 tracks unless I really need to.

3. Yeah I'll need the ballistic hud changes for INFA2 as well :)

asyikarea51:

We use the beta mainhall track supplied by Nix, the FS Port files don't include this track, though the rest should work fine I think as long as you have a music.tbl for them.
Title: Re: Inferno: Alliance Released!
Post by: Dark Hunter on December 11, 2006, 11:54:01 am
It's out! YIPEEEE! :wakka: :wakka:


Of COURSE I only find out once I'm at school and can't download it and play it and dkfajd;lkfkdadk$#$%@#*  :mad: :mad:


Whew... really looking forward to playing this one! :yes:
Title: Re: Inferno: Alliance Released!
Post by: mr.WHO on December 11, 2006, 02:15:19 pm
Hooray :D I mannage to get it working :D
Impressive, I'm looking forvard to INF:A2.

However, I think that 40% to 60% of missions were too simple ( I don't mean a dificullty level, but a missions complexity - for example "attack on moon comm array" or "Battle over Earth").

However dificulty level is very good (they mannaged to shoot me down about 6-10 times over campaign - note that I haven't played FS2 for a year) not MAD hard but also not BABY easy.

:D
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 11, 2006, 02:18:43 pm
Granted, some of the missions were just, protect Zagreus, two pirate wings jumps in with wave x3 each, then protect Zagreus. Admit it Woo. :P

But I'm not trying to be negative or anything, I couldn't do much better.
Title: Re: Inferno: Alliance Released!
Post by: Admiral Edivad on December 11, 2006, 02:30:51 pm
Well, after some problems I was able to play it...
Good campaign!  :yes:(at least, the beginning... I only have played few missions :D)

(And nice musics! Is it possible to hear them also outside FS?)
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 11, 2006, 04:39:04 pm
I don't use download accelerators so I couldn't help you there.

As for the music you can just extract them using VP View and then listen to them in any player that can play the OGG format.
Title: Re: Inferno: Alliance Released!
Post by: Centrixo on December 11, 2006, 05:06:09 pm
i dont understand the readme, its completly confusing. it could be because im from tea drinkers land (United Kingdom), or it could be me... i dont know.

i just dont understand, where do you extract the game base, and do you have to move it anywhere?
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 11, 2006, 05:20:51 pm
Uh I'm from Liverpool and I made it :p

Extract the INFA folder to wherever you like and then move it in your FS2 directory.
Title: Re: Inferno: Alliance Released!
Post by: Goober5000 on December 11, 2006, 06:50:44 pm
Goober:
1. Yeah I was thinking at one point of using that feature, but since this is a hybrid mod I thought it may cause issues to be searching for the INF SCP versions of the FS2 tracks, so I didn't use it just in case.
Bah.  That's precisely why I added the feature.  If the substitute music is present, it is used.  If it's not present, for whatever reason (whether it's not in the table, or it is in the table but can't be loaded), it isn't used.  Basically, the game tries to use the substitute music, but if it encounters any problems, it falls back to the regular music.


Quote
2. Does the old hack still work? As I don't really want to update that file until Nix produces the higher quality versions of the FS1 tracks unless I really need to.
No; I removed it because it was... well... a hack. :)
Title: Re: Inferno: Alliance Released!
Post by: Centrixo on December 11, 2006, 08:42:07 pm
opps sorry woomeister :lol:.

i have some good and bad opinions about this mod. and im probably going to get flamed, either way ive voicing them :P.

the good points

mod is good overall

and i know alot more about pre-shivan conflict 1 and that angel scout fighter.

i feel so releaxed at seeing earth and the moon from my cockpit

more ships and designations.

the hyperspace corridor is changed, pretty :nod:.


the bad points

is the ships take too much juice from my machine, in some missions the ships are so graphicalised the frames can drop to 1 or 2!. i am using the high end spec pc here, 2 cpu p4 2.8ghz, 1gb ram, 256mb graphics card, on the lowest settings on FS2open.

the early missions are too dead and lifeless for a pilot like me.

that fast ultramanoverable fighter that beings with an E. that is too repetitive for my liking.

there are too many fighter wings on some missions where you try to save a ship from destruction it becomes a bit.... shall i put it - a bit lame :blah:

the music files dont work even though i placed them where there supposed to go and are not coorupt either.

there is only a blip for communications. that kind of ticked me off, on one mission where you fly suicide to gather data on a ship i didnt know that a fighter wing was after me, and was killed on the spot(i hardly ever get shot down by ai even on hardest skill).

in the campaign breifing room you see the same picture on the screen instead of something different so nothing really gained there, and because of that i learned hardly anything except a bit of writing.

too much emphesis on transports and protecting them, not enough on action.

i cant do my suicide fighting style without loosing more than 3 quarters on my health(shooting and directly facing an ai doing exactly the same back)and thats the style i use all the time on fs2.

and the last one, there are too many frequent crashes with this mod. 

apart from these problems the mod is 7/10, not bad at all :)
Title: Re: Inferno: Alliance Released!
Post by: Dark Hunter on December 11, 2006, 09:09:15 pm
Well, Woo, I've played about halfway (I think....) and I too have a few complaints.

The dialogue... is... nonexistent. Even the briefings and debriefings seem lifeless. No chatter between pilots at all. Furthermore: no tech room intelligence. It's all standard FS2 stuff.

One last point: all the "new" technology is thrown at you without explanation. I don't know how long after the Great War this is (lack of tech room intel maybe?), but the railguns, Avenger II cannons, Shriekers, new ship classes, etc etc, just all "POP" and there they are. No gradual introduction to new ship classes. So, I'm confused: did the GTVA have all this tech around during the Great War? If not, why does Sol just suddenly have all this technology lying around? The Zagreus destroyers have some explanations, basically: "These ships were discontinued after the Orions were made, but have come back due to lack of Orions". That's an okay tech description. Is it the same with the rest of the "new" tech?


I'm being critical and negative, I know. I'm not saying it's a bad campaign. Those are simply the points that need improvement. Everyone else has stated the good points and I'm not going to bore everyone with restating them. I think I agree with Centrixo: 7/10 seems very fair.
Title: Re: Inferno: Alliance Released!
Post by: asyikarea51 on December 12, 2006, 12:23:04 am
@ Woo

I eventually found out that a direct copy of the Port music didn't work, so I downloaded the music pack.

------------------

Damn that new AI... I already got myself fragged countless times on the first mission, then oddly enough, the AI didn't target me (why me alone and not the other wingmen?) in the later attempts and I got through. Didn't even encounter the "proceed after failing 5 times" menu.

Only to run into that same menu later in the campaign more than FOUR times in a row... I went "That's it. Ripper, Mace, Hunter... KILL THEM ALL KILL THEM ALL KILL THEM ALL!1!!!1111!1!1!!1!!!" And another oddity I found in the bombing missions - the wingmen die so fast, it's as good as saying that Command only sent one bomber (A1) instead of a wing of four. Everyone else gets bombarded and fragged by god-knows-how-many super-agile Enceladus (rather repetitive, I agree) and Angel/Valkyrie fighters in the first wave like scissors to a paper. It's too challenging in my opinion... and I was only playing on Medium.

I was looking forward to the tech entries (and a gradual introduction to the weapons and ships) too, but oh well. It would've just made the rather frustrating campaign longer, and pushed the release back I think. And the Railgun's sound is oddly familiar... where was it from? Quake 3? Poke646 (a Half-Life 1 mod)?

Other than that, I generally like the release overall. I especially like the cycled Ripper. Single bank, let'er rip! :D :yes: And the yellow shockwaves too. Forgive me for the rant... :( :shaking:
Title: Re: Inferno: Alliance Released!
Post by: Dysko on December 12, 2006, 12:57:03 am
I don't know how long after the Great War this is (lack of tech room intel maybe?)
15 years. It is in the campaign description.

and the last one, there are too many frequent crashes with this mod. 
I have many crashes, too, but  every mod (or even only the Media VPs) every few missions crashes my PC. I had this problem since I downloaded rc7dot9u and rc7dot9x.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 12, 2006, 11:45:36 am
Goober:
Yeah but if I set the first choice as the INF:A track and the second choice as a FS2 retail track, and that track isn't in the INF SCP tables then you'd get no music?

Centrixo:
If it's running slow try checking your drivers or try a different FS Open build.
If the music doesn't work make sure your sound card can run OGG files and that you have OpenAl installed.

Crashes maybe due to unstable FS Open builds. I had no reports of crashes from the testers and have experienced none on either the SCP standard version on this PC or the INF SCP version on my laptop.

I wasn't doing voice acting for this, though if someone wants to organise a project to do so, I'll patch the files to officially use the new voices.

If I did full cbanis for the briefings it would of drastically increased the filesize, so I opted for single frame, but higher quality anis.

Your suicide tatics won't work as INF SCP ai changes the fire rates of the hostile ships to match the friendly ships unless you play on Easy or below. INF SCP is quite different to FS2 in that way :)

Dark Hunter:
The newer tech is introduced before INF:A but after FS1, only the Hera is introduced during the campaign. Since your not a rookie pilot getting an explanation on flying craft your supposed to be familiar with would of looked strange.

As a note on the techroom intel and stuff, well I originally planned this campaign to be a lot shorter and smaller (original INF:A was a 6mb download)

I might go back and redo the intel and do some ship intros during the cbs at a later date, if there's a large demand for them.
Title: Re: Inferno: Alliance Released!
Post by: Centrixo on December 12, 2006, 01:15:29 pm
thanks for reply woomeister. i had to change my tactics to work the ais, and have gone through teh campaign again, this time i didnt die once.

as for fs2open none of them do any justice. im using a perfectly good graphics card capable of this stuff i even ran quake 4, it runs perfectly :nervous:.

i do have OpenAL otherwise fs2open wouldnt of launched in the first place :p. as for OGG i have never even heard of that extension before.

it would be good to have voice chat in game.

as for your SCP and INF SCP. what that stands for i have no clue, i guess its a launcher, i read the readme file on the net from what i can make out is that you run 2 different launchers, one for admin the other for the mass. so it would be ovbious it wont crash on the admin launcher because you built it  :lol:, so really comparisions dotn work imo.

i will check out my computer throughly for any sort of problem, if any. 
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 12, 2006, 01:27:48 pm
I have a 256mb 9200SE in this system which doesn't like HTL models and a 64mb X700 in my laptop which can run INF:A on top of INF SCP at maximum settings. Both my systems are rather old so it isn't the mod data.

Try finding a music player which supports OGG and see if you can extract one of the tracks and play it.

INF SCP is the next version of the main Inferno mod. INF:A is also compatable with the next INF release which is a standalone mod which doesn't require FS2 to be installed.
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 12, 2006, 02:56:23 pm
Is INFA2 going to be a hybrid of INF SCP only? You said something about that because of INFA2 including the EA ships.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 12, 2006, 02:59:30 pm
Actually the version I currently have doesn't work 100% with INF SCP but does with SCP standard INF:A :D

I should have that fixed at a later date.
Title: Re: Inferno: Alliance Released!
Post by: Goober5000 on December 12, 2006, 08:18:37 pm
Goober:
Yeah but if I set the first choice as the INF:A track and the second choice as a FS2 retail track, and that track isn't in the INF SCP tables then you'd get no music?
You set the regular track as the FS2 track and the substitute track as the INF:A track.  If the game doesn't find the INF:A track, it plays the FS2 track.  If it doesn't find the FS2 track, only then do you get nothing.

There's enough room to put the FS2 tracks in musicl.tbl too, so there shouldn't be a problem.
Title: Re: Inferno: Alliance Released!
Post by: Dark Hunter on December 12, 2006, 09:03:37 pm
Whew. Just finished the campaign. Some of these missions are bizarrely extraordinarily hard, then I try them again and I beat it without a sweat... weird.

Anyway, one thing I'm still scratching my head over: why did the Earth forces engage Mars? And why does the Jovian Alliance care about attacking the inner planets? Did I miss some political movements during the campaign?
Title: Re: Inferno: Alliance Released!
Post by: Centrixo on December 13, 2006, 08:14:14 am
i would of been good to keep the community guessing, then eventually the community would need to play because no one gave anything away.. ok finished ot.

well its like i said all writing and not enough screenies.
anyway, ive already put my points across and woomeister kindly answered them. so il read from here onward :D
Title: Re: Inferno: Alliance Released!
Post by: Mefustae on December 13, 2006, 08:46:41 am
Anyway, one thing I'm still scratching my head over: why did the Earth forces engage Mars? And why does the Jovian Alliance care about attacking the inner planets? Did I miss some political movements during the campaign?
Earth was likely observing the internal Martian conflict with the rogue Admiral, and chose to strike at the most opportune time; right at the end of the rebellion when the Martian fleet was at its weakest.

They struck at Mars for the same reason the Jovian Alliance obviously intends to attack the inner planets: Resources would undoubtedly be at a premium giving the heavily developed status of Sol, which would obviously give rise to increased tensions over control of the remaining strategic resources in the system.

The only problem I have with the campaign is the same problem I had with Sol: A History, in that the borders between the interplanetary factions seem rather... contrived. I mean, are the borders arranged in rings along the ecliptic plane of the solar system? Are they merely centred around the planets themselves, constantly moving and evolving as the planets orbit Sol? With stationary installations in the Asteroid Belt, are we to assume it's been carved up not unlike present day Antarctica, with the rest of the borders spread out along the orbital paths of the planets? What's the deal, Woo?
Title: Re: Inferno: Alliance Released!
Post by: mr.WHO on December 13, 2006, 10:14:59 am
Quote
Anyway, one thing I'm still scratching my head over: why did the Earth forces engage Mars? And why does the Jovian Alliance care about attacking the inner planets? Did I miss some political movements during the campaign?

Yup, I also felt that breifings are too simple. We don't know why and how Sol GTA disbanded into planetary factions, we don't know if Earth is spiritual descendant of GTA and more to who Greate war GTA forces in Sol are loyal too (at least some of them would be from other systems, not Sol-only)---> hint for INF:A zero ,set before INF:A and soon after end of GW).

How many years after Lucifer destruction INF:A is set?

Does Sol maintain any contact with outer systems? Alpha Centauri is 4LY from Sol so they would get relpy after 8 years (in FS2 GTVA sat that they know that Lucifer was destroyed and Earth/Sol was safe) this could be an interesting plot/ tech room entry (there was an entry for Earth/Sol in FS2, so INF:A should have similar entry but from Sol point of view about outer systems, later about GTVA).

I miss and intelligence entries in tech room so much :(
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 13, 2006, 12:04:56 pm

The only problem I have with the campaign is the same problem I had with Sol: A History, in that the borders between the interplanetary factions seem rather... contrived. I mean, are the borders arranged in rings along the ecliptic plane of the solar system? Are they merely centred around the planets themselves, constantly moving and evolving as the planets orbit Sol? With stationary installations in the Asteroid Belt, are we to assume it's been carved up not unlike present day Antarctica, with the rest of the borders spread out along the orbital paths of the planets? What's the deal, Woo?

For general territory it would be a specific radius from the planet itself, except when resources are concerned.

Earth gets resources from the inner planets and some small parts of the asteroid field.
Mars controls the bulk of the field
Jupiter controls the outer field
Saturn, Uranus and Neptune have very few external resources
Pluto and the outer regions use the Kuplier Belt

Earth is the biggest faction at that time with 3 planets. Mars however controls a lot of resources and so can match earth in military might. Jupiter is smaller than those two factions at that time and isn't combined with the other outer worlds.
Title: Re: Inferno: Alliance Released!
Post by: Dysko on December 13, 2006, 12:15:33 pm
Saturn, Uranus and Neptune have very few external resources
Couldn't they use their rings to collect resources? Especially Saturn could collect a lot of resources from its rings.
Title: Re: Inferno: Alliance Released!
Post by: Depth_Charge on December 13, 2006, 12:19:16 pm
heya,  should mars already been taken by EA??  since this campagin takes places 15 years after teh sol jump node collipes, and on Sol a History EA defeated Mars like 5 years after teh first campaign??  or this is just a whole new story??
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 13, 2006, 12:34:18 pm
SAH is not INF-canon. It's a whole new story.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 13, 2006, 12:41:08 pm
Saturn, Uranus and Neptune have very few external resources
Couldn't they use their rings to collect resources? Especially Saturn could collect a lot of resources from its rings.
Yeah but that wouldn't be classed as external resources really :)
Title: Re: Inferno: Alliance Released!
Post by: Dysko on December 13, 2006, 02:27:44 pm
Saturn, Uranus and Neptune have very few external resources
Couldn't they use their rings to collect resources? Especially Saturn could collect a lot of resources from its rings.
Yeah but that wouldn't be classed as external resources really :)
Technically, they are external: they aren't on the surface :P Like everything else, since they are gas giants. So... well, I think they cannot be considered external resources. Ignore my previous post... I forgot to consider they are gas giants :nervous:
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 13, 2006, 03:04:54 pm
So in INFA the Jovians are the 'Jovian Alliance' but in INFA2 they are the 'Jovian Coalition', like in SAH, right?
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 13, 2006, 03:17:57 pm
They're the JC in INF:A2, I don't think I gave them an official name in INF:A did I?
They aren't the same group as in the original INF:A either way.
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 13, 2006, 03:20:57 pm
You said Jovian Alliance with capitals in one of the missions.
Title: Re: Inferno: Alliance Released!
Post by: Dark Hunter on December 13, 2006, 03:38:49 pm
Yeah, just after the Earth-Mars War was declared, it was mentioned that the Jovian Alliance was staying neutral in the conflict.
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 13, 2006, 03:40:40 pm
I like Jupiter, always my favourite faction in SAH, I hope they're cool in INFA2 cool!
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 13, 2006, 05:18:39 pm
Ah yes so I did :)

Well they have the new HTL toys on their side.
Title: Re: Inferno: Alliance Released!
Post by: Woolie Wool on December 13, 2006, 10:28:02 pm
I just finished playing INF:A. My initial impressions and recommendations:

1. Most of the models are excellent. However, the Apollyon looks a little flaky with that giant cockpit and the Megaera is...uninspiring. The Fenris-style tile textures are a very nice touch.
2. Even when you put aside the AI changes, weapons cut through ships like they're armored with papier-maché. I recommend you turn weapon damage down for INF:A2.
3. Missions are short and rather uninvolving with the lack of dialogue. Most of the minutes are around 3-4 minutes. I prefer a mission to be 5 minutes minimum, with some missions lasting up to 10 minutes.
4. The lack of nebulae actually works very well, making space feel cold, dark, and hostile. It reminds me of neo-BSG in that way.
5. I can't hear those railguns firing without thinking of Quake. The problem with appropriating sounds from other games is that people may have strong memories of those games and thus those sounds.
6. Some more exposition at the beginning of the campaign would be nice. The mod just throws you into the thick of it with no preparation.
7. HTLing the Antaeus is like putting lipstick on a pig. No matter what you do to that design, it will still be ugly as sin. And a heavy fighter without big missile racks kind of defeats the purpose of a heavy fighter.
8. The Enceladus is not a whole lot of fun to fly or fight. Please increase the shield and hull strength and severely decrease the turning rate. Make it more like the Apollo successor and put the Ulysses back in to fulfill the maneuverability role.
9. Angel scout fighter -- they still build these things?
10. The Hera just strikes me as weird. It has crappy bomb payloads but can carry a massive gun load. But guns are for taking out cruisers and turrets, not destroyers, and if you're taking out cruisers and turrets, why would you use gigantic bombers in the first place? The Hera does make a great gunboat though. Banshee-R + Ripper = DEATH to fighters.
11. Why no AAA railguns?
12. A mix of FS1 and FS2 music would have been nice, but you apparently didn't rise to the opportunity.

Overall, it's pretty good, and I'm really looking forward to the sequel. I would wait faithfully for it just to get my hands on the Claymore.

EDIT: One more thing, how did you get that light bloom in FS2?
Title: Re: Inferno: Alliance Released!
Post by: Kaboodles on December 14, 2006, 03:27:23 am
Ack.  You removed the "Apply loadout to wing" button.  That was a favorite button of mine.  :(

EDIT:  omg, those callistos have laser machine guns!!!  :eek:
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 14, 2006, 06:50:30 am
High Max:
Uh I made a new set of ships and 20 missions SOLO in under 5 months. What did you expect an 80 mission super campaign?

Woolie:
1. Yeah that's why I tried to do a HTL version of the Apollyon :)
6+8. I'll look into those
9. Yes
10. The Hera acts like a weakened Gagana which has better loadout but still has lots of gun mounts. The Hera is specifically designed for the Megaera attack. If you try using just bombs against it it'll take a lot longer to defeat it.
11. They don't exist in INF SCP
12. I don't think the two styles mix well personally


You need an ATI graphics card with older drivers and a tool to enable it.

Kaboodles:
I didn't remove it, I forgot to include it :)
Title: Re: Inferno: Alliance Released!
Post by: Gemakk on December 14, 2006, 11:50:25 pm
Error: Current GL Version of 1.0 is less than required version of 1.2
Switch video modes or update drivers
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\graphics\gropengl.cpp
Line: 3659

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 15, 2006, 08:20:40 am
Go to the launcher and change to D3D on the video. THat's not an Inferno problem anyway.
The Neith used in InfernoR1?

http://img450.imageshack.us/img450/6894/gvscneithub9.jpg (http://img450.imageshack.us/img450/6894/gvscneithub9.jpg)

No, it was not used in Inferno at all. Though that is a bit phallic.

Okay, let's get back onto the topic. ::)
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 15, 2006, 11:14:07 am
Error: Current GL Version of 1.0 is less than required version of 1.2
Switch video modes or update drivers
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\graphics\gropengl.cpp
Line: 3659

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Are you using a very old build like 3.5.5-3.6?
I remember there being a problem assigning the right version number to OGL in older builds.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 15, 2006, 11:17:51 am
I've removed posts talking about phallic ships and will continue to do so in this thread without notice if anymore show up. So if your wondering were you post went, you now know :)
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 15, 2006, 12:27:40 pm
Good idea, man. And do that in the entire board too. :)
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 15, 2006, 02:19:52 pm
Huh? I played that before and it worked fine. Probably something to do with the order of the destruction of the Panopea and its friends (Ichor, Elympus, Basileus and a few others IIRC). Try killing either the bombers first or the cruisers first.
Title: Re: Inferno: Alliance Released!
Post by: Centrixo on December 15, 2006, 02:32:21 pm
what i try is let the ais go after the cruisers and fighters, since you have a shield, use it. take the turrets out on panopea then go after the fenris cruiser once that is done, destroy whats left, then head for the HANGAR. you see at the bottom middle of any friendly cap ship a docking bay, fly in there then while in there look up and fly into the cruiser*fly into the grey bit. your done  :)
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 15, 2006, 02:36:55 pm
So that was his problem. :rolleyes:

You should've put something like MT where it says "cannot jump out. return to hangar".
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 15, 2006, 02:44:51 pm
I just blasted Lambda 3 in that mission with the Frontier Outpost, and I got this. I checked the traitor.tbl and found this:

Code: [Select]
For the crime of high treason, you are hereby stripped of your wings and all privileges bestowed upon you as

officer of the Galactic Terran Alliance.
   
   You will be held in custody pending your preliminary hearing, and, if indicted, you will face a military tribunal.
   
   Firing upon allied vessels is a capital offense, punishable by death. You will be transferred to the Vega Penal Colony at

1900 hours.

That should be "officer of the Martian forces" and they wouldn't transfer you to Vega if you're trapped in Sol. :P
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 15, 2006, 03:51:08 pm
Ugh this was found during testing. I mustn't of copied over the correct table in the last update.
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 15, 2006, 03:55:31 pm
Should've found it during testing. Too late now. :lol:
Ummm, wait, is that something to laugh at? :nervous:
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 15, 2006, 04:04:01 pm
Should've found it during testing. Too late now
It was.
Title: Re: Inferno: Alliance Released!
Post by: Gemakk on December 15, 2006, 05:11:26 pm
Makin' progress...

Error: species_defs.tbl(15):
Error: Required token = [+Debris_Texture:], found [$Default IFF: Friendly] .

File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 15, 2006, 05:14:56 pm
Uh what build are you using?
Title: Re: Inferno: Alliance Released!
Post by: Gemakk on December 15, 2006, 05:32:26 pm
I'm using 3.6.7_P4 =) I have an Atalon XP, so I thought that might help too
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 15, 2006, 05:39:27 pm
Your build might be too old. Try a more recent 3.6.9 build.
Title: Re: Inferno: Alliance Released!
Post by: Gemakk on December 15, 2006, 07:14:02 pm
Everything works now, thanks =D
Title: Re: Inferno: Alliance Released!
Post by: Admiral Edivad on December 16, 2006, 07:27:47 am
I just finished the campaign: good work!
Some suggestions (for INF:A2?)
The story is interesting, although lacking in communications. I like long Comm.briefs...
New fighters, bombers and cruisers are very good, the destroyers' colour is not really convencing me, but their shape is not bad.
Where are the corvettes? I haven't seen any of them!
I found some missions a bit short (well, for my taste...somebody calls me BOE-man because i fredded missions of 20mins no-stop fire).
In the last mission, a message is sent by "Woomeister": is it an error or a desired tribute to the creator?
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 16, 2006, 07:57:22 am
There are no corvettes in INFA. There will be in INFA2, the Jovians have one. And the destroyers use the same maps as the Fenris (duh).
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 16, 2006, 08:09:51 am
They don't use the Fenris maps, they use tiled maps based off the fenris maps.
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 16, 2006, 08:33:30 am
Same style, etc.
Title: Re: Inferno: Alliance Released!
Post by: Admiral Edivad on December 16, 2006, 11:14:48 am
There are no corvettes in INFA. There will be in INFA2, the Jovians have one.

I hope that this means "INFA2 is coming soon"!
Title: Re: Inferno: Alliance Released!
Post by: Dark Hunter on December 16, 2006, 11:17:37 am
 :rolleyes:

We never give Woo a break, do we?
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 16, 2006, 11:25:18 am
Yeah :D

At least no-one can start complaining here that we haven't released anything for 3 years now :p
Title: Re: Inferno: Alliance Released!
Post by: Centrixo on December 16, 2006, 01:34:56 pm
on the bright side, woo. atleast you got feedback on the mod. see you in space :lol:.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 16, 2006, 01:43:37 pm
Yeah keep it coming :)
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 16, 2006, 02:13:04 pm
It shouldn't matter if you don't destroy the maximum number of waves as long as you destroy all ships in the current one.
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 16, 2006, 03:01:38 pm
INFA2. Woo needs more people to do INF SCP, which is a loooooooong way off.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 16, 2006, 03:19:45 pm
Just finished the campaign. Pretty good. I hope INFA2 has more missions and missions with more enemies. I assume that screenshot of the Punisher cannon satellite is a scene from INFA2. So Woo, since this campaign is done, what have you been doing lately? Working on INFA2 or INF SCP?
Having a break mostly. Though I did a bit of INF:A2 stuff.
Title: Re: Inferno: Alliance Released!
Post by: perihelion on December 16, 2006, 10:33:08 pm
Just finished the campaign.  Most enjoyable.  So... err... thanks.  Send more.   :p

Seriously though, kudos to Woo and anyone else who contributed to this.
Title: Re: Inferno: Alliance Released!
Post by: BS403 on December 17, 2006, 12:46:40 am
Two thumbs up :yes: :yes:
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 17, 2006, 04:46:19 am
Woo did it all solo except for a few models and testing.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 17, 2006, 01:00:02 pm
I had a lot of free time a few months back :)
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 17, 2006, 03:50:52 pm
I work now.
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 18, 2006, 12:43:14 pm
At least he didnt get a social life! :P
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 18, 2006, 12:49:55 pm
Luckily for you lot there's no chance of that :p
Title: Re: Inferno: Alliance Released!
Post by: MetalDestroyer on December 18, 2006, 02:44:53 pm
Just finish the campaign. And what can I said, it's pretty good. However, I think you could put more damage to railguns. I don't mean to put their firepower as equal as the beam cannon technology but at least 20% of the firepower of the beam technology.

I found out also, in a mission where you have to escort an elisyum class after disabling the Contact vessel but you have let the Pirate cargo jump out. After several seconds, some wings of enemy fighters jump in and when the elysium class is destroyed, there are no message about jumping out and about failure from command.

I don't know if its my Freespace 2 SCP setup or the mod itself, but the explosion animation from fighter/bomber are varying. Sometimes the ani use the default Fs2 explosion and sometimes it's the Inferno explosion.

I'm using the 3.6.9.7 dot 9 build within the Media VP 3.6.8 Zeta put in the Freespace 2 folder and the InfAlliance folder.

About the campaign itself and ships, there are some improvement in modeling fighters if we compare to those from Inferno R1. But has also some bad design (sorry about that ^^ ). The way you put the storyline is pretty good and each mission is very intensive, I couldn't imagine if when cruisers possess Beam technology >_<. About the MainHall, with the F1 help menu, the description doesn't suit to their location on screen.

Now, I'm waiting Inferno R 2.0 !! Keep the good work guys. 
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 18, 2006, 02:50:24 pm
If I make them too powerful it would make the capship battles far shorter in INF:A2 were they do have beams as well.

The media vps might be overriding our effects

Cruiser won't get beams in this mod, only destroyers will
The help menu is actually pretty complex to edit IIRC so that will never be changed
Title: Re: Inferno: Alliance Released!
Post by: MetalDestroyer on December 18, 2006, 02:54:34 pm
Oups I forgot something if you have any problem to get Inferno Alliance or you hate FileFront, I've put files into my FTP.
Here the link : Inferno Alliance (http://nebulastar.free.fr/download/freespace2/mods/InfernoAlliance/)
Title: Re: Inferno: Alliance Released!
Post by: Dysko on December 19, 2006, 01:01:08 am
The media vps might be overriding our effects
But I used a mod.ini which used the "mediavps" folder! :nervous:
And it worked very well, apart from the standard "FreeSpace SCP" preloading screen showing up instead of the INF:A one.
Title: Re: Inferno: Alliance Released!
Post by: MetalDestroyer on December 19, 2006, 01:49:34 am
The media vps might be overriding our effects

I try what you said earlier, and no result. The ani for explosion is still varying. >_<
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 19, 2006, 08:41:11 am
You shouldnt be using the mediavps with INFA, they may screw a few things up.
Title: Re: Inferno: Alliance Released!
Post by: Dysko on December 19, 2006, 10:36:30 am
You shouldnt be using the mediavps with INFA, they may screw a few things up.
On my PC, they don't screw anything (only the preloading screen, as in the post above).
Title: Re: Inferno: Alliance Released!
Post by: Centrixo on December 19, 2006, 10:50:33 am
Darth is correct, i tried it and its fine.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 19, 2006, 11:49:11 am
It's still not recommended
Title: Re: Inferno: Alliance Released!
Post by: Nix on December 19, 2006, 12:43:06 pm
I can confirm that using only the mediaVP's will cause Inf:A to crash, every single time. 

And nice to hear the Beta Mainhall track in the mainhall screen!   :yes:  Works out pretty nice!
Title: Re: Inferno: Alliance Released!
Post by: Dark Hunter on December 19, 2006, 01:42:01 pm
I can unconfirm your confirmation, Nix, as I use my medias with no problems whatsoever.

Ditto about betamainhall!
Title: Re: Inferno: Alliance Released!
Post by: Kaboodles on December 19, 2006, 02:38:48 pm
I replaced the INF_Effects vp with mv_effects and the patch because I didn't like the explosions and have had no problems so far.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on December 19, 2006, 04:52:33 pm
Simply don't use the mediavps.

Anyway,something strange happens when I use FRED.I wanted to add INF:A ships in Steadfast(replacing some Lokis and Claymores with Angels,for example.I hope the game won't crash due to some problems...)but when I open FRED I see only the INF:A shiplist!

-mod Steadfast_Episode_One,INFA,INFR1,mediavps

It should be ok. INF:A entries have been added to Steadfast ones in the tbl. FRED should show up a normal Inferno R1 shiplist with the changes I made...what's wrong?
Title: Re: Inferno: Alliance Released!
Post by: Dysko on December 20, 2006, 06:46:36 am
Anyway,something strange happens when I use FRED.I wanted to add INF:A ships in Steadfast(replacing some Lokis and Claymores with Angels,for example.I hope the game won't crash due to some problems...)but when I open FRED I see only the INF:A shiplist!

-mod Steadfast_Episode_One,INFA,INFR1,mediavps

It should be ok. INF:A entries have been added to Steadfast ones in the tbl. FRED should show up a normal Inferno R1 shiplist with the changes I made...what's wrong?
It happened to me too. Simply extract Steady's tables to the data/tables folder.
Title: Re: Inferno: Alliance Released!
Post by: Unknown_Enemy on December 20, 2006, 03:22:56 pm
Bloody hell !!!

---- alarm ringing ---- rushing to download stations ----
Title: Re: Inferno: Alliance Released!
Post by: perihelion on December 21, 2006, 09:16:27 am
Isn't it time for this to get a highlight?  Anyone?  Admins?
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 22, 2006, 04:27:57 am
Our effects are either SCP effects or made by DaBrain and like all INF files are installed directly in the data directory as your not able to use the media vps on a standalone mod. There are no VPs for the core files of the INF mod.
Title: Re: Inferno: Alliance Released!
Post by: Huggybaby on December 22, 2006, 01:48:09 pm
I just installed the original Inferno. I have a CD retail install of FS2, updated to SCP. Are these files correct and up to date?
(http://xs210.xs.to/xs210/06515/Infernomod.jpg)
Sorry but I'm confused between all the different websites and threads, etc.

Thanks,

Huggybaby
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 22, 2006, 02:06:41 pm
Huggybaby: Yeah your in the wrong thread but those files look right to me.

High Max: Extract what you want from the mediavps and use a mod directory to overwrite the core data.
Title: Re: Inferno: Alliance Released!
Post by: neoterran on December 22, 2006, 02:17:33 pm
I replaced the INF_Effects vp with mv_effects and the patch because I didn't like the explosions and have had no problems so far.

I agree. I can't fathom why the Inferno team changed the SCP explosion effect at all. Especially when the explosions are of lesser quality than the SCP. I can only pray that they don't integrate the explosion effects into the main INF SCP core file when released. If they do, we may not be able to overwrite the effects when playing INF SCP. So it is best to keep the effects as a separate file like they did in INFA to give us the option of using the SCP effects for INF SCP for those of us who like the SCP effects better. Who made these explosion effects? I don't think Woo did. Will the file format be the same in which the effects are not in the core file and have their own VP like in INFA, Woo? I hope so. :eek2:

I don't think they're of lesser quality. Actually they're closer to how explosions in space look where there is no oxygen to feed them and you certainly wouldn't get the silly atmopshere fire explosions you see in regular freespace 2 scp EVER in real life. I actually like the puff of green smoke at the end there.

As far as not being able to overwrite effects, that's just silly. As long as you have a vp editor and spent a little time understanding how things work, you can modify any released campaign to look how you want. Laziness, is not an option here.
Title: Re: Inferno: Alliance Released!
Post by: ARSPR on December 22, 2006, 03:36:16 pm
I think you've got something missing in the Apollo. Look at the attached screenshot. It's just the 1st mission.

I have all five vps (1_HTL.vp, 2_INF_Core.vp, 2_INF_Effects.vp, INF_Alliance.vp and Warble_FS1OGG.vp), I've installed them in its own folder with no reference to media vps folder in MOD.INI, I'm running Taylor's latest build (Hoopla ie 3rd version of RC7.9x) and I've started the mod with a new pilot.

[attachment deleted by admin]
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 22, 2006, 04:49:18 pm
No nothings missing there, I tried to stop the Apollo thrusters from going through the top of the ship. There seems to be a minimum size limit for when the engines are on.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 24, 2006, 04:44:37 am
You'd make a mod directoy called override for example and put your effects.vp there, then you turn it on and off at will via the launcher. If that doesn't work you extract the effects.vp into override\data\effects and that will load before the main data files.
Title: Re: Inferno: Alliance Released!
Post by: ARSPR on December 24, 2006, 08:51:12 am
 :eek2:  :eek2:  :eek2: :eek:  :eek:

I've opened F3 viewer and I've seen you've improved nearly ALL FS1 terran fighter/bomber models.

Although I know how to dig to learn which models and textures are used in each fighter and then, I can copy them to FSPort, can you post a list of all the POFs saying what textures they use (if available)?

Moreover, please, can you work together with FSPort crew so all your GREAT work can be directly used in it?.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on December 24, 2006, 10:31:27 am
Well check the textures by yourself...

I think FSPort will use the HTL FS1 ships without any problem.
Title: Re: Inferno: Alliance Released!
Post by: Centrixo on December 24, 2006, 10:34:59 am
Moreover, please, can you work together with FSPort crew so all your GREAT work can be directly used in it?.

woomeister and other person(s) are currently developing another inferno release most probably, its a good idea but i think woomeister and his crew need a break because hes putting all that effort in this mod and doing such a great job at it.

but then again im not woomeister :pimp:.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 24, 2006, 10:35:48 am
Most of the maps are the ones used by individually released HTL models from the upgrade forum, or are the original FS1 maps. The only thing that needs doing is to extract the HTL pack models and rename them to their FS1 filenames (like INF_Valk.pof becomes Fighter05.pof)

The only problem would be I didn't do updates for the Ulysses, Loki and Zeus :)
Title: Re: Inferno: Alliance Released!
Post by: Mobius on December 24, 2006, 10:48:55 am
Good news:INFA ships are working fine with Steadfast! I had some problems with the sounds,but now all appears to be ok!
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 24, 2006, 10:53:48 am
Well for the port only the models are needed, so there would be no issue with sounds or armour :)
Title: Re: Inferno: Alliance Released!
Post by: Mobius on December 24, 2006, 11:09:09 am
Steadfast in an Inferno Alliance/Inferno R1 campaigns now...sounds good...

As for the FS Port,we are using only the Imhotep. I thought using INFA stuff with INFR1 could have caused some crashes but everyone is ok.

There were problems with sounds because of FS2 ships. I've been listening Aurora loop sounds and Sath Rift ones for a period...
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 24, 2006, 11:14:05 am
The INF:A sound table is based off the INF SCP one which is a rebuilt R1 table, which is different to the regular FS2 one. So there's probably a few issues at first there :D
Title: Re: Inferno: Alliance Released!
Post by: Mobius on December 24, 2006, 11:24:25 am
We should inform Dark Hunter,his Dreamcatcher could have the same problems.
Title: Re: Inferno: Alliance Released!
Post by: Dark Hunter on December 24, 2006, 11:50:10 am
Hello? What are these issues?

I haven't been messing with the sounds table, nor do I plan at this time to be introducing INF:A ships to Dreamcatcher. The era difference is simply too great. INF:A takes place... when? 2350? While Dreamcatcher begins in 2409. Be a bit of a difference in the technological levels, if you know what I mean.
Title: Re: Inferno: Alliance Released!
Post by: fsi.scsi on December 24, 2006, 12:57:13 pm
A small note: In the INFA readme it says that OpenGL was required.  On my PC OpenGL play was pretty choppy, so I switched to Direct3D8 with no negative results (gameplay was much faster.) 

Although I noticed that the Zagreus' color went from a pale green to an odd shade of blue.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on December 24, 2006, 12:59:12 pm
D3D is currently supported by the coders really, that's why the readme says OGL only in case they do decide to remove D3D in the future.
Title: Re: Inferno: Alliance Released!
Post by: fsi.scsi on December 24, 2006, 01:06:39 pm
for some reason ogl is not too well liked by my system.  it beats me.

although i am beginning to suspect that it's related to the performance of my FSB.  argh.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on December 25, 2006, 03:57:16 pm
Hello? What are these issues?

I haven't been messing with the sounds table, nor do I plan at this time to be introducing INF:A ships to Dreamcatcher. The era difference is simply too great. INF:A takes place... when? 2350? While Dreamcatcher begins in 2409. Be a bit of a difference in the technological levels, if you know what I mean.

The true problem is with FS2 ships anyway.

In Steadfast now there are many Great War era fighters and bombers and they fill a perfect role in the storyline.
Title: Re: Inferno: Alliance Released!
Post by: ShivanSpS on January 01, 2007, 12:01:10 pm
Great! downloading now :D

But I going to really miss S:AH, that whas a great one.
Title: Re: Inferno: Alliance Released!
Post by: Huggybaby on January 01, 2007, 02:07:07 pm
for some reason ogl is not too well liked by my system.  it beats me.

although i am beginning to suspect that it's related to the performance of my FSB.  argh.
Try the latest drivers from http://www.ngohq.com/, your are a bit older I think. My OGL crashes went away when I changed.
Title: Re: Inferno: Alliance Released!
Post by: NGTM-1R on January 02, 2007, 09:03:01 am
I hate to say it, but INF:A is basically crap.

It's well-FREDded crap. The mission designer obviously knew what they were doing. But that only makes the very basic nature of the missions, briefings, and debriefings even more disturbing, for so much more could have been done. Every charge I've ever heard leveled at Silent Threat applies to INF:A, only more so. The story is poorly presented and not very coherent, the FREDding technically competent but very basic. (Which further detracts from the story; the Megara's appearance mission, for example, lacks the kind of work that made the appearance of the Diablo in R1 so well-done.) Even INF:A's modelling and texturing isn't particularly good.

I am, perforce, sorely disappointed, and sincerely hope that INF:A2 and R2 are not afflicted with similar conditions.

Sol A History has you beat on all counts, I fear.
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 02, 2007, 09:12:35 am
IMO S:AH was a ****ty mish-mash of FS1 and Inferno ships. It didn't even have a single mod except for the JCD Majesty, which sucked. And some of the missions IMO were just complete ****ty ****ing crap (that one where you attack the station with the civies and military was completely ****ed up). The only good chapter was Chapter 1 since it didn't look like a jumbled heap of FS1 and Inferno ships.

But I kinda agree the Megaera's first appearance was pretty crap. Jumped in started talking. Then it fired a crappy beam. However I still like it a lot more than Sol: A History, that one sucked.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 02, 2007, 09:40:43 am
Even INF:A's modelling and texturing isn't particularly good.
In what way?
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 02, 2007, 10:03:53 am
I think he means the 'feel' of the ship?
Title: Re: Inferno: Alliance Released!
Post by: Agent_Koopa on January 02, 2007, 01:42:17 pm
Hey, I've got problems. In the ship-select screen, the ship icons are not Apollos, they are... um... something else. In the loadout screen, the missiles all look the same, and when a missile is selected the view area is screwed up.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 02, 2007, 01:48:13 pm
You didn't select "Use models for ship selection" under the launchers Gameplay section in the features tab.
Title: Re: Inferno: Alliance Released!
Post by: Agent_Koopa on January 02, 2007, 07:27:01 pm
Okay, thanks. Why would this have a bearing on the game? I prefer the .ani versions anyway.
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 02, 2007, 07:32:17 pm
That's the only way or you'll get Mihos for every single fighter.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 03, 2007, 03:34:42 am
Okay, thanks. Why would this have a bearing on the game? I prefer the .ani versions anyway.
To produce full ani versions for each ship would of took several months and would result in 100mb+ of files.
Title: Re: Inferno: Alliance Released!
Post by: ShivanSpS on January 03, 2007, 05:52:17 pm
just 2 questions...

1)i cant simply place all INF: A in a new folder and use the multimod feature to link up to INF SCP for the needed files?

2) There is any problem if I link the INF: A, using multimod to the Media VPS? I think yes or I will lose the most of the  improved effects on SCP. I just asking because the mod.ini dont even name the multimod.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 03, 2007, 05:56:36 pm
1. You don't have INF SCP so you can't link it to that. INF R1 isn't compatable with this mod

2. The media VPs won't do much due to the way the mod is designed to work with INF SCP, you might get some changes or you might get crashes or weirdness.
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 03, 2007, 09:33:04 pm
INF R1 SCP patch is still R1 if that's what you're saying.
Title: Re: Inferno: Alliance Released!
Post by: ShivanSpS on January 04, 2007, 12:23:04 pm
ahhmm OK... just another one, there is any chance to enable the "Use models for ship selection" only and only for the MOD?, because dint like that in other mod or even retail :P
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 04, 2007, 01:08:27 pm
Create a shortcut of the build you want to use on your desktop and then add: '-ship_choice_3d -mod INFA' after the filename under target.
That should enable it only for INF:A.
Title: Re: Inferno: Alliance Released!
Post by: Culando on January 05, 2007, 11:03:00 am
I just finished INF:A and I'm afraid I must agree with ngtm1r on some things. I don't so much have a problem with the models as I do with the missions. I didn't expect much from the first mission or two, but when I played more and saw more of the same...I was disappointed.

The missions are uninspired. Little to no story involved. Just go in, blow stuff up for a little while, and return home. There are no phases to each mission, never anything unexpected. You protect your capital ship or you blow up an enemy base or something, then once that is done, the mission is over. A few of them last only a handful of minutes. Often there are only 3 total wings involved in the entire mission. And once those wings have emptied, the mission is over.

Despite how polished the missions are...they just aren't very interesting. They're like missions you'd find in a demo for a mod. Well made enough to stand, but simple enough to make in a short amount of time. I hope that future releases from this mod team have more thought put into the missions.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 05, 2007, 11:10:28 am
One of the drawbacks on doing the entire mod solo was a more basic mission design unfortunately. Especially for the amount of time spent on the entire mod (about 5-6 months starting from scratch)

This wasn't an INF Team effort, since they weren't here to work on it, full development from the story, mission design, as well as building all the new ships was done by me alone.

As for improving the missions, once I get the standalone mod version working I'll be redoing the campaign for that modpack, with additional help this time I hope :)
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 05, 2007, 11:15:16 am
Will this be like a full overhaul or just a few tweaks here and there?

And how about a Inferno FS1 Campaign set outside Sol including some of the Shivan stuff in the MOD... Just a mini-campaign, hell, Mobius could do it in a week. :P
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 05, 2007, 11:20:10 am
For the INF:A campaign? full overhaul of the current missions if I get the freders to do so. Though this version is for the INF standalone project as I'm making massive changes to how the mod operates
http://www.hard-light.net/forums/index.php/topic,44281.0.html
I'm currently ripping out the current weapons and restoring FS1 weapons and adding new ones.

Well you know that there's an additional fleet pack for the current INF:A still to be released, and the INF:A standalone will have a slightly larger selection of Vasudan and Shivan mods than the original fleet pack, which are also fully compatable with the FS Port.
Title: Re: Inferno: Alliance Released!
Post by: Centrixo on January 05, 2007, 11:24:04 am
i wouldnt mind a complete overhaul, the whole hog like the protologue of WC:S.

i can imagine it would look absoutly fantasic, with the quality of what woomeister could do i have absoutly no doubts woomeister along with a few other design master geniuses could make this a great one, along with 40 odd missions including something behind enemy lines, like SOC on fs2.

i wouldnt mind helping woomeister and his crew out beta testing anyday.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 05, 2007, 11:25:47 am
Well I have no objections to adding more missions to the first INF:A camapign either, if the ideas come and there's enough freders to do it.
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 05, 2007, 03:05:30 pm
Hey, Mobius... :D

Having LGM on the team would prolly speed things up.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 05, 2007, 06:09:18 pm
I'm here. Give me the texts and a basic scheme(even made with Microsoft Paint)and I can design a mission quickly.
The only thing I want is not being leaved alone, inventing everything by myself. I'm a bit in trouble with Steadfast for this reason...

But I want the "I" icon. No "I", probably no party.
Title: Re: Inferno: Alliance Released!
Post by: Dysko on January 06, 2007, 03:24:37 am
The only thing I want is not being leaved alone, inventing everything by myself. I'm a bit in trouble with Steadfast for this reason...
What are you complaining about? :p
It's not my fault if the leader cannot FRED :lol:
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 06, 2007, 05:23:39 am
Sorry, LGM, but you're not getting a little glowing I next to your name. Project badges have been killed off (where's my MT badge?).
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 06, 2007, 11:02:26 am
It's not my fault if the leader cannot FRED :lol:

I don't have time to...imagine the situations. I can't FRED without "having the scene in front of me".

It's the contrary of my modelling abilities-I can't model but I have many ideas. I FRED admirably but I don't have time to think about stuff to add.
Title: Re: Inferno: Alliance Released!
Post by: Agent_Koopa on January 06, 2007, 03:25:02 pm
To produce full ani versions for each ship would of took several months and would result in 100mb+ of files.

Yeah, I got that. What I mean is at least using a static image of the ship involved, because that way the icons are more recognizable, though I've gotten used to the models.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 06, 2007, 03:34:31 pm
Hey, Woo, are there any ship ANIs in INF SCP or you're using the "use models for ship selection" option?
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 06, 2007, 03:36:09 pm
Since I don't want to make over 200mb of anis for nearly 40 ships, it'll be the launcher option.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 06, 2007, 03:43:49 pm
You're a genius.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 06, 2007, 03:45:45 pm
It would take me several months to complete as well.
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 06, 2007, 04:13:03 pm
It would be very cool if someone created a grid model with glowmaps which reflected onto the model which could be placed behind the model to give the cool effect of the originals but without taking up space and it would be really cool. *gasp
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 06, 2007, 05:33:02 pm
Someone like you.
Title: Re: Inferno: Alliance Released!
Post by: ShivanSpS on January 06, 2007, 08:17:42 pm
...mmmm you missed the Apollos engine glows?
Title: Re: Inferno: Alliance Released!
Post by: Trivial Psychic on January 06, 2007, 08:55:01 pm
They're there, they're just really small.  I've adjusted them on my ship copy, but I haven't tested them out yet.
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 07, 2007, 02:46:55 am
Someone like you.
I can't model to save the galaxy from complete annihilation at the hands of BOB (Shivan overmind).
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 07, 2007, 04:47:04 pm
(http://img.photobucket.com/albums/v234/Man_regis/MobiusIl.jpg)

Call in the 118th Mobius Squadron if you need the "elite of the elite".

They're there, they're just really small.  I've adjusted them on my ship copy, but I haven't tested them out yet.

Woo, how about it?
Title: Re: Inferno: Alliance Released!
Post by: ShivanSpS on January 07, 2007, 06:42:44 pm
I just finish it, good end eh... I like those types of end not likely the end of the last campaing in S:AH, i remember that in a moment I get crazy when im see more and more and more, then I say: COME ON!, there is no way that 6 fighter can do this :P
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 09, 2007, 01:27:30 am
Bombers you mean...
Title: Re: Inferno: Alliance Released!
Post by: ShivanSpS on January 09, 2007, 12:56:30 pm
nono, I talking about the last mission of the last camping in S:AH, the one to defend the Nemesis.
Title: Re: Inferno: Alliance Released!
Post by: Jetmech Jr. on January 09, 2007, 04:46:54 pm
Just one main point that detracted from the gameplay:

The Command Briefings, Mission Briefings, and Debriefings were all very weak.

Everything else was pure gold.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 10, 2007, 02:04:47 pm
Just one main point that detracted from the gameplay:

The Command Briefings, Mission Briefings, and Debriefings were all very weak.

Everything else was pure gold.

Well I told Woo to do something and he is working on....expansions.
Title: Re: Inferno: Alliance Released!
Post by: mr.WHO on January 10, 2007, 03:22:12 pm
About INF:A2:

Could you provide us with some backgroung of foundation of EA ? I mean we know that Earth & Mars ally against Jovian thread but some additional plot would be nice (for example why it's named as EA not MA, who has bigger industrial, manpower, military and political influence in EA, does both EA member tread themselfs as  loyal trustworthy allies, or only the "enemy of my enemy", how designed hich EA ships - like Nemesis).

Edit: Same question about Jovian Coalition and it's member worlds/moons.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 10, 2007, 03:52:27 pm
Basically yeah
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 12, 2007, 11:51:00 am
Then use "Terra Alliance".
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 12, 2007, 11:53:18 am
Uh no EA is fine.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 12, 2007, 12:02:05 pm
I agree....
Title: Re: Inferno: Alliance Released!
Post by: asyikarea51 on January 12, 2007, 12:08:04 pm
:lol:

TA reminds me of Time Attack, and EA reminds me of EA Games... :nervous:
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 12, 2007, 12:10:01 pm
Another reason to shoot them down then :p :D
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 12, 2007, 12:13:42 pm
So? TSJ reminds me "ti sei già".

Another reason to shoot them down then :p :D

 :nod:
Title: Re: Inferno: Alliance Released!
Post by: asyikarea51 on January 12, 2007, 12:23:03 pm
Another reason to shoot them down then :p :D

I can see myself in the cockpit now... one lone Keres fighting the enemy fleet, dodging missiles and just pounding away at everything I see... :mad:



:mad: aa51 starts his NFS-related protesting :mad:
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 12, 2007, 12:29:28 pm
One Keres being vanquished.

Ah, TSJ Icanus-ti sei già incannato! / TSJ Icanus-you already smoke(ehm, a canna...something like a drug)
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 12, 2007, 12:33:54 pm
Then use "Terra Alliance".

TA? That's from MT. :P
Title: Re: Inferno: Alliance Released!
Post by: asyikarea51 on January 12, 2007, 12:37:22 pm
Nooooo!!! The Keres!!!1111one!!one!1one!!!111

*aa51 dials 1-800-SATH
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 12, 2007, 12:39:23 pm
Sorry, Shivan Industries is already booked by the Loan Sharks. Please call again later.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 12, 2007, 12:41:04 pm
Use the Satyr if you want something powerful...even against fighters.

Skarn Industries is being used for SotGW and comes from Colony Wars:Red Sun.
Title: Re: Inferno: Alliance Released!
Post by: asyikarea51 on January 12, 2007, 12:47:38 pm
Alright, alright, enough of that. I'm just ticked off with the new NFS games of recent years... :blah: and it looks like no one shares my idea of a "hero" character despite its obvious lack of realism... :lol:
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 12, 2007, 12:51:39 pm
The Shivans are currently unavailable but the old-style Jovians will be happy to help you with your money collection.

(http://inferno.hard-light.net/JovinaHTL.jpg)
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 12, 2007, 12:55:11 pm
Have you ever played Ace Combat?


geezlooking at ships you can't pilot is horrible!
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 12, 2007, 12:58:20 pm
The Shivans are currently unavailable but the old-style Jovians will be happy to help you with your money collection.
Shivans are in INF:A SA
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 12, 2007, 01:02:13 pm
She was calling the Shivan helpline.

SA? One of the single missions?
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on January 12, 2007, 01:03:03 pm
Stand Alone
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 12, 2007, 01:03:56 pm
She was calling the Shivan helpline.

She?
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 12, 2007, 01:27:01 pm
:wtf:

I don't know what the hell was going on in my mind...
Title: Re: Inferno: Alliance Released!
Post by: asyikarea51 on January 12, 2007, 01:29:32 pm
:wtf: I don't know what the hell was going on in my mind...

Dang, you too? I don't know how or why, but I suddenly got confused with all the recent postings a mere few moments ago... :wtf:
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 12, 2007, 01:31:03 pm
I think it's Asyik. There's a girl I knew called Asya or something.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 12, 2007, 05:51:57 pm
You mean Asia.
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 12, 2007, 05:56:28 pm
It was a name... Of a girl... Who was in my primary school class, how should I know. Don't even remember if it was here name or if it's just some spawn of my insanity.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 12, 2007, 05:59:29 pm
It could be-Asia is an uncommon name but exists. Asya is...the English version I think?
Title: Re: Inferno: Alliance Released!
Post by: Snail on January 12, 2007, 06:01:26 pm
Possibly.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 12, 2007, 06:05:25 pm
So what you remember of this girl lies in your mind? Cool.
Title: Re: Inferno: Alliance Released!
Post by: Cobra on January 26, 2007, 04:18:45 pm
I just played through INF:A. It's well done, though I spotted some punctuation errors and the missions were rather short. (With the exception of a few missions, such as the last one.) IMO it could have used some pilot chatter other than wingmen dying, and invariably leaving me the sole fighter in the mission. :wtf: Methinks the AI could be bumped up in the AI class selection in the ships editor or something. :nervous:

SPOILER:

What impressed me was when the Megara unleashed its beam for the first time. It fired and the battle piece to Monolith started. Now THAT was EPIC. :D

What's also great about this campaign is that the endless number of fighters gives me an endless amount of targets. :D
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 27, 2007, 11:45:47 am
Yup. I like the fire coordinated with music.
Title: Re: Inferno: Alliance Released!
Post by: Cobra on January 27, 2007, 04:29:22 pm
I know, innit?

What really sucked though was that I had to enable cheats on about 3 or 4 missions because i was getting pummeled by about 4 fighters at once because I was the only one left. :(
Title: Re: Inferno: Alliance Released!
Post by: Mobius on January 31, 2007, 02:04:05 pm
Difficulty balance... we'll try to solve this problem for the next release.

we'll try <---pretty Wooish, uh?
Title: Re: Inferno: Alliance Released!
Post by: AlphaOne on February 19, 2007, 05:46:14 am
Hey guis how do I get the aditional fleet? I wan to download it it showns me its size but there is no link to it for me to download it! Is it required for the Aliance mod?
Title: Re: Inferno: Alliance Released!
Post by: BS403 on February 19, 2007, 10:09:12 am
It hasn't been released yet. I believe it will be released with the standalone version of INFA.
edited
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on February 19, 2007, 11:25:33 am
The original plan was to release it for both, however due to major design changes it'll only be a standalone release now.

The additional fleet isn't required for the INFA campaign, it adds Shivan and Vasudan ships to the INFA shiplist.
Title: Re: Inferno: Alliance Released!
Post by: AlphaOne on February 19, 2007, 12:29:56 pm
Thanx guis! Just started to play INFA and so far so good! I love it! Not to much chatter lots of shooting dificult missions well more dificult i asume then the FS2 main campaign!
Title: Re: Inferno: Alliance Released!
Post by: Mobius on February 20, 2007, 04:34:15 pm
Uhm he wants less chat...
Title: Re: Inferno: Alliance Released!
Post by: Snail on February 20, 2007, 04:38:26 pm
He said "not too much"

Meaning either "just about right" or "not enough" and not "too much".

Grammar and Spelling Inquisition:
Thanx guis! Just started to play INFA and so far so good! I love it! Not to much chatter lots of shooting dificult missions well more dificult i asume then the FS2 main campaign!

Thanks, guys! Just started to play INFA, and so far so good; I love it! Not too much chatter, lots of shooting, difficult missions, well more difficult I assume than the FS2 main campaign!
Title: Re: Inferno: Alliance Released!
Post by: Charlie_Six on February 20, 2007, 04:42:24 pm
Does this campaign have large space battles, with lotsa ships everywhere?
One of my biggest gripes with the FS2 campaign was that there'd only be like 20 ships, tops, in any battle. Some of those battles seemed like they deserved to have 200-400 ships in the battle, at least.
Title: Re: Inferno: Alliance Released!
Post by: Snail on February 20, 2007, 04:50:05 pm
You may be getting caught up in the Battle of Endor syndrome, in which there are hundreds of capital ships, cruisers, fighters, bombers, civilian craft, everything just shooting at each other. This sort of mission usually sucks very badly as the player is sidelined, there are massive slowdowns, crashes, stuff like that. And there are rarely more than 5 capital ships engaged in a battle at a time in the main FS2 campaign.

Inferno is mostly remembered for multiple uber capital ships, such as the Gigas and Gargant, which are more than 20km long! The Gargant is 38km long!

However, the special release of Inferno SCP, as you probably know now, is quite different from the original release, Release 1, which involved slightly bad mission design. In INFSCP you can expect more elaborate missions like the last few of Release 1.

However, Woomeister is quite reluctant to make a large-scale battle, as seen in the second-to last mission of Inferno R1, Nemesis, which involved huge fleets in battle with the player providing intercept. Although this mission did not suffer from player-sidelining, the more major problem of slowdowns and crashes persists.

Sid or Rampage may have some cool large-scale battles in the works, but as far as a super-obsessive fan boy knows, there aren't any in production at this time.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on February 20, 2007, 04:57:09 pm
Well there's a mission of SotGW that is BoE. Battle above Earth. Ships that get too close to the planet are destroyed. Ships with their engines destroyed will fall on the planet.

Cool, uh?

With INFA and its railguns, you can have BoE battle without being ridiculous.

Anyway....
(http://www.hard-light.net/forums/Smileys/HLP/welcome2hlpbb.gif)
Title: Re: Inferno: Alliance Released!
Post by: Snail on February 20, 2007, 04:59:29 pm
But gravity is currently not completely supported.

Nonetheless, we should get that mission into INFA2!
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on February 20, 2007, 05:06:28 pm
Large battles can still be done, but they are best broken up into seperate mission files to keep the framerates up.
Title: Re: Inferno: Alliance Released!
Post by: Snail on February 20, 2007, 05:08:12 pm
There's a mission merger now?

Where?
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on February 20, 2007, 05:10:52 pm
Uh no, you seperate the battle into stages and do back to back missions.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on February 20, 2007, 05:37:48 pm
Woo, what do you think about large battles?

2 destroyers for each side

10 cruisers for each side

24 ships. We have 76 ships left.

4 fighters(or bombers) from each destroyer=16

60 ships left.

The player and his wings...12 ships
Waves of hostiles coming from subspace...12 ships

36 ships left

3 cruisers for each side as reinforcements...

we used "only" 70 ships. Normal missions need more.

We have what we need. Also, if you want to bring big guns, simply use:

percent-ships-destroyed-delay
50
Cancer

change-ship-class
Cancer
GTB Medusa

change alt name
Cancer
PB Medusa

send-message
medusabombers!

Instead of adding another wing, you change the class of the incoming wing and send a message...treat it as a normal wings.

If that wing has 10 waves, it will become a wing of Medusas when the fifth wave is destroyed.

When 7 or 8 waves are down, you may change the class to something better,like the Aphaea.


Got it?
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on February 20, 2007, 05:48:15 pm
How does the change class sexp effect the ship loadout though? You don't want to see Apheas suddenly launching bombs or for them to use their default loadout, which isn't the best.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on February 20, 2007, 05:56:39 pm
Change the class or change the default loadout. In missions where the player uses the Aphaea, select the loadout via FRED. For the enemies, do the same thing.
Title: Re: Inferno: Alliance Released!
Post by: Snail on February 21, 2007, 02:01:12 am
Remember I was talking about flying a Gorgon and its normal loadout?

Anyway, you guys may have seen that BoE mission I posted back in internal (SolJ-02). Have you played?
Title: Re: Inferno: Alliance Released!
Post by: Mad Bomber on February 21, 2007, 06:22:31 am
The mission shown in this video on Youtube (http://www.youtube.com/watch?v=Rhbf9X9s0GA) seems to have a very intense feel to it without being ultra-BOE-ish (or laggy).

Though I'm still not sure what weapon makes the "ssh-THOK" sound repeatedly around 2:15.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on February 21, 2007, 10:22:24 am

Though I'm still not sure what weapon makes the "ssh-THOK" sound repeatedly around 2:15.
That's the sound of the Vasudan AW weapons. We don't really like that sound. I used another one for the INFA versions.
Title: Re: Inferno: Alliance Released!
Post by: Snail on February 21, 2007, 12:15:38 pm
Is that mission still in Inferno?

Probably isn't, shame.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on February 21, 2007, 12:30:10 pm
There's a difference between normal FS2 BoE missions and INFA based ones. As I said, Railguns make them better.
Title: Re: Inferno: Alliance Released!
Post by: Snail on February 21, 2007, 12:39:56 pm
Is that mission still in Inferno?

Just to make sure my question is answered.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on February 21, 2007, 01:37:44 pm
Who cares?!?
Title: Re: Inferno: Alliance Released!
Post by: Snail on February 21, 2007, 01:51:55 pm
Umm... Me? :P
Title: Re: Inferno: Alliance Released!
Post by: Mobius on February 22, 2007, 04:09:42 pm
Aah...reply ASAP or you will be punished!
Title: Re: Inferno: Alliance Released!
Post by: EAD_Agamemnon on February 23, 2007, 11:29:26 pm
FileFront dont like download accelerators (I have to use one since I got dial up and it takes an eternity to download big files over 60 megs=about 20 hours)
Title: Re: Inferno: Alliance Released!
Post by: Mobius on February 24, 2007, 11:59:36 am
Welcome back, Mr. Lindos..err...

The situation should be normalized once our admins do something.
Title: Re: Inferno: Alliance Released!
Post by: Nuclear1 on March 04, 2007, 12:07:36 am
I'm a little late getting to this, but I just ran through Alliance tonight.  Overall, I was so-so impressed.  I like the premise, as it's what I liked about S:AH as well.  What I didn't really like was how the missions were so typically straightforward (i.e. jump in, blow this up, more stuff jumps in to get blown up, go back home).  In some cases, it seemed rushed, even (especially Rebel Cruiser 1, Rebel Cruiser 2... etc.), and there seemed to be very little dialogue except for the necessary "uh oh, we're in trouble" lines that seem to be present in nearly every FS campaign.

Otherwise, I like the idea, so much to the point that I've got a mini in the works right now.  I'll be waiting for A2 whenever it's ready. :)
Title: Re: Inferno: Alliance Released!
Post by: Snail on March 04, 2007, 04:24:08 am
I'm a little late getting to this, but I just ran through Alliance tonight.  Overall, I was so-so impressed.  I like the premise, as it's what I liked about S:AH as well.  What I didn't really like was how the missions were so typically straightforward (i.e. jump in, blow this up, more stuff jumps in to get blown up, go back home).  In some cases, it seemed rushed, even (especially Rebel Cruiser 1, Rebel Cruiser 2... etc.), and there seemed to be very little dialogue except for the necessary "uh oh, we're in trouble" lines that seem to be present in nearly every FS campaign.

Otherwise, I like the idea, so much to the point that I've got a mini in the works right now.  I'll be waiting for A2 whenever it's ready. :)

We're working on INFA Stand Alone, which will improve the missions and give a few more weapons. It will have more dialogue and a few more surprises along the way.

Progress on A2 is still in planning phases.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on March 04, 2007, 10:04:51 am
I would like to inform you that there also are several other campaigns that will hopefully come out with INFA2, like my SotGW.
Title: Re: Inferno: Alliance Released!
Post by: Nuclear1 on March 05, 2007, 08:41:05 pm
I would like to inform you that there also are several other campaigns that will hopefully come out with INFA2, like my SotGW.

Awesome, I'm quite excited.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on March 06, 2007, 12:56:08 pm
Me too, in fact I have started working on it again.
Title: Re: Inferno: Alliance Released!
Post by: Vasudan Commander on July 02, 2007, 07:13:09 am
I dont get it. It ended with a bit of a plothole.  :wtf:
Title: Re: Inferno: Alliance Released!
Post by: colecampbell666 on July 02, 2007, 08:30:47 am
I dont get it. It ended with a bit of a plothole.  :wtf:

What plothole? The ending was a cliffhanger.
Title: Re: Inferno: Alliance Released!
Post by: Vasudan Commander on July 03, 2007, 08:46:53 am
I dont get it. It ended with a bit of a plothole.  :wtf:

What plothole? The ending was a cliffhanger.

Earth and Mars finished their war, and now the other colonies are set up to take a war to Earth and Mars.

Anti-climatic dont you think?
Title: Re: Inferno: Alliance Released!
Post by: Snail on July 03, 2007, 08:54:22 am
How is it anti-climatic?
Title: Re: Inferno: Alliance Released!
Post by: instinctepyon on July 20, 2007, 10:06:18 am
Links are avaliable from the INFA website downloads page:
http://inferno.hard-light.net/SOL/download1.html

Just thought I'd let you know that the Music Files link no longer works,  it just redirects you two filefront's main page since the file is no longer there.

Title: Re: Inferno: Alliance Released!
Post by: Woomeister on July 20, 2007, 10:51:13 am
Hmm that's odd the file is gone, but the rest of the INFA files are still there...
Title: Re: Inferno: Alliance Released!
Post by: instinctepyon on July 20, 2007, 10:52:33 am
Hmm that's odd the file is gone, but the rest of the INFA files are still there...

So does that mean I can still play the campaign?  I thought the music was under the heading of "Required for both versions"
Title: Re: Inferno: Alliance Released!
Post by: colecampbell666 on July 20, 2007, 10:54:46 am
We're working on INFA Stand Alone, which will improve the missions and give a few more weapons.

Will the old R1 weapon effects be updated?
Title: Re: Inferno: Alliance Released!
Post by: Snail on July 20, 2007, 10:55:28 am
NO

THIS IS INFERNO ALLIANCE NOT INFERNO RELEASE 1.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on July 20, 2007, 10:57:41 am
Hmm that's odd the file is gone, but the rest of the INFA files are still there...

So does that mean I can still play the campaign?  I thought the music was under the heading of "Required for both versions"
It should still run, though there won't be any music. Someone might have the file on an alt mirror and be willing to share it.
Title: Re: Inferno: Alliance Released!
Post by: Mad Bomber on July 23, 2007, 06:46:23 pm
NO

THIS IS INFERNO ALLIANCE NOT INFERNO RELEASE 1.


Why not get separate subforums? Confusion would be lessened methinks.
Title: Re: Inferno: Alliance Released!
Post by: colecampbell666 on July 23, 2007, 07:25:37 pm
You're using some R1 weapon effects for INFA. The avenger, for one.
Title: Re: Inferno: Alliance Released!
Post by: jr2 on July 23, 2007, 09:49:53 pm
Turey's Installer should have all the files...
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on July 24, 2007, 10:42:26 am

Why not get separate subforums? Confusion would be lessened methinks.
I don't think there's as much interest in INFA from what I've seen so a subforum would generate little posts.
Title: Re: Inferno: Alliance Released!
Post by: Woolie Wool on July 25, 2007, 02:15:07 pm
I personally can't wait for INF:ASA and greedily lap up any information I can get about it.
Title: Re: Inferno: Alliance Released!
Post by: Ole on August 02, 2007, 05:14:44 pm
It should still run, though there won't be any music. Someone might have the file on an alt mirror and be willing to share it.

Just downloaded INFA (well, most of it), noticed the Musicfile is missing and now I'm wondering, if there's any chance to create it myself, seeing that apperently there's no one who could share it.
Title: Re: Inferno: Alliance Released!
Post by: jr2 on August 02, 2007, 10:57:26 pm
?  What file?  If someone can tell me the name of the file, I'll up it.  Actually, I think it's this one:

Warble_FS1OGG.vp (http://www.megaupload.com/?d=VOJ6N5E8)  Save to your \FreeSpace2\INFA\ directory.
Title: Re: Inferno: Alliance Released!
Post by: Ole on August 03, 2007, 06:53:48 am
Jepp, that's the one. Thank you (and btw, also thanks for your walktrough of the FSOpen Installer - helped a lot).
Title: Re: Inferno: Alliance Released!
Post by: Hades on August 03, 2007, 08:36:48 am
:welcome:    We at hard light are here to help.Well most of us. :D
Title: Re: Inferno: Alliance Released!
Post by: Wobble73 on August 03, 2007, 08:59:17 am
:welcome:    We at hades light are here to help.Well most of us. :D

Fixed!!


Yeah I'm one of the ones that doesn't like to help...............................very often.




Actually I do, it's just that everyone knows more than me!  :(
Title: Re: Inferno: Alliance Released!
Post by: jr2 on August 03, 2007, 02:31:05 pm
Much to learn you have, young one. 




:lol:
Title: Re: Inferno: Alliance Released!
Post by: Wobble73 on August 06, 2007, 04:11:29 am
Much to learn you have, young one. 




:lol:

Young only in internet years, 34 in r/l years!  :eek2:  :sigh:
Title: Re: Inferno: Alliance Released!
Post by: Trasher258 on August 13, 2007, 08:54:31 pm
Is it just me or the file cotaining the music files doesn't exist anymore... Had anoyone else seen this?
Title: Re: Inferno: Alliance Released!
Post by: Dark Hunter on August 13, 2007, 09:45:38 pm
Yep.  :p


There's even a whole thread about it! (http://www.hard-light.net/forums/index.php/topic,47934.0.html)  ;)
Title: Re: Inferno: Alliance Released!
Post by: rage2010 on November 02, 2007, 11:27:11 am
The music files for inferno are not on file planet is there an alt ling of place i can find them?
Title: Re: Inferno: Alliance Released!
Post by: Snail on November 02, 2007, 11:35:19 am
From the FreeSpace port. Get the warble_fs1.vp and stick it in your INFA folder. Then go to music.tbl and change the .ogg filenames to .wav.
Title: Re: Inferno: Alliance Released!
Post by: jr2 on November 03, 2007, 01:30:13 am
The music files for inferno are not on file planet is there an alt ling of place i can find them?
http://www.mediafire.com/download.php?0mze4dh1ewm
Title: Re: Inferno: Alliance Released!
Post by: EAD_Agamemnon on November 10, 2007, 09:55:34 pm
I'm not sure if this has come up and answered, but here it is. I cant download the music files for INF Alliance. All I get from FileFront is a page where you upload files. The Alliance and regular INF Core, as well as the Effects pack I can get fine though.
Title: Re: Inferno: Alliance Released!
Post by: Dark Hunter on November 10, 2007, 10:12:54 pm
 :lol:

Look at the post directly above your own!
Title: Re: Inferno: Alliance Released!
Post by: EAD_Agamemnon on November 11, 2007, 02:18:59 pm
No need to be nasty about it. Was busy doing other things OUTSIDE of finding a working download link.
Title: Re: Inferno: Alliance Released!
Post by: jr2 on November 11, 2007, 02:19:44 pm
How is
Quote
:lol:
"being nasty about it"?

:lol:
Title: Re: Inferno: Alliance Released!
Post by: colecampbell666 on November 11, 2007, 03:58:08 pm
 Cause these two are the same, with the former being quite nasty.
     
 :lol:
 ^


 :beamz:
        ^
Title: Re: Inferno: Alliance Released!
Post by: caibrenden on November 24, 2007, 03:44:23 am
THE MUSIC FILES!!! THEY AREN'T THERE!!!  :shaking:
 :hopping: I WANT MUSIC FILES!!!

grrr!!

no file such as that on filefront!!
Title: Re: Inferno: Alliance Released!
Post by: ShadowGorrath on November 24, 2007, 06:22:12 am
Hades-Combine or SectorGame ( forgot which one ) has the full INFA pack , including the music files .
Title: Re: Inferno: Alliance Released!
Post by: jr2 on November 24, 2007, 07:51:32 am
The music files for inferno are not on file planet is there an alt ling of place i can find them?
http://www.mediafire.com/download.php?0mze4dh1ewm

READ carefully.  :p
Title: Re: Inferno: Alliance Released!
Post by: Snail on November 29, 2007, 11:34:44 am
I thought I was the only one who couldn't read here.
Title: Re: Inferno: Alliance Released!
Post by: Androgeos Exeunt on December 07, 2007, 04:37:36 am
Downloading now. I assume that the larger effects are unnecessary?
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 07, 2007, 07:52:06 am
Which have you d/l'd?
Title: Re: Inferno: Alliance Released!
Post by: BS403 on December 22, 2007, 09:25:42 am
Cause these two are the same, with the former being quite nasty.
     
 :lol:
 ^


 :beamz:
        ^


how will somebody survive in the real world if they get offended whenever someone else laughs at something they do?

I get laughed at for stupid stuff i do all the time, and it isn't being nasty, its just funny.  they are my friends, and this a mostly friendly community.  Dark Hunter wasn't trying to be nasty he ust thought it was funny.
Title: Re: Inferno: Alliance Released!
Post by: Snail on December 22, 2007, 10:45:35 pm
This could be unstickied now IMO.
Title: Re: Inferno: Alliance Released!
Post by: Akalabeth Angel on March 12, 2008, 10:41:36 pm
What's wrong with  my engines?

Oh, I see earlier in the thread it's mentioned but not resolved. Oh well.
I can't get past like mission 4, attack the pirate base. The damn fighters rip my bomber apart in seconds. I try to hide on the other side of the base but eventually the run out of targets and come find me the buggers.

(http://members.shaw.ca/pbcbrown/pics/funky.jpg)
Title: Re: Inferno: Alliance Released!
Post by: Snail on March 13, 2008, 03:18:34 pm
The Apollo's engines are a known problem. So is balance.
Title: Re: Inferno: Alliance Released!
Post by: colecampbell666 on March 13, 2008, 06:37:35 pm
I've found the best thing for that mission is to set difficulty to Very Easy and constantly C-3-9 your wingmen. Use penetrators and Disruptors on the turrets, and don't bother trying to tell which turrets are "on top" because you never will. Just kill them all.
Title: Re: Inferno: Alliance Released!
Post by: Akalabeth Angel on March 13, 2008, 08:39:19 pm
I've found the best thing for that mission is to set difficulty to Very Easy and constantly C-3-9 your wingmen. Use penetrators and Disruptors on the turrets, and don't bother trying to tell which turrets are "on top" because you never will. Just kill them all.

    Oh the "turrets on top" thing isn't a problem at all. There's four large turrets on top of the station. Killing those are the friggin easy.
    Surviving after that is the hard part . . . Basically if any one fighter even looks at you, you're dead. Or at least I'm dead . . .but maybe I'll give it a go on Very Easy.
Title: Re: Inferno: Alliance Released!
Post by: Col. Fishguts on March 21, 2008, 11:57:21 am
I ran back to my mothership after taking out the turrets.
Title: Re: Inferno: Alliance Released!
Post by: Hades on March 21, 2008, 06:47:24 pm
What's wrong with  my engines?

Oh, I see earlier in the thread it's mentioned but not resolved. Oh well.
I can't get past like mission 4, attack the pirate base. The damn fighters rip my bomber apart in seconds. I try to hide on the other side of the base but eventually the run out of targets and come find me the buggers.

(http://members.shaw.ca/pbcbrown/pics/funky.jpg)
That is actually a problem with the pof file's thrusters. I would fix it and upload it but alas PCS2 and me are having problems...
Title: Re: Inferno: Alliance Released!
Post by: Mobius on March 22, 2008, 01:05:42 am
You should wait for INFA SA instead...
Title: Re: Inferno: Alliance Released!
Post by: Hades on March 22, 2008, 01:28:20 am
You should wait for INFA SA instead...
Which is coming out in... 2010. :P
Title: Re: Inferno: Alliance Released!
Post by: Mobius on March 22, 2008, 02:06:14 am
Why?

There are 6 missions left and many others need minor changes...why 2010?!? :wtf:
Title: Re: Inferno: Alliance Released!
Post by: Snail on March 22, 2008, 06:47:47 am
Which is coming out in... 2010. :P

I'm pretty sure it will be out this year, or 2009 at the very latest.
Title: Re: Inferno: Alliance Released!
Post by: Mobius on March 22, 2008, 07:03:36 am
No, 2009 is impossible.

Blame Snail, he's not working! :P
Title: Re: Inferno: Alliance Released!
Post by: Snail on March 22, 2008, 11:13:22 am
No, 2009 is impossible.

Hurr.... Famous last words. :drevil:

Blame Snail, he's not working! :P

I am. Check internal. ;)
Title: Re: Inferno: Alliance Released!
Post by: Akalabeth Angel on March 23, 2008, 02:06:12 am
I ran back to my mothership after taking out the turrets.

      Yeah I tried that a few times, I didnt make it very far. I might try that again . . though I have to restart the campaign. It's not smart playing more than one campaign at once because I forgot which pilot goes where then when I load up one pilot and the wrong campaign I'm hooped.
Title: Re: Inferno: Alliance Released!
Post by: Droid803 on March 23, 2008, 08:33:45 pm
I hid at the back of the hangar in that mission (parked my fighter there). The fighters spawn in front of me, I blast them before they can turn around. Cheap, yes....but it kept me alive. Only problem is getting out of that hangar before the base blows up.

And oh...I don't know if this is a glitch or something, but the GTD Adrasteia's broadside railgun doesn't fire on the GTD Panopea. (Well, it did fire...and then it stopped when the Panopea was at 10% and refused for fire again. tested on 64x time compression after destroying all the Panopea's guns. Never fired a shot...)

EDIT: it was the stupid 4 turret limit never mind.
Title: Re: Inferno: Alliance Released!
Post by: Santa on March 30, 2008, 08:57:01 pm
OK, I'm sorry for asking this (I guess I should probably be reading FAQ's and whatnot, but that one doesn't appear to have been updated in ages) - but what's the current status of...things? :P

I played the first release of the Inferno mod way back when...well a few years ago anyway. I was already then a huge (Conflict: ) FreeSpace (2) fan, and I absolutely loved the mod. I've posted in here before, so I may have already said this <.<

Anyway, that is the only mod I've played on FS2. And I'm guessing there's been plenty of developments since then - but I'm mostly just interested in the second part of INF. So let me list a few questions:

1. When is INF2 coming?
2. When INF2 comes, in what order should I play the mods? (Sol: A History, Inferno: Alliance etc..)
3. Do I need something besides the original FS2 to play the mods? I'm guessing that SCP thing would be a good idea...
4. Does any of you know if FS2 (or any build thereof) works under Vista? And/or Vista x64? I'm on Vista 32bit right now, gonna go x64 soon basically because I want to double my RAM (got 4GB, want 8GB).
5. Is there a newsletter / mailing list for Inferno status updates? And if not, why? :P I keep forgetting to check up on progress in here...

Thanks in advance for any answers :)

-SantaBJ
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on March 31, 2008, 03:21:23 am
1. When it's done
2. INFA Releases-INFSCP Releases
3. You don't need the original retail FS2 now
4. Well the SCP releases work on my Vista Ultimate
5. No, because we have the forums for updates
Title: Re: Inferno: Alliance Released!
Post by: colecampbell666 on March 31, 2008, 08:36:53 am
I'll try to clarify on that.

1. INFR2 is never coming. The Inferno team scrapped the original mod, and are working on a new version, INF SCP. It has the same basic storyline, with cooler graphics, better missions (we hope, and not that the originals were bad) and generally updated stuff.

2. The order in which you should play the mods is really INFA (or INFA Standalone, when it's released), INFA2, INFSCP, INFSCP2, etc.

3. You can play the original INFR1 with a retail FS2 install, but it is suggested that you get the SCP patch, as this fixes some bugs, and it's the SCP, so it automatically makes it better. Not to confuse you, you need the FreeSpace Open .EXEs to use the SCP patch.

4. The general consensus is, yes. Most people are being able to play FS2O on Vista 32 and 64. Post your specs though, so that we can see if you're worthy. (although if you ave 4/8 GB of RAM, I doubt that the rest of your PC lags behind much :D)

5. What he said.

Also, here is clarification on what Inferno is:

INFR1: Inferno Release 1. The original Inferno, released in 2003.

INFR2: The sequel to R1, canceled in favour of INF SCP.

INF SCP: Same basic storyline as INFR1, but uses the improved SCP engine, as well as having many graphical enhancements. Unreleased.

INFA: Inferno Alliance Storyline detailing what happens in Sol after the Lucifer is destroyed. New ships, and  pretty graphics.

INFASA :Inferno Alliance Standalone, does not require any FreeSpace 2 files to run, includes INFA with improved graphics and missions, as well as extended storyline.

INFA2: The sequel to INFA, will run on the INFASA engine.

Sol: A History: Mod by Blaise Russel, one of the finest FREDders alive. Same basic premise as INFA, but from a different person. Many people have trouble getting it to work.

Steadfast/Dreamcatcher: I mention these cause you may hear tell of them in the forum, they are both mods based on INFR1, side stories.

Solar Wars: A buggy piece of ****, not even worthy of the title Alpha Release.

Order in which they should be played: INFA/INFASA, INFA2, INFSCP/INFR1, INFSCP2
Title: Re: Inferno: Alliance Released!
Post by: Santa on March 31, 2008, 09:03:04 am
Thanks Woomeister for answers, and colecampbell666 for clarifications ^^

Well now at least I know how things will go when...well, when things are go. Glad to hear that FS2O works on Vista x64, I wouldn't ditch that in favor of the game so I would probably have had to play it on one of my other boxes...and none of them are any good, to be honest <.< (at least not compared to my main box...media server has 2GB DDR2 and a GeForce 7600GS with 512MB RAM, so that would be my #2...)

Alrighty then, follow up questions - is INF SCP a remake of INFR1 that includes the would-be sequel (remake of INFR2), or should we expect an INF SCP2 at some point? I seem to recall someone saying something about the story being longer than is covered in INFR1 and 2, this is why I ask (I *did* see what you wrote in the "order of things" answer..). Next question, saw one of you guys say something about "'it' coming out this year". What is 'it', does anyone have a more detailed status report on 'it' and is this certain? :) I really want some more FS2 action...

Edit: Oh oh, and once again we return to the topic of voiceacting... sorry :P I know a guy who may know some other guys and so on, that might be interested in doing voiceacting work here. Mostly he's just looking for "showcase material", I think this could work. I could certainly ask him. We work together on a few projects over at SciFi Studios (www.scifistudios.com - he's Dave Andrews (also has a profile on IMDB)). I remember someone saying earlier that one of the main problems with including voices was the difference it would make to the size of the mod. Now, obviously this could be a problem with regards to hosting etc. However, would it not be possible to offer it in an "add-on" kind of way? A separate download? As for hosting, I might be able to help out. Know many people with fat piped dedicated boxes... I'm one of them, but mine's no good for hosting unfortunately :p (not yet anyway, gonna get a 100mbit OVH server soon enough).
Title: Re: Inferno: Alliance Released!
Post by: colecampbell666 on March 31, 2008, 09:18:57 am
Thanks Woomeister for answers, and colecampbell666 for clarifications ^^

Well now at least I know how things will go when...well, when things are go. Glad to hear that FS2O works on Vista x64, I wouldn't ditch that in favor of the game so I would probably have had to play it on one of my other boxes...and none of them are any good, to be honest <.< (at least not compared to my main box...media server has 2GB DDR2 and a GeForce 7600GS with 512MB RAM, so that would be my #2...)
Dude, that box would play FS2 SCP MAX detail no problem at all. FS2 is open source a.k.a not bloatware. You don't need a high-end PC to play it.
Title: Re: Inferno: Alliance Released!
Post by: Santa on March 31, 2008, 11:06:18 am
I know that :P

But I still want to run it on the best box I have ;)
Title: Re: Inferno: Alliance Released!
Post by: colecampbell666 on March 31, 2008, 12:36:57 pm
Oh. I see. You want 850 FPS instead of 300.
Title: Re: Inferno: Alliance Released!
Post by: Snail on March 31, 2008, 01:29:50 pm
Alrighty then, follow up questions - is INF SCP a remake of INFR1 that includes the would-be sequel (remake of INFR2), or should we expect an INF SCP2 at some point? I seem to recall someone saying something about the story being longer than is covered in INFR1 and 2, this is why I ask (I *did* see what you wrote in the "order of things" answer..). Next question, saw one of you guys say something about "'it' coming out this year". What is 'it', does anyone have a more detailed status report on 'it' and is this certain? :) I really want some more FS2 action...

INF SCP is a remake of all of Inferno. INF SCP includes the remakes of R1, R2, R3, etc. There will not be an "INF SCP 2," just an INF SCP with multiple releases, or chapters. So INF SCP Chapter 1 will be an R1 remake, INF SCP Chapter 2 will be an R2 remake, and if there is a Chapter 3, it will be an R3 remake.

"It" would be Inferno Alliance Standalone. It's a remake of Inferno Alliance which most people said had sub-par content. INFASA will have tons of new stuff, too.

Order in which they should be played: INFA/INFASA, INFA2, INFSCP/INFR1, INFSCP2

Meh, IMO it should be INFR1 -> INFA -> INFASA -> INFSCP Chapter 1 -> Chapter 2 -> Chapter 3 -> Other Campaigns

INFR1 and INFA are redundant.
Title: Re: Inferno: Alliance Released!
Post by: colecampbell666 on March 31, 2008, 01:38:47 pm
INFR1 and INFA are redundant.
And you got this how? INFR1 = EA VS. GTVA. INFA = Mars VS. Earth.
Title: Re: Inferno: Alliance Released!
Post by: Santa on March 31, 2008, 02:41:25 pm
Ho....key, try to settle on an order, boys. At least before the releases hit, or you'll just be confusing people :P

And as for the 850 vs 300 FPS thing...it has more to do with things like sound system, much larger monitor, better peripherals etc.. :)
Title: Re: Inferno: Alliance Released!
Post by: Mobius on March 31, 2008, 02:51:55 pm
I don't think there's an order to follow. Though connected, all Inferno campaigns are sufficiently independent.

INFA = Mars VS. Earth.

:rolleyes:
Title: Re: Inferno: Alliance Released!
Post by: colecampbell666 on March 31, 2008, 03:19:39 pm
Ho....key, try to settle on an order, boys. At least before the releases hit, or you'll just be confusing people :P

And as for the 850 vs 300 FPS thing...it has more to do with things like sound system, much larger monitor, better peripherals etc.. :)
You'll need a 3.6.10 build (check the "Recent Builds" forum to find one) to use a widescreen monitor properly.
Title: Re: Inferno: Alliance Released!
Post by: Snail on March 31, 2008, 03:30:05 pm
And you got this how? INFR1 = EA VS. GTVA. INFA = Mars VS. Earth.

They are redundant because they are both going to be replaced.
INFA = INFASA
INFR1 = INFSCP.


Ho....key, try to settle on an order, boys. At least before the releases hit, or you'll just be confusing people :P

Hey. I'm on the team. My authority supersedes cole's.
Title: Re: Inferno: Alliance Released!
Post by: Woomeister on March 31, 2008, 05:13:17 pm
Well now at least I know how things will go when...well, when things are go. Glad to hear that FS2O works on Vista x64, I wouldn't ditch that in favor of the game so I would probably have had to play it on one of my other boxes...and none of them are any good, to be honest <.< (at least not compared to my main box...media server has 2GB DDR2 and a GeForce 7600GS with 512MB RAM, so that would be my #2...)
Runs great on mine, though mines not a lightweight rig anymore:
Intel Core Duo 2 6700 @ 2.66GHz
2GB DDR2 RAM
Creative SB X-Fi
2x 768mb NVIDIA GeForce 8800 GTX
Windows Vista Ultimate 32bit
Title: Re: Inferno: Alliance Released!
Post by: Santa on March 31, 2008, 06:14:12 pm
Well now at least I know how things will go when...well, when things are go. Glad to hear that FS2O works on Vista x64, I wouldn't ditch that in favor of the game so I would probably have had to play it on one of my other boxes...and none of them are any good, to be honest <.< (at least not compared to my main box...media server has 2GB DDR2 and a GeForce 7600GS with 512MB RAM, so that would be my #2...)
Runs great on mine, though mines not a lightweight rig anymore:
Intel Core Duo 2 6700 @ 2.66GHz
2GB DDR2 RAM
Creative SB X-Fi
2x 768mb NVIDIA GeForce 8800 GTX
Windows Vista Ultimate 32bit

You're right, that's not a lightweight :) I need a proper sound card still...and you're beating me to death with your SLI setup. Although, after my recent nVidia experiences I'd rather be beaten with the ugly stick than go back to them :)

Anyway - any thoughts on that OTHER issue I mentioned? (voiceacting etc)
Title: Re: Inferno: Alliance Released!
Post by: colecampbell666 on March 31, 2008, 06:34:27 pm
There is no voice acting in INF.
Title: Re: Inferno: Alliance Released!
Post by: Santa on March 31, 2008, 06:43:19 pm
Edit: Oh oh, and once again we return to the topic of voiceacting... sorry :P I know a guy who may know some other guys and so on, that might be interested in doing voiceacting work here. Mostly he's just looking for "showcase material", I think this could work. I could certainly ask him. We work together on a few projects over at SciFi Studios (www.scifistudios.com - he's Dave Andrews (also has a profile on IMDB)). I remember someone saying earlier that one of the main problems with including voices was the difference it would make to the size of the mod. Now, obviously this could be a problem with regards to hosting etc. However, would it not be possible to offer it in an "add-on" kind of way? A separate download? As for hosting, I might be able to help out. Know many people with fat piped dedicated boxes... I'm one of them, but mine's no good for hosting unfortunately :p (not yet anyway, gonna get a 100mbit OVH server soon enough).
There is no voice acting in INF.

I know this. :p
But I want there to be! ;)
Title: Re: Inferno: Alliance Released!
Post by: colecampbell666 on March 31, 2008, 06:52:26 pm
Well, what you'd need to do is first get all of the text (mission chatter, briefings, tech room) and put it into neat little files. You'd need to get people for each voice in the Voice Acting forum, and get them to record their voices and send them to you. Then you'd need to create a .VP with the updated FRED missions and voices, or else ask someone else to do it. Then you'd need to submit it to the team for their approval.

EDIT: And as for servers, several community members have servers, and if all else fails, there's always FileFront.
Title: Re: Inferno: Alliance Released!
Post by: Santa on March 31, 2008, 07:06:54 pm
Here's what I was thinking...

I know a known voiceactor (Dave Andrews). This guy knows others again. He, and them, would possibly (probably) be interested in this work, he could use it as showcase material on his resume. So the deal is - I could ask him if he's interested, and if he could get others to join in. If I then could get transcripts of all the chatter and whatnot (it's the pilot chatter that's important, to be honest - reading while shooting is hard!), as well as an overview of the story then he'd have something to work with. He could probably finish the voicework himself. As for integration with the mod... wouldn't it be possible to have it as a sort of add-on thing? A "voice installer" that either makes the necessary changes to the relevant files, or replaces them?
Title: Re: Inferno: Alliance Released!
Post by: Thanatos45 on April 03, 2008, 03:42:34 pm
Just downloaded it but damn it's hard... for some reason I die a lot more than when I'm playing other campaigns. I'm stuck on the first mission for an hour already :P How are you supposed to scan that freighter while 3 Apollo's are ripping you apart at the same time? :confused: First destroying the Apollo's doesn't work because by that time the freighter has already jumped out so I get a "mission failed" debriefing...
Title: Re: Inferno: Alliance Released!
Post by: Snail on April 03, 2008, 03:43:36 pm
Balance is a known problem.
Title: Re: Inferno: Alliance Released!
Post by: Jessnec on May 19, 2010, 08:07:28 pm
Hi!

The download links in the website don´t are actives!

Re-upload please!!! :( :( :ick: :ick: :ick:
Title: Re: Inferno: Alliance Released!
Post by: Macfie on May 20, 2010, 04:46:30 pm
It's now on Freespacemods.net.

http://www.freespacemods.net/download.php?view.94
Title: Re: Inferno: Alliance Released!
Post by: Jeff Vader on May 22, 2010, 03:41:54 am
Link edited into the first post.

don´t are actives!
I'm writing that down.
Title: Re: Inferno: Alliance Released!
Post by: Jessnec on May 23, 2010, 12:30:12 am
It's now on Freespacemods.net.

http://www.freespacemods.net/download.php?view.94

Oh Thanks!  :D :D :D :D :P
Title: Re: Inferno: Alliance Released!
Post by: jr2 on May 24, 2010, 06:33:43 pm
Heh...

Now hold still..

Macfie, you forgot where the targeting control was?

FIRE!

:welcome:
Title: Re: Inferno: Alliance Released!
Post by: Marcov on May 31, 2010, 09:31:45 pm
I just have a question.

Is there any sequel to Inferno R1? The problem is, yeah, we bust out some Shivan comms, crush a few fighters and cruisers, have 2 Vasudan destroyers maul an Iblis with their main guns, and a huge 20 km Gigas comes in and blasts the Hathor to pieces.

After that, no more. The campaign is OVER! Is there a sequel? It's quite a turnoff when, at the climax of a campaign, it suddenly stops.  :(

If the answer is no, maybe I'll have to download this one first.
Title: Re: Inferno: Alliance Released!
Post by: General Battuta on May 31, 2010, 09:52:43 pm
I just have a question.

Is there any sequel to Inferno R1? The problem is, yeah, we bust out some Shivan comms, crush a few fighters and cruisers, have 2 Vasudan destroyers maul an Iblis with their main guns, and a huge 20 km Gigas comes in and blasts the Hathor to pieces.

After that, no more. The campaign is OVER! Is there a sequel? It's quite a turnoff when, at the climax of a campaign, it suddenly stops.  :(

If the answer is no, maybe I'll have to download this one first.

There is no sequel. Inferno R2 was cancelled. Inferno SCP was intended to tell the whole story, but unfortunately it's at something of a standstill right now.
Title: Re: Inferno: Alliance Released!
Post by: Marcov on May 31, 2010, 11:14:46 pm
So, that's the only mission in the whole Inferno project that you ever encounter a Gigas?

Isn't there a Gigas vs. Icanus mission or something?
Title: Re: Inferno: Alliance Released!
Post by: Snail on June 01, 2010, 06:44:12 am
No.
Title: Re: Inferno: Alliance Released!
Post by: Trivial Psychic on June 01, 2010, 06:11:15 pm
There was intended to be such a mission in the original plan for R2, but the current plan is to scrap and retell the entire story.  There may yet still be such a mission or something equivalent in Inferno SCP (AKA Inferno-Redux), but as Battuta said, that is simmering on a back burner for an indefinite period right now.
Title: Re: Inferno: Alliance Released!
Post by: Snail on June 01, 2010, 06:15:03 pm
Actually, Mobius returned recently and I am told progress will soon pick up on the mod again. But that definitely doesn't mean the mod will be out anytime soon...
Title: Re: Inferno: Alliance Released!
Post by: Trivial Psychic on June 01, 2010, 06:31:39 pm
Like stop-and-go traffic during rush hour on the 401 (... it's a Toronto thing).  You manage to squeak ahead for a few car lengths, then back to the crawl.