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Hosted Projects - FS2 Required => Inferno => Topic started by: Woomeister on June 10, 2005, 03:40:12 pm

Title: Inferno SCP Additional Content
Post by: Woomeister on June 10, 2005, 03:40:12 pm
I've been working on ways that additional mods and content downloads will be done using the INF Archives.

This is my current plan:

Mods will be packaged into small VP files. So each individual ship will be a seperate VP file, and will include any additional maps and content that it requires. Table entries will be handled using modular table files included in the VP files. These will be added to the bottom of the main ships table. (remember that the core files are installed directly into the data subfolders and should not be edited)

The VP files will come in an installer and will create a special mod directory. So for example C:\Games\Inferno\INFMods\
You then add a -mod INFMods command line to the launcher.
All of these ships will be added to the same directory by default, so can can enable and disable all additional content with one command.
It will not install to the root Inferno dirctory as there are VP files required by the game to work and I don't want accidental deletions. The installer will also add a Docs folder were each VP file will have a text file with instructions and information about what you installed so you can always figure out what additional stuff you have installed.

Any mods that change an existing ship or weapon should be placed in seperate mod subfolder and should be switched to by the SCP launcher. This will prevent incompatability issues with the main campaign.

To remove a specific ship you can just delete its VP file. To disable the lot just remove the command line. If you want to customise a specfic ship or its table entry simply extract it and create your own -mod directory with your edited content.
It would be recommended if your making a custom campaign that uses a few extra mods to create your own package/archive and use you own mod directory. The mod command line can then be changed to your new mod so that the additional stuff they have installed doesn't conflict with your mod.

By using this system it should be possible to play both the main campaign, any expansions and have some additional mods at the same time. Which will reduce issues with user mods like the problems with R1 SCP and SAH.

I plan on converting many ships to our weapons and texture name format myself and already have 4 additional ships nearly ready for testing.
If you would like to see a ship converted over I'll take requests. However I need permission from the original author to edit and repackage their files. These can be from abandoned campaigns, completed campaigns, INF R1, or even unfinnished modeldump ships.
If your a mod maker and would like to see a INF SCP compatable version of your ship, feel free to donate it as long as I can make minor edits if needed to maintain compatability with the above format.

Note the above is the format I will be using for our extra content releases. If someone else makes a ship or campaign they do not have to package it like the above. However they will be expected to use the -mod commandline system. I just plan on packaging many ships myself so that newcomers can use them easily.
Hopefully this will become more clearer as we approach release.
Title: Inferno SCP Additional Content
Post by: Trivial Psychic on June 10, 2005, 08:18:25 pm
How about the Pachet?
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 10, 2005, 10:25:55 pm
All of this is of serious interest to me as I have just started my MOD using the Inferno engine. The mod ships are the ones from the OTT pack that Nico did. I have renamed them and made some minor mods to make them fit the side they will be used for. I stuck them in the ships table in between the GTA and EA. The four new weapons added were at the end of the weapons tbl file.

I would be glad to use this format to comply, but I had some problems using the modular ship add ons with FRED and crashes when making missions. In addition, just exactly how the heck do you guys make those vp pack files?
Title: Inferno SCP Additional Content
Post by: Woomeister on June 11, 2005, 03:54:50 am
Quote
Originally posted by Trivial Psychic
How about the Pachet?

Well it's a bit like the Tanen. But there's no harm adding it to the list.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 11, 2005, 04:02:01 am
Quote
Originally posted by RED DIAMOND
All of this is of serious interest to me as I have just started my MOD using the Inferno engine. The mod ships are the ones from the OTT pack that Nico did.

Since I was once OTT staff, and even project lead for some time. I already have the OTT ships. Most of the Vasudan fighters are already used in the core mod and we have custom versions of the Ryujin and Raiden. We also have exlcusive use of OTTs SD Yama.

OTT ships have to be edited to work well in the next release however, but since I still have some of the original source files it isn't too much of a task.

If there's a specific ship you would like to see ported to INF SCP from OTT let me know.


Hopefully I'll have to to write a modding guide on how to edit and package mods for use with INF SCP which will discuss modular tables, the mod commandline, and VP file making.
It'll be a bit different to a normal modding guide as we have things structured a bit differently now that we use a stand alone system.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 11, 2005, 09:33:39 am
The ships I used were only the ones Nico made, I was told. The black matte ones that were going to be used for NGTA are the ones I converted for use in the mod.

Aegis
Caerus
Chiron
Cyllene
Ezechiel
Gaia
Ladiel
OTTTanks
Raziel
Titan
Uriel

Were all renamed and converted for the new faction I planned for my mod. So really I don't just need them added per se, added as a new faction within the inferno world is what I was shooting for. That is why I placed all of the ships into the ships.tbl(along with the fact that the modualrs keep crashing other modulars I have like the "Holler").

At this point I had just planned on making a new directory for the mod (SON) and just having the guys place the inferno core file in that main directory. Then it is just a matter of dropping the new files in the correct directories and using the launcher to point to the mod just like now.

I really want to get this right and make it easy for guys to use as well. The other thing I changed is the messages tbl. I just extracted the original from FS2 and use that instead of the one with inferno. I really HATE no having voices in mission and the one that shipped with inferno cuts 99% of the verbal cues????

So all that to say, Is inferno changing in the next release to be completely standalone like TBP? If so, maybe I should wait to start until I get a copy and make sure it works right? I could always just do some fun mission for inferno until then. Let me know.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 11, 2005, 10:52:37 am
Aegis - Too basic and wouldn't look good with other maps, so I don't plan a reconvertion.
Caerus - Same ship as above with horrible awacs bits really
Chiron - Planned, don't know if it'll use EA or GTVA maps though.
Cyllene - Planned, needs map reduction
Ezechiel - Have the HTL version so this one isn't needed
Gaia - Plan a total rebuild of this one
Ladiel - Planned after remap
Tanks - Planned as well as the station they connect too
Raziel - Planned once I figure how to remap it
Titan - Might use this as an EA heavy transport for Icanus components after a remap
Uriel - Same as Ladiel

Quote
Originally posted by RED DIAMOND
Were all renamed and converted for the new faction I planned for my mod. So really I don't just need them added per se, added as a new faction within the inferno world is what I was shooting for. That is why I placed all of the ships into the ships.tbl(along with the fact that the modualrs keep crashing other modulars I have like the "Holler").

Stuff in this thread are for the next release of the mod. Any I rebuild will default to an existing faction though you can change the maps and use them as a different faction if you like. You can even add the faction to the species table if your willing to do quite a bit of work to prevent crashes :)

Quote
Originally posted by RED DIAMOND
I really want to get this right and make it easy for guys to use as well. The other thing I changed is the messages tbl. I just extracted the original from FS2 and use that instead of the one with inferno. I really HATE no having voices in mission and the one that shipped with inferno cuts 99% of the verbal cues????

INF SCP uses the built in speech support for in game messgaes, and the default beeps for low priority wingman ones. You won't be able to extract the normal FS2 one this time as the EA require personas not listed in the regular table and so the game will crash without them.


Quote
Originally posted by RED DIAMOND
So all that to say, Is inferno changing in the next release to be completely standalone like TBP? If so, maybe I should wait to start until I get a copy and make sure it works right? I could always just do some fun mission for inferno until then. Let me know.


Sort of yes. We include all files except warble_fs2.vp which must be copied over to have full music. Otherwise you don't need another version of FS2 installed to play. Most mods and content created for INF SCP are not compatable with FS2, FS2 SCP, INF R1, INF R1 SCP or any other campaigns using the standard FS Open as a base. This is because we ripped out all the old textures, replaced them with the updated ones from Lightspeeds shine package, deleted all unused ones and then renamed the remaining ones to a new naming system. This breaks compatability with regular FS2 ships, mods using any FS2 maps, Lightspeeds shinemaps, animated glowmaps and anything else in the FS Open media VPs. The result is a standalone package our team has direct control over what gets added to or changed, but is still highly modable.

R1 and INF SCP are not compatable at all and so R1 made missions and ships don't work with the new build. Ships can be converted over easily enough, but missions won't work as the entire weapon table was replaced with new updated weapons, and most of the ships have been replaced or changed, and so most of INF R1 doesn't exist anymore in the new mod. Hence why I'll take requests to port INF R1 models to the new mod as addons. Stuff I'm doing here won't be in the default download. You can pick and choose what you want out of these and make any additional edits to them you require for user made mods.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 11, 2005, 04:35:01 pm
Ok so that changes things for me completely. I had asked in the models area about the use of those models I listed and a guy named Nico said it was ok. That was the only reason I did it.

Understanding you are going to use these models and that anything made for Inferno now won't work with Inferno later makes working on a mod for it a complete waste of time. No worries, just no mod from me for inferno.

I really was not trying to get the stuff I changed in the official inferno project. The mod was not going to be inferno cannon it was just based on the inferno world with an additional faction.

Back to basics  I guess. I will now fall back onto plan "B" which really is just missions battle college style no intricate mod and story. Especially since anything made now won't work shortly :confused:
Title: Inferno SCP Additional Content
Post by: Woomeister on June 11, 2005, 05:23:42 pm
Quote
Originally posted by RED DIAMOND
Ok so that changes things for me completely. I had asked in the models area about the use of those models I listed and a guy named Nico said it was ok. That was the only reason I did it.

Yeah Nico/venom made the models and I converted them to FS2. There's nothing stopping you using them or adding them to R1.

Quote
Originally posted by RED DIAMOND
Understanding you are going to use these models and that anything made for Inferno now won't work with Inferno later makes working on a mod for it a complete waste of time. No worries, just no mod from me for inferno.

I'm not using them, I'm making custom versions that are compatable with the next release so that others can use them. As they stand some of the OTT ships would not work correctly in INF SCP. Anything made with R1 works for R1. INF SCP is more of a bigger brother to INF R1 and not a direct sequel. We still plan on supporting INF R1, however the main campaign of INF R1 will not be continued. It doesn't stop people making mods for it, and then making another version for INF SCP. However you may want to wait for the next release before you start anything if you don't want to support INF R1 anymore.



Quote
Originally posted by RED DIAMOND
Especially since anything made now won't work shortly :confused:

Ok here's an example
(http://www.3dactionplanet.com/hlp/hosted/inferno/PhobosR1.jpg)
This is the Phobos from R1.

This is it's first 5 turret entries:
Code: [Select]

$Subsystem: turret01,0.833,1.0
 $Default PBanks: ( "GTVA Rapid Laser" "GTVA Rapid Laser" )
$Subsystem: turret02,0.833,1.0
 $Default PBanks: ( "GTVA Rapid Laser" "GTVA Rapid Laser" )
$Subsystem: turret03,0.833,1.0
 $Default PBanks: ( "GTVA Rapid Laser" "GTVA Rapid Laser" )
$Subsystem: turret04,0.833,1.0
 $Default PBanks: ( "GTVA Rapid Laser" "GTVA Rapid Laser" )
$Subsystem: turret05,0.833,1.0
 $Default PBanks: ( "GTVA Rapid Laser" "GTVA Rapid Laser" )


This is the current phobos:
(http://www.3dactionplanet.com/hlp/hosted/inferno/PhobosINFSCP.jpg)

And it's first 5 turrets:
Code: [Select]

$Subsystem: turret01,0.833,1.0
 $Default PBanks: ( "T-AF-Las-LR-C" )
$Subsystem: turret02,0.833,1.0
 $Default PBanks: ( "T-AF-Las-LR-C" )
$Subsystem: turret03,0.833,1.0
 $Default PBanks: ( "T-AF-Las-LR-C" )
$Subsystem: turret04,0.833,1.0
 $Default PBanks: ( "T-AF-Las-LR-C" )
$Subsystem: turret05,0.833,1.0
 $Default PBanks: ( "T-AF-Las-LR-C" )


If you look at the textures section in the pics you can see they don't match. In INF SCP textures like TCov1a which is found in the main FS2 vp files do not exist in our mod, and so the old Phobos model needs converting to the new map names.

As you can see with the tables, all the weapons are different, meaning the old entry would not work in the new release as it would load the ship with no weapons.

R1 mods and campaigns will be fine with R1, but not in the next release.

Does that help explain it a bit better?
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 11, 2005, 06:07:14 pm
Ah yes! it does:nod:

Ok so I will use the ships I listed as the bulk of the new faction I created. I guess then it would be ok to make the first part of the campaign maybe just 4-5 missions now. Converting them for the next version seems like it won't be that much of an issue which is good. The ship and weapon thing could get out of hand on the convert depending on how many are in each mission, something to think about now :D

In terms of making the custom OTT ships for use in inferno scp, I suppose it would mean there will be multiple versions of the same craft, just with differnet mappings as a possibility, which is cool with me for sure.  The new faction I made does not paint their craft anyway, so the black matte as it is, works for me.

Thanks for explaining it, I appreciate your time and hard work.:yes:

OH P.S. Sorry to bug you but I really would like to know if the SOC and Ancients  are going to still be in the next version. I think you can guess why, since it might effect somebody plot:nervous:
Title: Inferno SCP Additional Content
Post by: Woomeister on June 12, 2005, 04:26:29 am
Quote
Originally posted by RED DIAMOND
In terms of making the custom OTT ships for use in inferno scp, I suppose it would mean there will be multiple versions of the same craft, just with differnet mappings as a possibility, which is cool with me for sure.  The new faction I made does not paint their craft anyway, so the black matte as it is, works for me.

Most of the OTT ships will be remapped and returreted. The Ryujin for example wasn't much use to us with its turret layout so I redid the entire thing to match our style. The other OTT ships may get the same treatment. Some need remapping to reduce the number of maps so they work better in the HTL system. There's no problem in using multiple versions of the same craft. By disabling the mod folder with these ships I'm building in and activating your own mod folder, other versions of the same ship will not overwrite each other. People can then play your mod then swap back to the other mod folder when they want to.

Our SOC ships use similar maps to the NGTA ships from OTT.

Quote
Originally posted by RED DIAMOND
OH P.S. Sorry to bug you but I really would like to know if the SOC and Ancients  are going to still be in the next version. I think you can guess why, since it might effect somebody plot:nervous:

only a few of the old SOC ships are in there, such as the GTF Banshee which is smaller and has different weapon layouts to the old one.
The Ancient fleet was ripped out and dumped. They now have an entirely new capship fleet and several new fighter classes that join the Kato. This will be released as a major expansion at a later date.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 12, 2005, 08:48:00 am
Wow Woomeister sounds like alot of work to change what you already have spent so much time creating with Inferno. :eek:

Hmm, in looking at this there really is a question about support of the original inferno when something(better) is coming soon after.
I guess any full content mod would not be wise at this time. Certainly not one that involved the SOC or Ancients. Hmm, I got some tough choices to make here

I would love to really get fully behind one of these TC's (TBP/Inferno), but I also don't want to spend alot of time on a full blown campaign mod nobody is going to play once the latest version hits the streets.

I think I may just do a short intro about the new faction and then do the battles as recreations of what already occurred. Kind of like how the first X-Wing allowed you to replay the historical battles(Battle college style). That way I could release some stuff guys could use for inferno now while we all wait for the next version to be released later this year.

BTW, the way I am attempting to set it up is that the remapped ships would not conflict at all with the my new mod ships. I have renamed the pof's and if the new copies of the same ship have a different name and paint scheme, they should be no conflict or need for alot of switching around right?:eek:
Title: Inferno SCP Additional Content
Post by: Woomeister on June 12, 2005, 09:31:37 am
Quote
Originally posted by RED DIAMOND
Wow Woomeister sounds like alot of work to change what you already have spent so much time creating with Inferno. :eek:

Well it has taken nearly 2 years to redo it :nod:

Quote
Originally posted by RED DIAMOND
I would love to really get fully behind one of these TC's (TBP/Inferno), but I also don't want to spend alot of time on a full blown campaign mod nobody is going to play once the latest version hits the streets.

Some people may stay with R1. The system requirements for this version are a huge leap over FS2 retail.

Quote
Originally posted by RED DIAMOND
BTW, the way I am attempting to set it up is that the remapped ships would not conflict at all with the my new mod ships. I have renamed the pof's and if the new copies of the same ship have a different name and paint scheme, they should be no conflict or need for alot of switching around right?:eek:

They shouldn't conflict. If we reuse any of the OTT maps, they'll have the same names as now. So you don't need to rename the maps really unless you plan on changing them. once released I'll release a list of the FS2 map names and what they need to be changed to so modders can convert their own stuff to the new map system.

The model files will be renamed to our prefix code:

INF< Ship Type >< Ship Number >
so for example INFFighter01

So if you kept the Gaia as Gaia.pof, ours will be something like INFCapital15.pof so they won't conflict with the ones I convert over.

The INF prefix codes are for our use only though, otherwise you may break later content patches :)
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 12, 2005, 11:20:12 am
Wow! 2 years, thats dedication bro.

Ran into a little problem that maybe you can sort out for me mate. The OTT pack has two fighters (ezechiel "problem" and the raziel "no problem") and two bombers(ladiel "problem" and the uriel "no problem").

Now the two that are a problem are only that way in fred with modular tbl's, they crash it. The funny thing is when inserted into the ships.tbl file they don't crash fred. Only the name shows up though, so I imagine there is something at issue with the models.

The question is have you worked on the two problem models ezechiel and ladiel and gotten them to work with modular tables. If so, I was wondering if I could get those versions, since they work. Cheers.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 12, 2005, 11:40:34 am
Quote
Originally posted by RED DIAMOND
Wow! 2 years, thats dedication bro.


That's 2 years since the last release, it's been almost 5 overall :D



Quote
Originally posted by RED DIAMOND
Now the two that are a problem are only that way in fred with modular tbl's, they crash it. The funny thing is when inserted into the ships.tbl file they don't crash fred. Only the name shows up though, so I imagine there is something at issue with the models.

The question is have you worked on the two problem models ezechiel and ladiel and gotten them to work with modular tables. If so, I was wondering if I could get those versions, since they work. Cheers.

If your using the INFR1 SCP, extract the tables and add the ships to it that way. Since there's no planned patches for R1 you don't really need to worry about modular tables for R1.
As for the problems make sure you've copied over all the maps each ship requires into the data\maps directory, and if you still want to use modular tables make sure the filename ends with -shp.tbm.
If your using a recent SCP build have you tried using a debug build to see if any errors pop up?
We use the newer HTL Ezechiel so I never really tested the original OTT one, and I haven't got round to the other ship yet. I'm working on the Chrysaor right now.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 12, 2005, 05:41:46 pm
Quote
Originally posted by Woomeister


That's 2 years since the last release, it's been almost 5 overall :D


Bows head in shame :)


Quote
Originally posted by Woomeister

If your using the INFR1 SCP, extract the tables and add the ships to it that way. Since there's no planned patches for R1 you don't really need to worry about modular tables for R1.
As for the problems make sure you've copied over all the maps each ship requires into the data\maps directory, and if you still want to use modular tables make sure the filename ends with -shp.tbm.
If your using a recent SCP build have you tried using a debug build to see if any errors pop up?We use the newer HTL Ezechiel so I never really tested the original OTT one, and I haven't got round to the other ship yet. I'm working on the Chrysaor right now. :)


Going to try it with the SCP patch. Guess I should have done that in the first place. duh!  :wtf:

One thing when you say the newer HTL Ezechiel what do ya mean mate??:shaking:

BTW, never could get the weapons to fire on the Chrysaor bird:confused:
Title: Inferno SCP Additional Content
Post by: Woomeister on June 12, 2005, 06:02:19 pm
Quote
Originally posted by RED DIAMOND
One thing when you say the newer HTL Ezechiel what do ya mean mate??:shaking:

This one:
(http://www.3dactionplanet.com/hlp/hosted/inferno/ezeclab.jpg)

Quote
Originally posted by RED DIAMOND
BTW, never could get the weapons to fire on the Chrysaor bird:confused:

Well I've rebuilt that ship from the ground up. It's now only 1.5km instead of of 2.6 and has better tiling.
I need to build new weapons for it though.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 12, 2005, 06:39:50 pm
Quote
Originally posted by Woomeister

This one:
(http://www.3dactionplanet.com/hlp/hosted/inferno/ezeclab.jpg)


OMG:jaw: That is just AMAZING texture map work mate.
"Anything" I could do would look like and embarassment compared to that baby. Wow, I just can't believe how much better and realistic you made that standard black matte look.
I think I might as well just wait since you are so close to completion and my ships suck eggs compared to that puppy:D
Title: Inferno SCP Additional Content
Post by: Trivial Psychic on June 12, 2005, 11:15:27 pm
Actually, the importanting thing about the HTL Ezechiel isn't its textures, its the modeling.  When people say that someting is an HTL model, it means that its hi-poly.  Nico made this hi-poly Ezechiel about a year ago and has significantly more modeled detail than the early pof, plus it has a fully modeled cockpit.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 13, 2005, 06:55:46 am
(http://www.3dactionplanet.com/hlp/hosted/inferno/INFSCPChimera.jpg)

The first ship to be packaged up, the SF Chimera from Release 1. Now has improved maps.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 13, 2005, 07:09:44 am
Can't wait for the final release.:yes:
Title: Inferno SCP Additional Content
Post by: Woomeister on June 13, 2005, 07:46:07 am
Here' the Chiron from OTT
(http://www.3dactionplanet.com/hlp/hosted/inferno/INFSCPChiron.jpg)
Has a different turret configuration and better tiling of the maps. It only uses 2 OTT maps, the rest are our SOCTiles.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 13, 2005, 08:03:29 am
Looks so close to the original I renamed to Hashim that it gives me pause. I think the story I originally had in mind won't work well with ship copies. I will have to revise some things, but I will now definitely wait for the release to restart things.

P.S. Looks like I have no choice now as every mission I make is getting corrupted after trying to playtest. Even simple missions with 1 v 1:confused:

Only thing to do now is to delete everthing and start from stratch:shaking:  No choice as everything seems corrupted.

(FIXED BY CHANGING TO DIRECT X):lol:
Title: Inferno SCP Additional Content
Post by: Woomeister on June 14, 2005, 03:26:15 am
Probably something similar to the requirements we used for testers a while back:

Low End:
500-800 Mhz CPU | 128-256 MB Ram | 32-64 MB T&L gfx card (GeForce 2/4MX)

Middle:
1-1,8 Ghz CPU | 256-512 MB Ram | 64-128 MB DX8 or DX9 generation gfx Card (GeForce 3 - GeForce 4 minus the MXs or ATI 7000 - 9600)

High End:
2 Ghz+ CPU | 512-1024 MB Ram+ | 128-256 MB+ DX9 gfx card
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 14, 2005, 08:00:21 pm
Wow talking about specs brought me back to the 1.8ghz and 256ram and ATI 8500 card I had when I first played this game. I remember having to turn some things down to get it to run smooth. Now with my Alienware system I am getting over 100 fps even on mission like Nemesis(INF-mission 14). Cool beans:D
Title: Inferno SCP Additional Content
Post by: Woomeister on June 15, 2005, 03:26:08 am
INF SCP is optimised as best as we could make it.

We have lower poly versions of some of the HTL stuff for those who get slowdown from too detailed models.

We use DDS for high res maps, and PCX for the lower res ones.

We don't use any TGA files at all, and so the commandline -jpgtga isn't needed.


Even with all that it'll take a faster system than what was needed to run R1 SCP.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 19, 2005, 11:38:51 am
Quote
Originally posted by Woomeister
INF SCP is optimised as best as we could make it.

We have lower poly versions of some of the HTL stuff for those who get slowdown from too detailed models.

We use DDS for high res maps, and PCX for the lower res ones.

We don't use any TGA files at all, and so the commandline -jpgtga isn't needed.


Even with all that it'll take a faster system than what was needed to run R1 SCP.


Hey Woo, what paint program uses DDS format?
Title: Inferno SCP Additional Content
Post by: Woomeister on June 19, 2005, 12:13:49 pm
I use a plugin for Paint shop pro.
Do a Google search for DDS plugins and you'll probably find one for the most common paint packages.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 19, 2005, 02:14:22 pm
AMD Athlon XP 3000+ @2.1GHZ
1024MB DDR Ram
ATI Radeon 9200 SE 256MB
Win XP SP1
2x Segate 160GB hard drives (with 4GB+ INF stuff on both :D )

I run OGL with the following:
 -glow -allslev -ship_choice_3d -ambient_factor 95 -spec -spec_exp 11 -spec_static 0.8 -fps -window

I get +30fps except in really heavy combat. If it gets too much I make the mission designer cut stuff so it works well on my system :p
This is with max settings in FS2 options and using the high res DDS maps.

I don't run using the most of the HTL models though, they kill my system in combat, hence why there's low poly alternatives for most models included now.

I've tried to keep it running on slower systems, but with a 9800 pro you should be fine unless the ram slows it down.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 22, 2005, 05:16:41 am
I have 6 ships nearing completion and 10 fighters/bombers made by Aldo up next for converting over. Hopefully all 16 ships will be ready by release time. Then I'll look into more of the OTT ships and a few capships I have lying around. Then onto the old R1 and R1.5 stuff. I don't think the INF Archives will be empty this time round :D

I think I'll be pushing our expanded 250 ship limit quite easily :p
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 22, 2005, 08:26:13 am
Quote
Originally posted by Woomeister
I have 6 ships nearing completion and 10 fighters/bombers made by Aldo up next for converting over. Hopefully all 16 ships will be ready by release time. Then I'll look into more of the OTT ships and a few capships I have lying around. Then onto the old R1 and R1.5 stuff. I don't think the INF Archives will be empty this time round :D

I think I'll be pushing our expanded 250 ship limit quite easily :p


Well well, this is indeed some great news. I am glad you are getting close. I have just been freding some prototype missions and getting the new story together. One thing that has me wondering though, all of the Ancients ships being replaced by GTVA ships or is its a combo of Shvian, Vasudan, EA and GTVA add on ships? :confused:
Title: Inferno SCP Additional Content
Post by: Woomeister on June 22, 2005, 08:31:02 am
The Ancient ships are being replaced by new Ancient ships. except for the fighters. They'll be released most likely as an expansion with a campaign and so won't be packaged individually like these ones will be.

Most of these ships I'm doing will by Terran or EA ones, there's a few Vasudan ships planned, but only the Chimera for the Shivans right now. There's not many Shivan models released that we don't already use that we can get our hands on.
Title: Inferno SCP Additional Content
Post by: DaBrain on June 22, 2005, 08:56:54 am
Quote
Originally posted by Woomeister

I've tried to keep it running on slower systems, but with a 9800 pro you should be fine unless the ram slows it down.


Don't worry. 128 MB card will do fine.

256 MB do not make much sense on cards slower than the 6600 GT.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 22, 2005, 09:10:14 am
Yeah that's why I mentioned the RAM. If a 9800 couldn't handle it I think we'd need to do a complete redesign :D
Title: Inferno SCP Additional Content
Post by: Woomeister on June 22, 2005, 03:28:35 pm
Current version of the Raziel:
(http://www.3dactionplanet.com/hlp/hosted/inferno/raziel.jpg)
This thing is quite difficult to remap.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 22, 2005, 04:24:34 pm
Well you shouldn't need 256mb of texture memory for this since we use DDS and PCX maps only, and all high res stuff is DDS.
Title: Inferno SCP Additional Content
Post by: Nico on June 22, 2005, 05:35:53 pm
Quote
Originally posted by Woomeister
Current version of the Raziel:
(http://www.3dactionplanet.com/hlp/hosted/inferno/raziel.jpg)
This thing is quite difficult to remap.

Sorry but "huh!"
Trying to put a bubble cockpit on that kind of shape is bound to look ****ty, btw.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 22, 2005, 05:43:36 pm
Well like I said, it was difficult to map :D

Oh while your here any chance I can get the lods to that station you gave me. We could really use them now.
You said the lods were done but the debris was not and so wouldn't give me them :p
Title: Inferno SCP Additional Content
Post by: Nico on June 22, 2005, 06:44:26 pm
what station?
well, anyway, there's nothing FS related left on my PC, so nah, not possible, in fact, sorry.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 22, 2005, 07:33:03 pm
Ok Woo that ship looks very GTA Terran. Excellent job mate. Now that I have seen the design I think that the black mate copy that I have could still work, especially since the new side will be fighting the EA not the GTA;) (Edit on second thought that looks EA is it???)

New Ancient ships! Man you guys are going to get me in trouble spending too much time with all  this new stuff. Keep'um coming:yes:
Title: Inferno SCP Additional Content
Post by: Woomeister on June 23, 2005, 04:16:06 am
Quote
Originally posted by Nico
what station?
well, anyway, there's nothing FS related left on my PC, so nah, not possible, in fact, sorry.

The FS+ one, the HTL one.

RED DIAMOND - The problem with most of the OTT fighters is they use 4+ maps which can cause slowdown in the HTL engine. The Raziel uses 4, 2 of which are capship tiles.
Nope that one is still GTVA. I used the maps of the GTF Myrmidon for it.
Title: Inferno SCP Additional Content
Post by: Nico on June 23, 2005, 05:34:35 am
Quote
Originally posted by Woomeister

The FS+ one, the HTL one.

RED DIAMOND - The problem with most of the OTT fighters is they use 4+ maps which can cause slowdown in the HTL engine. The Raziel uses 4, 2 of which are capship tiles.


Actually, if it was OTT itself, it wouldn't be a pb, since those 4 same maps were also used on almost all the ships of a same faction :p I actually think my way is better, in a... way.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 24, 2005, 12:28:23 am
Well Nico & Woo I did my best. :eek:

(http://www.sunstarentertainmentinc.com/images/nini1.jpg)

(http://www.sunstarentertainmentinc.com/images/nini2.jpg)

(http://www.sunstarentertainmentinc.com/images/nini3.jpg)


All of the ships will sport this paint scheme for the new side. SO far I have 2 fighters, 3 bombers, transports, freighters and several different sized cap ships. Ugly photos upon request;)
Title: Inferno SCP Additional Content
Post by: Pnakotus on June 24, 2005, 01:07:27 am
Wow - your new stuff looks amazing!  Even little Lucy heads flying about beaming everyone! :D

Somehow, the quality of those fighters impresses me more than the more usual capital ship shots I've seen.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 24, 2005, 02:39:54 am
Well, I just fell in love with the OTT ships from the moment I saw them. I love the oversized guns on the fighters and bombers in the pack. The cap ships are really special as well and look pretty good with the new maps like the ones on the fighters and bombers. I have VERY special plans for the double domed cap ship that was in the pack;7
Title: Inferno SCP Additional Content
Post by: Woomeister on June 24, 2005, 04:35:04 am
Actually I don't like the oversized guns on some of the ships.

There's a list of the small ships I may do:

Abaris - 7 maps needs remapping, no model changes
Anan - Needs remapping, may cut the big gun off
Benkei - Needs remapping
ladiel - Needs remapping, may remove the side pods
Oni - Needs remapping
Tau Defense Drone - Needs remapping
Uriel - Needs remapping

Some of the capships needed returreting. The Ryujin for example was mostly barrel gun turrets. Now it has 2x the turret count and can cover most angles, making it more effective. OTT weapons are a lot different from the ones we use. The Gaia has too many turrets for its size so I'll be reducing that one. As well as checking if the clipping problems with that runway are gone.
The OTT capships may look good with their current maps, but they don't with any others as some of them don't have good UV maps for them. That's why I remapped the Chiron so it is more tiled than the original.
Title: Inferno SCP Additional Content
Post by: Nico on June 24, 2005, 05:40:21 am
Note that what you people always want to call guns are missile launchers, but whatever.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 24, 2005, 05:41:37 am
Well your gun ones look like missile pods, and your missile pods look like big guns :p
Title: Inferno SCP Additional Content
Post by: Nico on June 24, 2005, 07:27:07 am
actually, the guns are originaly Descent3 engine pods, but heh :p
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 24, 2005, 10:17:05 am
Well, I suppose you have a good point. I guess I need to figure out how to change those vents into guns like you did. Of course it will not have the polish of yours, but then again that's a given. ;)

Here my best effort mates:eek:
She is my frontline fighter and I have named this version the Nini.

http://sunstarentertainmentinc.com/images/nini4.jpg

Here is the heavily gunned fighter bomber the Sela

http://sunstarentertainmentinc.com/images/sela1.jpg

Another is the Shani Mini Cruiser/Heavy Bomber. Obviously she is very well equipped ;7

http://sunstarentertainmentinc.com/images/shani1.jpg

An example a cap ship for the side, the Hashim Carrier.

http://sunstarentertainmentinc.com/images/hashim1.jpg

//links fixed
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 26, 2005, 09:30:57 am
Are they that bad?? No comments on the fixes??:blah:
Title: Inferno SCP Additional Content
Post by: Woomeister on June 26, 2005, 09:37:11 am
They're very dark...
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 26, 2005, 09:52:52 am
Quote
Originally posted by Woomeister
They're very dark...


I just adjusted them a bit. Take another look.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 26, 2005, 09:55:36 am
They look more Alien than Terran. The bombers have no detail except for a cockpit and missile/gun points, and those parts don't really match the new maps.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 26, 2005, 10:03:17 am
Quote
Originally posted by Woomeister
They look more Alien than Terran. The bombers have no detail except for a cockpit and missile/gun points, and those parts don't really match the new maps.


Yes, obviously my mapping skills are very limited:D. I really didn't want to muck up anything so they stayed basic. In a way though based on how the new side fits into the story, the hints of Alien tech are perfectly suited to them. ;)

In the end, they were never intended to go past the black matte stage, but I liked this design, especially in game and it kind of grew on me. Thanks for the input.

Woo, I was wondering just how many ships are you guys up to for the new release??
Title: Inferno SCP Additional Content
Post by: Hippo on June 26, 2005, 10:04:55 am
many +3
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 26, 2005, 10:06:10 am
Quote
Originally posted by Hippo
many +3


Hmm, that means something like 200+
Title: Inferno SCP Additional Content
Post by: Woomeister on June 26, 2005, 10:14:28 am
Quote
Originally posted by RED DIAMOND
Woo, I was wondering just how many ships are you guys up to for the new release??


Not including clone entries and some misc stuff

54 Terran Entries
33 EA Entries
36 Vasudan Entries
49 Shivan Entries

total 172 in ships.tbl

17 Ancient Entries
16 Misc Ships (these wip ships)

33 Extras in .tbm files

205 unique ship entries total there, though with extras that'll be hitting 210-215. That still gives me 35 more ships before we hit our hard limit of 250.

With the Ancients installed you can have around 50 more ships before you have to remove stuff.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 26, 2005, 10:35:56 am
Yep, over 200 just what I figured. I was wonder though, with tbm files I have them working in fred fine, but when I load the mission, everything reverts to default Ulysses? Any clue whats going on there mate?:confused:
Title: Inferno SCP Additional Content
Post by: Woomeister on June 26, 2005, 10:44:54 am
It's just under 200 for the main mod. It only goes over 200 with addons.

make sure you have the tbm structure right.

A basic .tbm file would be:

#Ship Classes



#End

Note there's a bug with weapon tbms which prevent them showing up in the wepaon editor in FRED, but they show in the initial loadout dialogue and in game.

If that's fine are you running the tbms from a -mod directory? and have you set the -mod commandline to match for FS Open?
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 26, 2005, 11:18:32 am
Quote
Originally posted by Woomeister
It's just under 200 for the main mod. It only goes over 200 with addons.

make sure you have the tbm structure right.

A basic .tbm file would be:

#Ship Classes



#End

Note there's a bug with weapon tbms which prevent them showing up in the wepaon editor in FRED, but they show in the initial loadout dialogue and in game.

If that's fine are you running the tbms from a -mod directory? and have you set the -mod commandline to match for FS Open?


Ya, all of that but it is still screwy. The way only I have been able to get the game to recognize them is via the ships tbl.  Well, it has not stopped me from modding, I just found it odd that the tbm files aren't being picked up in game, yet fred gets them. No worries. Mod on mate:yes:
Title: Inferno SCP Additional Content
Post by: Woomeister on June 26, 2005, 11:22:27 am
Have you tried placing the tbm files in the tables directory? and they have got -shp.tbm as the end of the filename?
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 26, 2005, 12:37:36 pm
Quote
Originally posted by Woomeister
Have you tried placing the tbm files in the tables directory? and they have got -shp.tbm as the end of the filename?


Yep and yep. That's what is soooo strange. I will work it out. The ship tbl and weapons tbl add ins are minimal.:D
Title: Inferno SCP Additional Content
Post by: Woomeister on June 26, 2005, 01:15:59 pm
Tried a different build?
Our INF Build has no problems with modular tables except the weapons editor bug in our FRED.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 26, 2005, 01:19:55 pm
Quote
Originally posted by Woomeister
Tried a different build?
Our INF Build has no problems with modular tables except the weapons editor bug in our FRED.


My file says it was creadted October 6,2004. Is there a beter more "stable" non beta build than this?
Title: Inferno SCP Additional Content
Post by: Woomeister on June 26, 2005, 01:29:48 pm
Check the SCP forum, I only use INF Builds so don't know about recent SCP builds.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 26, 2005, 04:19:02 pm
(http://www.3dactionplanet.com/hlp/hosted/inferno/Uriel.jpg)
90% complete mapping of the Uriel.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 26, 2005, 05:09:00 pm
Just tried 3.6.5 and the results were similar CTD. Oh well, at least they don't take up much room in the ships and weapons tbl.

Nice mapping job on that baby. I think I will keep my maps the same as it gives the ships a really different look.
Title: Inferno SCP Additional Content
Post by: Woomeister on June 26, 2005, 05:17:49 pm
Hopefully I'll get it done before midnight, but that gives me about 40 mins to do it.
Title: Inferno SCP Additional Content
Post by: Nico on June 26, 2005, 05:48:42 pm
Quote
Originally posted by Woomeister
60% complete mapping of the Uriel.


I can understand that you want to make the mapping mor in match with the rest, but really, I wonder if the cure isn't worse than the illness ~~
Title: Inferno SCP Additional Content
Post by: Woomeister on June 26, 2005, 06:20:04 pm
Quote
Originally posted by Nico


I can understand that you want to make the mapping mor in match with the rest, but really, I wonder if the cure isn't worse than the illness ~~

Image updated.

1. The current UV mapping won't work with a full style fighter map since half the ship was tiled
2. It has too many maps
3. You never like anything I do :p
4. I prefer it this way :p
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on June 26, 2005, 06:20:23 pm
Quote
Originally posted by Nico


I can understand that you want to make the mapping mor in match with the rest, but really, I wonder if the cure isn't worse than the illness ~~


Is mine bad too:eek:
Title: Inferno SCP Additional Content
Post by: Nico on June 26, 2005, 08:14:54 pm
Quote
Originally posted by Woomeister

Image updated.

1. The current UV mapping won't work with a full style fighter map since half the ship was tiled
2. It has too many maps
3. You never like anything I do :p
4. I prefer it this way :p


Come on, it's just... ugly :wtf: It's like a patchwork of... stuff :p It's dark, it's light, it's black in places, grey in others, w/o any logic, you just chose random sections of the ursa or whatever.
The missile pods aren't even straight :doubt:
1. like you can't redo the UV instead of randomly throwing in maps :p
2. like you can't redo the UV instead of randomly throwing in maps :p
3. I don't like your reskins of my ships, that's for sure :p
4. no you don't :p

Ah well, don't care much anyway.

RD: can't say, really, the pics are too dark.
Title: Inferno SCP Additional Content
Post by: Hippo on June 26, 2005, 08:40:44 pm
[q]http://www.3dactionplanet.com/hlp/hosted/inferno/Uriel.jpg[/q]

Oh my...

I have to admit, i'd never fly that... If i was ever in a head on colission, the cockpit would probably shatter :ick: :p
Title: Inferno SCP Additional Content
Post by: Woomeister on June 27, 2005, 04:16:29 am
Quote
Originally posted by Hippo
I have to admit, i'd never fly that... If i was ever in a head on colission, the cockpit would probably shatter :ick: :p


Well it's like that on the original model too, I didn't increase the cockpit size.
Title: Inferno SCP Additional Content
Post by: Nico on June 27, 2005, 05:00:35 am
Quote
Originally posted by Hippo
[q]http://www.3dactionplanet.com/hlp/hosted/inferno/Uriel.jpg[/q]

Oh my...

I have to admit, i'd never fly that... If i was ever in a head on colission, the cockpit would probably shatter :ick: :p


Never flown the myrmidon? The artemis? The Ulysses? etc? :p
Title: Inferno SCP Additional Content
Post by: Hippo on June 27, 2005, 06:44:57 am
well those cocpits aren't the very front... :p (well, the myrmidon is... But still... theres something about that cockpit that freaks me out :p )
Title: Inferno SCP Additional Content
Post by: Nico on June 27, 2005, 07:37:16 am
Well, forgetting about ships that don't exist, countless helos have cockpits like that, and, I beleive, 100% monosubs do :p (and many WW2 planes too). But really, in reality, in case of a front collision, you'd be screwed up no matter how the cockpit is, and ingame, it would be paper thin, it'd still protect you from about anything :p

And finally I'd be more afraid if I were in a tie fighter :p
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on July 04, 2005, 08:12:12 am
Is the R2 going to pickup where R1 left off story wise?
Title: Inferno SCP Additional Content
Post by: Woomeister on July 04, 2005, 08:27:36 am
No it retells the R1 story, then continues on in a 2nd chapter.
Title: Inferno SCP Additional Content
Post by: Woomeister on July 04, 2005, 01:06:38 pm
It's mostly missions now and final balancing. Except for the Shivan beams I could get missing stuff for the final modpack ready within a day or two.

Well except for the documentation. That'll take longer.

Though I still need to mantis the bug I found in FRED, otherwise some of these extra custom mods won't work correctly.

I haven't seen anyone else around the last few days, I guess its exam time or something.

Stuff I've done:

There's a new website beta up though you won't find it easily.

Rebuilt some old glowmaps so they look less ugly.

My monitor died a few days ago so I'm back to my old systems 19" CRT monitor. Luckily it wasn't my graphics card or something else more expensive to replace. I haven't done much because of it. I did finnish another OTT remap today, but I'm hiding it from Venom for now :p

I keep jumping between jobs at the moment, so stuff isn't getting done quickly here.


I need to make hud message anis for one of our main female characters, fix up a few models and recheck the interface art. Then it's all table edits.

though I plan on adding more multi docking support to ships. Though that'll probably be done via patches after release since it takes me ages to do some of the ships.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on July 04, 2005, 03:42:16 pm
Quote
Originally posted by Woomeister
No it retells the R1 story, then continues on in a 2nd chapter.


Oh good, then I will just plod along with the new idea I had then. thx mate:D
Title: Inferno SCP Additional Content
Post by: Woomeister on July 04, 2005, 04:30:30 pm
Chapter 1 will end at about the same position as R1 did, chapter 2 continues from there.
Title: Inferno SCP Additional Content
Post by: Woomeister on July 05, 2005, 04:23:44 am
Well we have internal testers, and we've been making bug fixes as we go. I found a nasty one with the remapped Raiden which I had to fix...

After the next release we'll be doing bug fixes and chapter 2 missions. Everything required for the core mod will be released at once and not over multiple releases.

New ships will be added via VP packages from the archives, but you'll have to make your own missions for those.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on July 05, 2005, 10:06:11 am
Woo did you ever get the chrysaor to work? Any screenies?

Any previews on what chapter 2 is about or is it all top secret until we actually fire it up?
Title: Inferno SCP Additional Content
Post by: Woomeister on July 05, 2005, 10:23:16 am
I assume the chrysaor will work, but I haven't made any weapons for it yet.

Chapter 2 continues on from the end of chapter 1. So you should have some ideas about it from R1.
Title: Inferno SCP Additional Content
Post by: Hippo on July 05, 2005, 10:53:13 pm
same general plot, but everything is completely different at the same time... wait... what?
Title: Inferno SCP Additional Content
Post by: Woomeister on July 06, 2005, 03:13:47 am
What Hippo said :D
Title: Inferno SCP Additional Content
Post by: mr.WHO on July 12, 2005, 11:38:16 am
May I ask for R1 EACa Telemus mod ? this Carrier was quite nice model.
Title: Inferno SCP Additional Content
Post by: Woomeister on July 14, 2005, 11:46:04 am
It's just another version of the Lindos really, but ok I'll consider it.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on July 25, 2005, 11:00:12 am
Woo, can you point me to the exact Inferno exe you guys are using to add all the additional craft. I seem to have reached some kind of limit with the one I have. Thx.
Title: Inferno SCP Additional Content
Post by: Woomeister on July 26, 2005, 03:37:06 am
Uh ask Phreak if he's willing to release the 0507 Inferno build. That's the current version we are using.

I'm a bit busy right now to do it myself. I'm reconverting and optimising all our non fighter craft models. Out of 75 models I have 62 to go.
Title: Inferno SCP Additional Content
Post by: Trivial Psychic on July 26, 2005, 07:15:26 pm
I know where it is!  I could post it!
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on July 26, 2005, 07:16:27 pm
Quote
Originally posted by Trivial Psychic
I know where it is!  I could post it!


Post it please.:D
Title: Inferno SCP Additional Content
Post by: mr.WHO on July 27, 2005, 07:30:57 am
I have a question: does DaBrain 3D shockwave will be included in Inferno??
Title: Inferno SCP Additional Content
Post by: Woomeister on July 27, 2005, 07:58:53 am
It hasn't been mentioned, but if I get decent framerates with it once I get time to test it, I don't see why not.
Title: Inferno SCP Additional Content
Post by: Trivial Psychic on July 28, 2005, 01:18:32 am
The Build (http://fs2source.warpcore.org/exes/phreak/fs2_open_inf_r_07052005.zip)
Title: Inferno SCP Additional Content
Post by: Woomeister on July 28, 2005, 04:08:18 am
Yup that's the one. There might be spec lighting problems in OGL with some cards with that build, but it works fine otherwise.
Title: Inferno SCP Additional Content
Post by: mr.WHO on July 29, 2005, 09:53:59 am
I don't want to suond selfish but any chance for new trailer (with EA)?

Maybe you can realese a samples of ingame music??
Title: Inferno SCP Additional Content
Post by: Woomeister on July 29, 2005, 10:03:12 am
Quote
Originally posted by mr.WHO
I don't want to suond selfish but any chance for new trailer (with EA)?

There'll probably be a chapter 1 trailer before release, which would have the EA in it. There's no point me making one right now as I'm rebuilding all the capships right now, and the latest INF Build has a few issues which makes it not worth while making a trailer unless I use our older exp build.

Quote
Originally posted by mr.WHO
Maybe you can realese a samples of ingame music??

No, most of it was in R1, and the rest has been featured in previous trailers, so there's no point in releasing parts of the other tracks.
Title: Inferno SCP Additional Content
Post by: DaBrain on July 29, 2005, 10:13:14 am
Quote
Originally posted by mr.WHO
I have a question: does DaBrain 3D shockwave will be included in Inferno??


I'll probably work on an exclusive effect for Inferno too, as soon as I get the time to.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on July 30, 2005, 11:18:01 am
Quote
Originally posted by Trivial Psychic
The Build (http://fs2source.warpcore.org/exes/phreak/fs2_open_inf_r_07052005.zip)


Hmm, I thought I just posted this:confused:

Thx for the build, it has solved 100% of the barriers I was encountering. I hope that the public can get it fast as it seems to be the best build yet.:D
Title: Inferno SCP Additional Content
Post by: Woomeister on July 30, 2005, 11:38:15 am
There's a lot of issues with that build, we have better builds but they are older than that one.

Things off the top of my head:
OGL shine not working
AI ignores protect flag
AI firing anti-capship plasma weapons at fighters (though I haven't confirmed that one myself)
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on July 30, 2005, 12:28:23 pm
Quote
Originally posted by Woomeister
There's a lot of issues with that build, we have better builds but they are older than that one.

Things off the top of my head:
OGL shine not working
AI ignores protect flag
AI firing anti-capship plasma weapons at fighters (though I haven't confirmed that one myself)


Hmm, so the older un released inferno builds are better? Now, I am totally confused. If one would like to build a compatible campaign with additional mods, which build would you recommend then mate?:wtf:  'm lost now.
Title: Inferno SCP Additional Content
Post by: Woomeister on July 30, 2005, 01:04:24 pm
Sometimes errors appear in the CVS which are usually fixed the next time we get a build.

The 0705 Build:
(http://www.3dactionplanet.com/hlp/hosted/inferno/0705build.jpg)
Older 'EXP' Build:
(http://www.3dactionplanet.com/hlp/hosted/inferno/expbuild.jpg)
Both shots are the same mission, both without spec lighting.

Any INF Build is ok to build mods with, but the 0705 build causes a few problems in our missions as protected ships will be attacked by the AI which they won't be in the exp build.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on July 30, 2005, 01:07:34 pm
Does that mean that the updated build after 0705 will fix this and missions built with 0705 will still work? If so, all that worrying for naught:rolleyes:
Title: Inferno SCP Additional Content
Post by: Woomeister on July 30, 2005, 01:14:12 pm
Well hopefully these issues won't be in the next INF Build, I'll find out once I get it. Some of our missions are built using a FRED build for FS Open 3.5.5 and those still work. Unless the sexps are changed missions should remain compatable with later builds.

We just don't recommend the 0705 build for general playing camapigns with, as the AI bug might break things. But as far as I know the other INF Builds are not avaliable publically.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on August 01, 2005, 11:42:22 pm
Quote
Originally posted by Woomeister
Well hopefully these issues won't be in the next INF Build, I'll find out once I get it. Some of our missions are built using a FRED build for FS Open 3.5.5 and those still work. Unless the sexps are changed missions should remain compatable with later builds.

We just don't recommend the 0705 build for general playing camapigns with, as the AI bug might break things. But as far as I know the other INF Builds are not avaliable publically.


Not to be an arse or anything, but it sure would be nice to release the latest stuff to guys like me that want to make a mod compatible with the inferno standalone. Only because I could get into it pretty deep and have it ready soon after the main release. It could only benefit the main mod by drawing more attention to it;)
Title: Inferno SCP Additional Content
Post by: Woomeister on August 02, 2005, 03:28:20 am
A few of the staff have considered doing this, but we can't now anyway as I'm currently reconverting all 70 capships and stations with new turrets and damaged turrets and map optimisation. I still have 33 to do.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on August 02, 2005, 09:02:43 pm
Quote
Originally posted by Woomeister
A few of the staff have considered doing this, but we can't now anyway as I'm currently reconverting all 70 capships and stations with new turrets and damaged turrets and map optimisation. I still have 33 to do.


Hmm, sounds interesting. What is the benefit of doing all that work? Are these better looking or something?
Title: Inferno SCP Additional Content
Post by: Woomeister on August 03, 2005, 03:48:08 am
Here's an example:

This is the original version of the GVCv Imiut
(http://www.3dactionplanet.com/hlp/hosted/inferno/WIP01.jpg)
as you can see its turrets use tile maps and look quite ugly

(http://www.3dactionplanet.com/hlp/hosted/inferno/WIP02.jpg)
When the turret is destroyed it vanishes

Now here's the new version:
(http://www.3dactionplanet.com/hlp/hosted/inferno/WIP03.jpg)
The turrets look a lot better now

(http://www.3dactionplanet.com/hlp/hosted/inferno/WIP04.jpg)
Once destroyed it leaves behind a damaged version of the turret.

While I'm at that I've been doing map reduction:
(http://www.3dactionplanet.com/hlp/hosted/inferno/WIP05.jpg)
The top Yama uses 12 tile maps total. 8 for the hull and 4 for turrets, the new one uses 6 maps total, 5 for the hull, 1 for turrets. Since there are fewer render passes this will give a speed increase in the HTL engine.
The optimised Raynor has been reported to give a 20 fps boost over the original for 1 staff member.

Once done you'll have better looking ships that run better than the originals.
I have 27 more to do now. The Sathanas should look better once I remove those square turrets it has...
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on August 03, 2005, 08:40:55 pm
Hmm, I see now. Much worth the effort for sure. Although my Alienware system has not been taxed by anything FS has been able to throw at it;)
Title: Inferno SCP Additional Content
Post by: Woomeister on August 04, 2005, 04:17:58 am
Well my 9200 card doesn't like some things, and HTL models with lots of maps are one of them. Inferno is not optimised for high end systems so there's few super high res maps and no tga effects or anything else designed for higher end cards. If it was you'd probably need a 9700+ to run it well.

Capship maps have been reduced from 512^2 to 256^2 to reduce memory usage (256^2 is the same size as the regular FS2 ones)
Maps are in DXT1 DDS format so they are small as possible. Glowmaps are in pcx format and there's no shinemaps included.
Effects are in pcx format unless they are part of an eff (animation) file, those are DXT5 DDS files I think...

I also give the option to swap to lower poly versions of 3 of the main capships. Only a few models are high poly only. A model backup folder is created during installation with copies of both low and high poly versions, so you don't accidently overwrite and lose a version of the ship if you need to change one. At the moment high poly is used by default.

Ships you have the option to change:
Odin
Lindos
Auriga
Perseus ADv
Mara
Planet Models

My intention is to make it as playable for everyone as possible. Things that give me <20 fps are changed/edited, as I consider that too poor for use.

There's no option for higher res stuff as it would add several hundred mb to the download, and I'm not willing to upload such a large thing.
Title: Inferno SCP Additional Content
Post by: Woomeister on August 04, 2005, 11:07:40 am
(http://www.3dactionplanet.com/hlp/hosted/inferno/lucturr1.jpg)
(http://www.3dactionplanet.com/hlp/hosted/inferno/lucturr2.jpg)
With the Lucifer done I have the turrets to do the bulk of the remaining Shivan ships.
Title: Inferno SCP Additional Content
Post by: RED DIAMOND on August 04, 2005, 06:41:20 pm
Nice work Woo!
Title: Inferno SCP Additional Content
Post by: DeepSpace9er on August 04, 2005, 08:38:46 pm
Sorry to be asking this, but it seems to me an obvious question which i havent found answered anywhere. You are talking about "closer to release" but when exactly is that?
Title: Inferno SCP Additional Content
Post by: Woomeister on August 05, 2005, 04:17:27 am
AMD Athlon 3000+ @2.1GHZ
1GB DDR RAM
Saphire 9200SE 256MB
Win XP Home
2x 160GB Segate HD

My system runs it, but slow at some places during heavy combat (20fps)
Usually get between 40-80fps otherwise. Check the thread were we asked for new staff for a spec range for what we consider low-med-high spec to be.

Animated glowmaps won't work with our ships (thanks to my renaming of all stock FS2 textures) and are not recommended (since we use custom maps that don't animate it would look odd to have half glowing ships)
We include a full set of regular pcx glowmaps.

We support both D3D and OGL. I think most of the staff use D3D. I use OGL here.

You'll require the following command lines:
 -glow -ship_choice_3d
You'll need those two enabled at all times.

You don't need -jgptga or any other graphic command, but of course -spec is optional if you want it.



The Tanscend blackouts probably use the fade to black sexp and so are normal :)
Title: Inferno SCP Additional Content
Post by: Woomeister on August 05, 2005, 08:44:45 am
I've decided not to do the Gigas, Shiamak and Icanus, as if I did the Icanus it would have 255 sub objects, and that's just nuts.
49/66 ships completed (74.2%)

17 more to do. 1 1/2 weeks non stop so far.

Now I have the Shivan Juggernaughts and the Terran and Vasudan Supercarriers to do...
Title: Inferno SCP Additional Content
Post by: Woomeister on August 05, 2005, 04:43:34 pm
I get random reboots when running through campaigns. Seems to happen more in OGL than in D3D. I get a VPU recover message sometimes afterwards.
Title: Inferno SCP Additional Content
Post by: Woomeister on August 11, 2005, 09:45:47 am
Once I'm through with the Warlock today I'll have done 62/66 models.

I've been doing this non stop for 3 1/2 weeks. I plan on finnishing this weekend.
Title: Inferno SCP Additional Content
Post by: Woomeister on August 12, 2005, 05:15:42 am
I have two last jobs to do, then I start the documentation while the others do missions.
This should be the last time I have to touch most of the models though.
This is the biggest job I've done since we moved to using SCP builds.

The modpack is almost done, just the last few missions to go, then lots of playtesting and balance fixes to do.
Title: Inferno SCP Additional Content
Post by: Woomeister on August 13, 2005, 03:26:08 am
We might be ready before BWO, but I don't know BWOs internal status.
Once the missions are done the only thing holding us back would be the Inferno Builds. There's some issues in them we'd like fixing before launch. Though most of them effect custom content and not the main campaign.

I should have the first release prototype installer made by monday for installing on my laptop that should arrive that day.

That's if I manage to complete both the Solaris and Nemesis rebuilds today...

I managed to fix quite a few problems with our capships redoing them like this, the only one we now have problems with is the Tanen. I'll try to fix that after the first release build is done.
Title: Inferno SCP Additional Content
Post by: Woomeister on August 13, 2005, 09:32:42 am
Both the Solaris and Nemesis are done now. 65/66 models complete.

The last is the GTI Arcadia, which were currently using as a placeholder as we don't have a replacement station...

Now I just hope I never have to do that again :p
Title: Inferno SCP Additional Content
Post by: starbug on August 13, 2005, 01:22:05 pm
Are you no longer using the GTI Arcas as the GTI station?
Has the Solaris changed any in design? cos for some reason i really like that ship, despite the fact it seems to wait ages to fire its beams :rolleyes: .
Title: Inferno SCP Additional Content
Post by: Woomeister on August 13, 2005, 01:25:31 pm
Yeah we aren't using the Arcas anymore, but we don't have a replacement for it either. Hence the Arcadia is a standin for now.

The Solaris hasn't changed much in looks, but it has a lot more turrets, which is one of the reasons why I left it to near last to redo :D
Title: Inferno SCP Additional Content
Post by: Kosh on August 13, 2005, 02:13:45 pm
I liked the Arcas. It just seemed like such a natural replacement for the Arcadia.......
Title: Inferno SCP Additional Content
Post by: Woomeister on August 13, 2005, 03:58:03 pm
Well if enough people post I may consider swapping back to the Arcas...
Title: Inferno SCP Additional Content
Post by: starbug on August 13, 2005, 04:12:42 pm
I liked it to, the first proper station that could defend its self against warships! if anything i thought it could do with being a bit more detailed, apart from that, nowt wrong with it.

Solaris with more turrets YAY!! ;)
Title: Inferno SCP Additional Content
Post by: Woomeister on August 13, 2005, 04:17:17 pm
The reason it was dropped was being under detailed.

Solaris has 70 turrets now, same as the Warlock.
Title: Inferno SCP Additional Content
Post by: Woomeister on August 13, 2005, 04:58:56 pm
Well that's another job out the way, new mainhall and masks for both resolutions is done. The current one gets changed to the B-Hall as has become tradition when I make a new one :D

*checks list to see what's left*

Ok the Shivan lightning beams - not really my job at the moment so I'll pass on that...

EA character head anis - hmm I'll do her tommorow, not enough time left now...

That should do it except the documentation and maintaining the release tables. Well that's all the mejor stuff left on my list anyway...

I should be able to recompile the installer as planned tommorow. Then transfer it to CD...
Title: Inferno SCP Additional Content
Post by: Mefustae on August 13, 2005, 11:50:35 pm
Yeah, Arcas FTW!
Title: Inferno SCP Additional Content
Post by: Kosh on August 14, 2005, 01:20:23 am
Quote
Originally posted by Woomeister
Well if enough people post I may consider swapping back to the Arcas...




While I did like the Arcas, I would like to see whatever you are going to replace it with (whenever you figure out what it is going to be).

Personally I suggest posting screenshots and armemants for both and let the public decide. Just a friendly idea. :)
Title: Inferno SCP Additional Content
Post by: Woomeister on August 14, 2005, 03:22:50 am
Well we don't have a replacement right now. We haven't found anything that suits our needs and we don't have any model making staff anymore. Hence the Arcadia being brought in.

Remember I can returret the Arcadia to beef it up a bit.
Title: Inferno SCP Additional Content
Post by: starbug on August 14, 2005, 08:17:57 am
why not have both? one a heavy military station the other a civilian station not as heavily armed. Out of interest are there many civy ships?
Title: Inferno SCP Additional Content
Post by: Woomeister on August 14, 2005, 09:56:45 am
Because we don't really need a heavy military base anymore. Most Command and control facilities are on the Warlock class carriers.

There's a few freighters and transports but not much. Though I'm already considering an archives pack of the some of the old FS1 and FS2 freighters for those wanting to make civilian or non front line campaigns.
Title: Inferno SCP Additional Content
Post by: Woomeister on August 14, 2005, 02:27:13 pm
Uh the Deimos maps wouldn't look good on that model, and the Sol gate uses Arcadia maps and is stronger than most warships.
Title: Inferno SCP Additional Content
Post by: Kosh on August 16, 2005, 01:54:26 pm
Quote
Originally posted by High Max
And maybe you can remap the Arcadia too and increase it's armor. Give the Arcadia the Deimos's maps and say that it has more protection against beam weapons (collapsed-core molibdium or whatever the FS2 tech description calls this metal).



Then again the GVT Isis had collapsed core Molibdium and it didn't have the same map the Deimos had......
Title: Inferno SCP Additional Content
Post by: Woomeister on September 05, 2005, 11:08:57 am
This is about all I can come up with. This is kind of an Arcadia/Arcas combo:

(http://www.3dactionplanet.com/hlp/hosted/inferno/arcas2-1.jpg)
Has a fighterbay on each side for increased capacity
(http://www.3dactionplanet.com/hlp/hosted/inferno/arcas2-2.jpg)
Might be compatible with Sandwiches Arcadia extension if I haven't changed the scale
(http://www.3dactionplanet.com/hlp/hosted/inferno/arcas2-3.jpg)
Has a section dedicated to freighters as before
Title: Inferno SCP Additional Content
Post by: starbug on September 05, 2005, 12:17:24 pm
Me like it, Very GTVA! :)
Title: Inferno SCP Additional Content
Post by: Woomeister on September 05, 2005, 02:17:54 pm
(http://www.3dactionplanet.com/hlp/hosted/inferno/arcas2-4.jpg)
Basic textured version. 1076 polygons, 7 textures.
Title: Inferno SCP Additional Content
Post by: Col. Fishguts on September 05, 2005, 03:13:09 pm
You might consider remapping the chunk on the left, the tiling is hurting my eyes.

Apart from that, cool model :yes:
Title: Inferno SCP Additional Content
Post by: Woomeister on September 05, 2005, 03:19:34 pm
Which bit on the left?
Title: Inferno SCP Additional Content
Post by: Col. Fishguts on September 05, 2005, 04:12:50 pm
Quote
Originally posted by Woomeister
Which bit on the left?


The whole part left of the central docking tube thing. The texture with the orange "pipe thing" is over-tiled so that it becomes very noticeable.

Or you could break it up a little with some indents, like on the right half.
Title: Inferno SCP Additional Content
Post by: Woomeister on September 05, 2005, 04:20:53 pm
To me the orange part is on the right of the image, not the left.

I've reduced the tiling back to about the same level as the Arcadia, it looks better now.

I'll start importing turrets for it tommorow.
Title: Inferno SCP Additional Content
Post by: Col. Fishguts on September 06, 2005, 03:09:18 am
Hehe...sorry for being unclear. I mean the dark texture with the diagonal-running, orange/blue(ish) striped pipes on it.
Title: Inferno SCP Additional Content
Post by: Mefustae on September 06, 2005, 03:55:30 am
Hmmm, it looks great...but there's no ConTower! It just isn't an Arcadia evolution without a flimsy looking control-style-tower that serves little to no purpose other than isolating the Command & Control Staff in a dangerously small area...:p
Title: Inferno SCP Additional Content
Post by: Woomeister on September 06, 2005, 03:55:49 am
Oh the Arcadia main hull map. That map on the left is the same tiling as the main Arcadia hull on the right.

I'll have a look at it up close in game before I do anything to that section.
Title: Inferno SCP Additional Content
Post by: Woomeister on September 06, 2005, 04:24:47 am
Quote
Originally posted by Mefustae
Hmmm, it looks great...but there's no ConTower! It just isn't an Arcadia evolution without a flimsy looking control-style-tower that serves little to no purpose other than isolating the Command & Control Staff in a dangerously small area...:p

Well I want to put turrets there not a flimsy bullseye :p

(http://www.3dactionplanet.com/hlp/hosted/inferno/arcadiaarcas1.jpg)
(http://www.3dactionplanet.com/hlp/hosted/inferno/arcadiaarcas2.jpg)
(http://www.3dactionplanet.com/hlp/hosted/inferno/arcadiaarcas3.jpg)
(http://www.3dactionplanet.com/hlp/hosted/inferno/arcadiaarcas4.jpg)
I reduced the tiling a bit.
Title: Inferno SCP Additional Content
Post by: Goober5000 on September 06, 2005, 11:09:30 am
Quote
Originally posted by Woomeister
Well I want to put turrets there not a flimsy bullseye :p
Then put a sensor array up there. :p IMHO it needs something on the top; the top looks slightly bare right now.

Otherwise it looks great. :yes: And it'd be even better with Sandwich's extension.  Did he make more than one?  If so you could have a different extension docked for each separate installation that appears in the game. :)
Title: Inferno SCP Additional Content
Post by: Woomeister on September 06, 2005, 11:16:19 am
If I want a sensor array I can use our other Terran station for that :nod:

The extension has about 17 maps. I'll ask him later if I can reduce that a bit, as well as finnishing the model off.

He was going to make more than one, but I only have the model for the first. One was a Knossos IIRC...

It would also be possible to make an extension to connect the Arcadia to it :D
Title: Inferno SCP Additional Content
Post by: Woomeister on September 06, 2005, 12:12:34 pm
*grabs extension from OTT folder and converts it to Inferno map names*

(http://www.3dactionplanet.com/hlp/hosted/inferno/arcasexd.jpg)

You could have one on each side.

Or if I did make an Arcas-Arcadia extension you could have:

EXD1-Arcas-EXDAA-Arcadia-EXD1

to make some kind of uber station.
Title: Inferno SCP Additional Content
Post by: Depth_Charge on September 06, 2005, 03:41:41 pm
whoa. nice......what is that thing on the side? a ship?
Title: Inferno SCP Additional Content
Post by: Woomeister on September 06, 2005, 03:45:21 pm
That's Sandwich's extension, it gave a use for the Arcadia hole and has additional turrets to boost it's poor defenses. Far as I know it was never used for anything.
Title: Inferno SCP Additional Content
Post by: Woomeister on September 07, 2005, 09:53:49 am
Extension rebuild complete and:
(http://www.3dactionplanet.com/hlp/hosted/inferno/ExSupStn01.jpg)
(http://www.3dactionplanet.com/hlp/hosted/inferno/ExSupStn02.jpg)
(http://www.3dactionplanet.com/hlp/hosted/inferno/ExSupStn03.jpg)

:D
Title: Inferno SCP Additional Content
Post by: Goober5000 on September 07, 2005, 10:09:40 am
Now dock them. :D
Title: Inferno SCP Additional Content
Post by: Woomeister on September 07, 2005, 10:11:57 am
Bah it's going to take me ages just to do a few standard docking points for the new station, never mind something as complex as that :D
Title: Inferno SCP Additional Content
Post by: Woomeister on September 07, 2005, 11:04:18 am
Ok I've set it up so the extensions can dock to each other, you only have to manually place the stations. However doing it this way you have to push the middle extension further inside the station for it to work.
Title: Inferno SCP Additional Content
Post by: mr.WHO on September 07, 2005, 11:38:16 am
What is that glowing thing at the end of that extension?
From side it looks like beam powerup.
Title: Inferno SCP Additional Content
Post by: Woomeister on September 07, 2005, 01:14:39 pm
That's an engine glow.
Title: Inferno SCP Additional Content
Post by: Depth_Charge on September 07, 2005, 01:36:46 pm
wow, thats nice..........looks bigger then trashman ( err.....whitehall station ), that he made........
Title: Inferno SCP Additional Content
Post by: Woomeister on September 07, 2005, 02:00:47 pm
Size of the station depends on how much work you want to do:
(http://www.3dactionplanet.com/hlp/hosted/inferno/biggerexd.jpg)
That's 4 Arcas, 4 GTExD, 2 GTExA and 4 docking pieces. That's about 5km long.

Sandwich has also sent me the GTExE (Arcadia engine module) which I'm currently working on.
Title: Inferno SCP Additional Content
Post by: Woomeister on September 07, 2005, 05:04:40 pm
That big one in the last pic, or the individual parts?
Title: Inferno SCP Additional Content
Post by: Woomeister on September 07, 2005, 05:55:42 pm
I'm making another one, the GTExG:

(http://www.3dactionplanet.com/hlp/hosted/inferno/gtexg.jpg)

This isn't too replace the Sol gate.

That gives you

GTExD - Defense module
GTExA - Arcadia-Arcas/Arcas-Arcas/Arcadia-Arcadia module
GTExE - Engine module
GTExG - Gate module
Title: Inferno SCP Additional Content
Post by: Woomeister on September 08, 2005, 05:57:28 am
Ok I've got the GTExA docking to either another module or directly to the Arcas itself. Once I do the same for the others you won't need to manually place the station anymore. However this will be very difficult to achieve with the Arcadia, since its hole is off center. It may be better to produce a new Arcadia with the hole at position 0,0,0. Though you could dock the extensions to each other and manually move the Arcadia like I did in the earlier shots...
Title: Inferno SCP Additional Content
Post by: Woomeister on September 08, 2005, 09:32:45 am
All pieces can now dock with the Arcas itself as seen here:

(http://www.3dactionplanet.com/hlp/hosted/inferno/AllGTEx01.jpg)
(http://www.3dactionplanet.com/hlp/hosted/inferno/AllGTEx04.jpg)
Not all POF data is done on those yet.

Shot of the GTExE:
(http://www.3dactionplanet.com/hlp/hosted/inferno/AllGTEx02.jpg)
Shot of the GTExG:
(http://www.3dactionplanet.com/hlp/hosted/inferno/AllGTEx03.jpg)

That 'station' has 196 turrets

36 for each Arcas
25 for each GTExD
2 on the ETExE

Now I just have to figure out what to do with the Arcadia...
Title: Inferno SCP Additional Content
Post by: mr.WHO on September 08, 2005, 10:12:28 am
Quote
Now I just have to figure out what to do with the Arcadia...


A comertial/civilian station ??
Title: Inferno SCP Additional Content
Post by: Woomeister on September 08, 2005, 10:18:28 am
No I mean for docking to the extensions.

I either:

1. reconvert the Arcadia so its hole is at position 0,0,0

2. spend hours trying to get the dock points to the middle of the hole

3. do nothing and make you dock the extensions together and then manually place the Arcadia over them.
Title: Inferno SCP Additional Content
Post by: StratComm on September 08, 2005, 01:36:44 pm
You've got the Arcadia in Max/Truespace, right?  Select the vertices around one of the inner rings of the hole and average them.  Presto, you've got the coordinates (or 1/20 times the coordinates, in Truespace's case) for the center of the hole.  The depth distance should still be 0 as the station is more or less symmetric along its x-y plane.
Title: Inferno SCP Additional Content
Post by: Woomeister on September 08, 2005, 02:43:07 pm
Quote
Originally posted by StratComm
The depth distance should still be 0 as the station is more or less symmetric along its x-y plane.

The axis of the station is in a funny place, so that wasn't the case.

But thanks that did the trick, the Arcadia is now dockable to the extensions as well now :)
Title: Inferno SCP Additional Content
Post by: Woomeister on September 08, 2005, 04:38:37 pm
Based off the GTExG:
(http://www.3dactionplanet.com/hlp/hosted/inferno/GTExY.jpg)
There's 2 in that shot.

The GTExY or shipyard module is compatible with some of the largest GTVA craft. However it's Arcas only as it won't fit on the Arcadia due to its size.
Title: Inferno SCP Additional Content
Post by: Woomeister on September 08, 2005, 05:26:02 pm
We have:

GTI Arcas - Main Station
GTI Arcadia - Civ Station (probably not in main campaign)
GTExD
GTExE (probably not in main campaign)
GTExA
GTExG (probably not in main campaign)
GTExY
GTI Melia (Obviously used)
Terran Comm Station (Seen in M3)
3 small docking pieces (Seen in M3)

I also have plans for a GTExS (Science array) and GTExR (Miner Refinery) and a GTExF (fighterbay) for the Arcadia, though no promises on those.
Title: Inferno SCP Additional Content
Post by: mr.WHO on September 09, 2005, 02:00:33 pm
GTExY - that's one a hell shipyard :D
GTExA - What is that ??
GTExD - defence extension ??

Does EAI Lycaon is still in R2??
Can we see some R2 EA stations? (I mean smaller ones not this 40-60km one).

BTW tell me that this EA megastation isn't orbiting Earth or any habited planet. You know 2 km asteroing can whipe out whole continent, I know that the asteroids have bigger kinetic energy but I would feel much safe if something 60km size, anti-high power beams armoured military stuff wouldn't floating over my head.
:D
Title: Inferno SCP Additional Content
Post by: Woomeister on September 09, 2005, 02:08:51 pm
Quote
Originally posted by mr.WHO
GTExA - What is that ??

Connects the Arcadia to another Arcadia, or and Arcas to Arcas, or an Arcadia to Arcas, basically a middle piece to form a larger station.

Quote
Originally posted by mr.WHO
GTExD - defence extension ??

Yeah it's designed to boost the number of turrets the Arcadia has.

Quote
Originally posted by mr.WHO
Does EAI Lycaon is still in R2??
Can we see some R2 EA statios? (I mean smaller ones not this 40-60km one).


They have the Lycaon and Cepheus, both have been featured in screenshots before.
The EA don't have a 40km station. The Icanus drydock is only 25km and is the one used in R1.
Title: Inferno SCP Additional Content
Post by: Woomeister on September 09, 2005, 02:10:32 pm
Quote
Originally posted by mr.WHO
BTW tell me that this EA megastation isn't orbiting Earth or any habited planet.

The Icanus drydock is in Mars orbit, and Mars is habited :p
Title: Inferno SCP Additional Content
Post by: mr.WHO on September 10, 2005, 03:17:43 am
Weard, I could bet that I saw a screenshots of really big EA station with something like Destroyer garage INSIDE it, hmmm...

25 km, well we need a big SY for big toys I must admit it.

It would be funny to have a comparing scale of Human,Biggest Inf bomber, WTC, cruised, destroyer and Garganth.

I always wonder how big Gargant would be if she would hover over NY.
Same thing for low orbit (100-150 km), I put a Collosus 150km away in Fred and it was visible. Gargand would be a size of Moon I think :D.
Title: Inferno SCP Additional Content
Post by: Woomeister on September 10, 2005, 04:21:27 am
Quote
Originally posted by mr.WHO
Weard, I could bet that I saw a screenshots of really big EA station with something like Destroyer garage INSIDE it, hmmm...


Ah that was the Atlantis. It causes too much slowdown.

Quote
Originally posted by mr.WHO
I put a Collosus 150km away in Fred and it was visible. Gargand would be a size of Moon I think :D.


If you put the Gigas at 0, and zoom out fully, most of it will vanish due to FRED having a low Z-Buffer limit now. The Gargant can't be seen fully if you try to view it in FRED.
Title: Inferno SCP Additional Content
Post by: Mefustae on September 10, 2005, 08:54:55 pm
Quote
Originally posted by Woomeister
Ah that was the Atlantis. It causes too much slowdown.
Wow, and here I was thinking that Atlantis was over in Pegasus :p...

...Great models, but might I ask, which Race/Group has the largest Station/Shipyard/Installation...?
Title: Inferno SCP Additional Content
Post by: Woomeister on September 11, 2005, 04:21:38 am
The Hara is 38km*34km*42km making it the largest station. The next largest is probably the Icanus dock @12km*8km*25km, then the Melia @ 17km*14km*6km.
Title: Inferno SCP Additional Content
Post by: mr.WHO on September 11, 2005, 08:45:48 am
I'll be damned, SI Hara 52264 cubic km. I'm guessing that after destroying one of those we seriously pissed of the Shivans that's why they send a Gargant on us :D
Title: Inferno SCP Additional Content
Post by: Woomeister on September 11, 2005, 09:23:21 am
Then don't destroy one unless you want to become extinct :p
Title: Inferno SCP Additional Content
Post by: Goober5000 on September 11, 2005, 05:24:19 pm
Quote
Originally posted by High Max
their x-girfriends :D
Mutants?
Title: Inferno SCP Additional Content
Post by: Woomeister on September 12, 2005, 03:27:52 am
Quote
Originally posted by High Max
That's what I meant despite the fact that it is very off topic ;)


Well this thread was about making additional ships compatible with Inferno after the next release, which ended about page 4 of this thread :D
Title: Inferno SCP Additional Content
Post by: Woomeister on September 12, 2005, 06:01:33 pm
(http://www.3dactionplanet.com/hlp/hosted/inferno/gtexr.jpg)

Smaller repair yard for Cruiser-Light destroyer class ships. Still in the mapping phase. This one should work fine on both stations unlike the larger one.
Title: Inferno SCP Additional Content
Post by: Goober5000 on September 13, 2005, 09:45:39 am
Quote
Originally posted by High Max
That's what I meant despite the fact that it is very off topic ;)
:blah: You didn't get my joke.  I referred to X- as in X-Men. :p
Title: Inferno SCP Additional Content
Post by: T-Man on September 16, 2005, 11:57:37 am
My only objection to this module idea is that it's gonna fill the map up with green dots, and let's just not go into protection missions...
Title: Inferno SCP Additional Content
Post by: Goober5000 on September 16, 2005, 12:05:24 pm
So use friendly-ship-stealth. :p
Title: Inferno SCP Additional Content
Post by: Woomeister on September 16, 2005, 12:07:50 pm
Stealth them and make the mission designer do the mission properally so most of the extensions wouldn't go under attack as the enemy would attack the main station, except for the GTExD as it can fight back :)
Title: Inferno SCP Additional Content
Post by: T-Man on September 16, 2005, 12:24:49 pm
...good points, well presented.

Woomeister, you mentioned way back in the thread a 250 ship limit. Is this a limit for the number of added ship types you can use in a mission? Or is it the limit for the number you can actually have in the modules?

BTW: Since they're modules that add mods, i hereby name them "MODules" :lol: unless the team have another term for them.
Title: Inferno SCP Additional Content
Post by: Woomeister on September 16, 2005, 12:26:49 pm
The limit is 250 overall ships, this includes all the main campaign entries and any installed mods. The limit of the mods is 250-total in ships.tbl
Title: Inferno SCP Additional Content
Post by: Woomeister on September 16, 2005, 01:58:57 pm
The bigger the limit, the more memory required to store all the data.
Title: Inferno SCP Additional Content
Post by: Woomeister on September 17, 2005, 02:20:35 pm
But it might be a problem for those with 256mb ram, plus there's no reason to waste memoery on 1000 max entries when that many would not be used.
250 should be fine for now, and if I did ask the limit to be bumped, it would be to 300 and no more.

Of course you could create a custom INF Build by editing the cvs code yourself if you really wanted that many.
Title: Inferno SCP Additional Content
Post by: T-Man on September 27, 2005, 02:29:11 pm
If, say, you wanted to change a ship designation or tech description half-way through the campaign (to show intelligence progression as more data is collected), could it be done using a SEXP in the FRED build's campaign editor, or would you need to switch between multiple entries of the ship?
Title: Inferno SCP Additional Content
Post by: Woomeister on September 27, 2005, 05:27:40 pm
I wouldn't mess with the techroom really, it can be messy sometimes if multpile tech entries are changed...
Title: Inferno SCP Additional Content
Post by: Woomeister on October 12, 2005, 05:09:18 am
To bring this thread back to its original topic:
(http://www.3dactionplanet.com/hlp/hosted/inferno/GTFOphion.jpg)
A ship you may recognise from R1...
This one will be part of a larger pack I'm working on.
Title: Inferno SCP Additional Content
Post by: Darius on October 12, 2005, 09:11:12 am
The Ophion! Yes!!

Is it still going to be the SOC's main superiority fighter?
Title: Inferno SCP Additional Content
Post by: Woomeister on October 12, 2005, 09:28:01 am
It's part of a 'special ops' pack and takes the medium fighter role (equivilant to the Ezechiel)

It's nearly half the size of the R1 version (a more reasonable size) and has only 1 secondary bank. I have a 4 arm variant for the heavy fighter role, the Orpheus as the light fighter, Benki as interceptor, and a new fighter as the assault fighter. For bombers the Artemis will be included, and the Lyre which is included in the main mod.

No heavy bombers as I don't see a need for special ones.

That gives the following with the same map style:

GTF Orpheus
GTF Ophion
GTF Ophion 4 wing Variant (unamed at the moment)
GTF Benkei
GTF Unamed (Alves eqiv)
GTB Artemis

GTF Banshee (R2 included)
GTB Lyre (R2 included)

The Banshee and Lyre are used by normal GTVA fleets and are in the main mod. The others will probably be classed as being in eval periods for elite use only when tech descriptions are done.

All the new ones will be in 1 download, but in seperate VP files so you can delete any you don't want to use without having to extract everything.

I'll take a group shot once I'm more done with them.
Title: Inferno SCP Additional Content
Post by: NeoBasilisk on October 12, 2005, 07:03:15 pm
Yes, we like screen shots. :nod:
Title: Inferno SCP Additional Content
Post by: Woomeister on October 14, 2005, 06:57:46 am
All of them for scale:
(http://www.3dactionplanet.com/hlp/hosted/inferno/BlackFight01.jpg)

Banshee and Benkei:
(http://www.3dactionplanet.com/hlp/hosted/inferno/BlackFight02.jpg)

Tethys and Orpheus:
(http://www.3dactionplanet.com/hlp/hosted/inferno/BlackFight03.jpg)

Ophion and heavy variant Ceyx:
(http://www.3dactionplanet.com/hlp/hosted/inferno/BlackFight04.jpg)

Artemis and Lyre:
(http://www.3dactionplanet.com/hlp/hosted/inferno/BlackFight05.jpg)
Title: Inferno SCP Additional Content
Post by: NeoBasilisk on October 14, 2005, 10:39:20 am
Nice!!  Are they going to be part of the campaign, or just included in the mod.
Title: Inferno SCP Additional Content
Post by: Woomeister on October 14, 2005, 11:00:39 am
The only ones included in the mod are the Lyre and Banshee.
The rest are a seperate download for those who'll make user missions. Everything in this thread except for the Arcas and extensions are extra mods.
Title: Inferno SCP Additional Content
Post by: Darius on October 14, 2005, 11:51:38 am
Pretty. The Lyre reminds me of the Galspan fighter-bomber from Tachyon.

Special ops may not have fleet status anymore, but they've still got a nice variety of fighters. :)
Title: Inferno SCP Additional Content
Post by: Woomeister on October 14, 2005, 04:32:32 pm
Of course they don't have to be used as special ops fighters. But since all our SOC fighters in R1 had the same style maps, I thought it would make a fitting theme.

All the main Inferno fighter classes are covered in that pack except for a heavy bomber and stealth fighter.
Title: Inferno SCP Additional Content
Post by: Mongoose on October 14, 2005, 05:03:13 pm
I like the throwback to the Apollo with that Orpheus :)
Title: Inferno SCP Additional Content
Post by: Woomeister on October 14, 2005, 05:56:19 pm
I like the Apollo, the Orpheus is the second of three Apollo designs I made.
Title: Inferno SCP Additional Content
Post by: mr.WHO on October 15, 2005, 06:34:46 am
SOC fighters without stealth fighters ? It can't be.

I wonder if you can upgrade R1 EACa Telemus or even better
this model (by C914):

http://img422.imageshack.us/img422/7070/gtca08a2hu.jpg
Title: Inferno SCP Additional Content
Post by: Woomeister on October 15, 2005, 06:47:23 am
Quote
Originally posted by mr.WHO
SOC fighters without stealth fighters ? It can't be.


You can use the Icarus from Reciprocity, it should go well with these :p

Quote
Originally posted by mr.WHO
I wonder if you can upgrade R1 EACa Telemus or even better
this model (by C914):

http://img422.imageshack.us/img422/7070/gtca08a2hu.jpg


I don't have that model and I doubt I could get the Telemus to match the quality of the current Lindos.
Title: Inferno SCP Additional Content
Post by: Trivial Psychic on October 15, 2005, 11:56:20 am
I had suggested that that model by c914, be the "orbital staging areas" that were spoke of during the attack on the Nemesis.  They would be orbital platforms with large fighterbays, minimal heavy weaponry, and no engines to speak of.
Title: Inferno SCP Additional Content
Post by: Woomeister on October 17, 2005, 02:00:26 pm
Well I've been messing with some of the Ancient ships and I have 3 versions of the Kato now, and a freighter to go with the transport from R1.
I still have to get the freighter in game however and I still need to make 1 more cargo container for it...
Title: Re: Inferno SCP Additional Content
Post by: T-Man on November 17, 2005, 12:43:40 pm
Speaking of additional content, a little idea i had a little while ago for additional content of a slightly different kind:

You know the Earth model? I thought that you might be able to use the "texture replacement" feature in FSOpen to make it stand in as another planet. If this works, then multiple spheres of different sizes could be made for people to place textures on and create different planets.
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on November 17, 2005, 01:05:03 pm
I managed to get hold of new Sol planet backgrounds so we won't be including the model version. We originally had textures for Earth, Moon, Mars and Venus for that model which could be used via texture replacement.
Title: Re: Inferno SCP Additional Content
Post by: mr.WHO on November 17, 2005, 02:04:10 pm
Does R1 shivan planed destroyer (SPD Vinaashak?) has been scrapped?
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on November 17, 2005, 04:16:18 pm
Does R1 shivan planed destroyer (SPD Vinaashak?) has been scrapped?
Yup we have no use for it now so I removed it with a few other things.
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on January 01, 2006, 07:41:16 am
Set 1 is nearing completion:
(http://inferno.hard-light.net/Screens/Mod/archives_set1.jpg)
GTB Uriel - Heavy bomber
GTB Artemis - Light bomber
SF Serpent - I might shrink this one a bit
SF Chimera - Big fighter with fighterbeams, is included with the main mod already in the mods folder instead of downloaded seperate
GTF Tethys - Very small fighter, lots of guns but poor missile capacity
GTF Ophion - Medium level fighter
GTF Benkei - Interceptor
GTB Surt - Railgun bomber, uses a unique smaller version of the EA railgun systems (meant to be post EA War)
GTF Ophion - Light fighter
GTF Claymore Mk IV - Joint GTVA/EA craft, used as a light scout (meant to be post EA War)
GTF Raziel - Medium fighter

More ships to be done later. At least 7 more fighters I think.
Title: Re: Inferno SCP Additional Content
Post by: Murderous Species on January 02, 2006, 06:10:37 pm
SF Chimera - Big fighter with fighterbeams, is included with the main mod already in the mods folder instead of downloaded seperate

 :shaking:
No Shivan stealth fighter?
Set 1? More to come?
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on January 03, 2006, 03:46:11 am
We didn't really use the Chimera because it was stealth.

There's already a set 2 and there's plans for a set 3. Though those are just groupings of the wip stuff and not how they will be downloaded (all set 1 stuff will be downloaded seperate)
Set 1 is fightercraft
Set 2 is capships
Set 3 will probably be more fightercraft
Title: Re: Inferno SCP Additional Content
Post by: Qwer on January 03, 2006, 08:17:20 am
SWEET!!!(however i still think shivans should have stealth fighter)

Quote
GTB Surt - Railgun bomber, uses a unique smaller version of the EA railgun systems (meant to be post EA War)

Will these railguns be primary weapons with limited ammo or rockets with railgun effect? If first is true what's included in secondary banks?
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on January 03, 2006, 08:27:00 am
It's a primary weapon though I haven't decided if it'll be ammo based or not. It supposed to be like the Terran PAC system which can be used to damage ships when you run out of bombs, they take a high amount of energy but have no ammo usage. If I made the railgun ammo based it would have to be far stronger to be worth while, especially since that bomber can only carry cruise missiles and not bombs at the moment. The railgun would be its primary weapon instead of its bombs.

Nothings set in stone right now anyway, and you can always change it to suit your tastes by editing the tbm files. I just provide default ones for those who want new ships with little effort or those who don't know how to mod.
Title: Re: Inferno SCP Additional Content
Post by: Murderous Species on January 03, 2006, 11:02:51 am
Then the Surt can carry both: Railgun and bombs; it is a LOT of firepower that only one of the bombers uses; what's left for the other bombers?

The Surt is also VERY big, right?
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on January 03, 2006, 11:16:19 am
It's designed more for the railgun, like I said it probably won't carry proper bombs

It's...30m*11m*34m
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on January 28, 2006, 05:41:37 pm
(http://inferno.hard-light.net/Screens/Mod/Vidyadhar.jpg)
Since Sid won't let me show off the new Gigas I'll give you a quick look at its sister. A ship I built when I was testing something for the main campaign, the SSJ Vidyadhar can probably be classed as a bigger Vinaashak. It's a dedicated planet destroyer and it has a corvette bay. It only has 5 big weapons, 4 beams and it's primary subspace weapon. The rest are anti-fighter weapons. It usually has several Amritayas nearby as escort since it doesn't have the offensive punch of the Gigas when it comes to fleet destruction. I only finnished the conversion ten minutes ago so it isn't ready yet. Lots of POF data to do and I need to rebuild the older prototypes table entry.

This is an archives ship and won't feature in the main mod.

Here's the stats compared to the Gigas and Icanus:
(Hull count is the polycount of the main hull only, lod0 count includes turrets and any additional sub-objects)

Vidyadhar
Hull Polycount: 2684
Lod0 Polycount: 5725
Length: 19217m
Turrets: 103

Gigas:
Hull Polycount: 1767
Lod0 Polycount: 6048
Length: 22021m
Turrets: 120

Icanus:
Hull Polycount: 1990
Lod0 Polycount: 5543
Length: 19567m
Turrets: 123
Title: Re: Inferno SCP Additional Content
Post by: Trivial Psychic on January 28, 2006, 10:47:26 pm
The body tends to remind me of the Rakshassa, while the arms/head reminds me of the Krennon Weapon Ship from Star Trek Voyager's "Year Of Hell".
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on January 29, 2006, 04:11:54 am
The Gigas is more Rakshasa like than the Vidyadhar. Though now that you said that the front does remind me a bit of that ship in Voyager.
Title: Re: Inferno SCP Additional Content
Post by: Jouzin on January 30, 2006, 12:17:52 pm
cool very nice big ship :) 
I am looking forward to see new Gigas and this new BIG ship in action :)  :)
Title: Re: Inferno SCP Additional Content
Post by: Qwer on February 14, 2006, 06:54:02 am
So what's with Set 2? :confused:
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on February 14, 2006, 07:03:02 am
Set 1 isn't completed yet :p

Stopped set 2 to plan a pre EA war set. I've been trying to make a set of grey fenris style maps for small ships:
http://inferno.hard-light.net/FenrisOrion.jpg
These maps aren't meant for a ship of that size, and they don't exactly fit well on the Orion mesh without reuving it.

Tests on Aldos 'cutter' cruiser look promising.
Title: Re: Inferno SCP Additional Content
Post by: Labcoatguy on February 15, 2006, 10:16:40 am

Stopped set 2 to plan a pre EA war set. I've been trying to make a set of grey fenris style maps for small ships:
http://inferno.hard-light.net/FenrisOrion.jpg


I am SERIOUSLY digging the Fenris maps on the Orion. Maybe its' the windows, but it really reminds me of the Excelsior class.
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on February 15, 2006, 12:44:40 pm
Well it should be more tiled for its size, but those maps were meant for cruisers. Some of the windows currently get cut off since the UV mapping wasn't designed for those maps. I might make adjustments later for ships of this size once I'm happy with the cruiser versions.
Title: Re: Inferno SCP Additional Content
Post by: aldo_14 on February 16, 2006, 08:49:09 am
GTF Claymore Mk IV - Joint GTVA/EA craft, used as a light scout (meant to be post EA War)

Waittamo - that means there must be, what, 5 fighters called 'Claymore' knocking about now?
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on February 16, 2006, 09:55:25 am
More like 6.
Title: Re: Inferno SCP Additional Content
Post by: aldo_14 on February 16, 2006, 10:00:22 am
More like 6.

:nervous:
Title: Re: Inferno SCP Additional Content
Post by: Qwer on February 16, 2006, 10:07:00 am
I saw also "Claymore bomber" on Hades Combine, so prehaps 6. ;)
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on February 17, 2006, 10:02:02 am
There's the 2 Claymores from R1 and the Claymore in set 1 i the pic in this thread. All 3 of those are versions from Reciprocity, old and last Reci versions. The other 3 Claymores are the ones used in the current Inferno campaign and are based off meshes in Aldos modeldump. So there's 6 versions that make up the 'Claymore series' that we have. All of them are Aldos meshes or are based off Aldos meshes :)
Title: Re: Inferno SCP Additional Content
Post by: aldo_14 on February 17, 2006, 02:52:28 pm
You forgot the hideously ugly very first fighter I made, which was called the 'Claymore' as well.  So that'd be 8 versions.
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on February 17, 2006, 02:57:37 pm
Well I only have 6 versions here :D
Title: Re: Inferno SCP Additional Content
Post by: aldo_14 on February 17, 2006, 05:05:13 pm
Indeed.
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on February 19, 2006, 11:59:29 am
(http://inferno.hard-light.net/Screens/Mod/astbase.jpg)
Fenris style asteroid base (Modified Darks Cheops model)
Title: Re: Inferno SCP Additional Content
Post by: mr.WHO on February 19, 2006, 01:32:07 pm
Nice, EA i presume?
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on February 19, 2006, 01:36:10 pm
Pre EA.
Title: Re: Inferno SCP Additional Content
Post by: Qwer on March 05, 2006, 09:53:09 am
Anything new since EA Cheops? ;7
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on March 05, 2006, 09:58:06 am
It's not EA.

I have 2 cruisers and a destroyer now that share the same maps.
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on March 06, 2006, 05:59:23 am
Some old style fighters in the works:
These are max renders and aren't in game yet
(http://inferno.hard-light.net/Screens/Mod/oldfighter.jpg)
Probably the most ugly fighter I've ever made, I'm not that happy with the way this one looks.

(http://inferno.hard-light.net/Screens/Mod/oldbomber.jpg)
This ones much better, either a Zeus or Medusa size bomber. It'll have a turret later.
Title: Re: Inferno SCP Additional Content
Post by: mr.WHO on March 06, 2006, 09:19:00 am
I don't think that it's ugly. I think that both model are interesting and have their own style :)

Edit: Does adittional pack will be relase same day with R2 relase?
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on March 06, 2006, 09:34:11 am
Some ships maybe released on the same day, some will be soon after. The Chimera is installed by default to setup the standard mod directory (the one misc ships go into, larger packs like the Ancients mod will have their own directory)
It depends on when I get a chance to finalise and package each individual one.
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on March 07, 2006, 06:59:21 am
(http://inferno.hard-light.net/Screens/Mod/oldbomber2.jpg)
Bomber is almost ready for proper testing. Shot from the in game lab.
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on March 10, 2006, 01:38:15 pm
(http://inferno.hard-light.net/Screens/Mod/oldera.jpg)
Ok I'm just about out of ideas now for this set.
Title: Re: Inferno SCP Additional Content
Post by: mr.WHO on March 10, 2006, 02:17:52 pm
Let me guess(from top):

Missile fighter- large missile banks. no guns.
Strike bomber(medusa looking)- many guns, small banks, no turret, high speed looking
torp bomber (ursa looking)-medium banks, no guns.
Angel recon fighter
Skirmish missile fighter(hercules looking)- no guns, small banks
Inteceptor (Mustang fighter)- high speed looking, guns and banks inegrated into hull.
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on March 10, 2006, 02:27:18 pm
From top:
Apollyon - of course it'll have guns
Herc
Todays Bomber - 6 gun mounts, reduced secondaries, no turret
Ursa
Enceladus - Medium fighter, it's too large to be an interceptor
Other new bomber - Strike bomber, 2 guns, 1 turret
Crappy looking fighter - going for fs1 style herc 2
Valkyrie
Medusa
Athena
Angel Scout - recon
Apollo
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on March 19, 2006, 10:00:02 am
Name list of what I've got so far:

Fighters
Apollo
Angel
Valkyrie
Antaeus
Hercules
Enceladus

Bombers
Athena
Apollyon
Callisto
Medusa
Hera
Ursa

Cruisers
Vidar
Tyr
Leviathan

Destroyers
Zagreus
Orion
Title: Re: Inferno SCP Additional Content
Post by: Qwer on March 19, 2006, 10:49:43 am
I see BR will have a lot new toys to make new S:AH. :D
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on March 19, 2006, 10:54:09 am
Most of those pre date that era, I won't be doing the EA type stuff to later, I'll probably use these ships as the hostile faction for that period.
Title: Re: Inferno SCP Additional Content
Post by: mr.WHO on March 19, 2006, 12:35:13 pm
ANy screnshots of Vidar, Tyr and Zagreus?
Title: Re: Inferno SCP Additional Content
Post by: Woomeister on March 19, 2006, 12:46:30 pm
The Vidar is a modified version of Aldos 'cutter' cruiser
The Zagreus can be seen in the background of the pics I took of Rampages bomber
No shots of the Tyr yet, it's an old Fenris looking model.