Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: SadisticSid on May 01, 2003, 07:03:25 am
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Last updated: 15th May '03
Since the site seems to be updated less frequently these days, I thought I'd bring some of our more recent news to bear in friendly thread form. :)
Inferno custom EXEs
Woomeister built a custom version of the FS2 and FRED2 executables for Inferno to allow for the inclusion of more mods (and more TBL entries). It does not include any of the SCP additions, since the recent builds have been somewhat unstable on a lot of people's machines. Inferno may be distributed with these executables as standard, providing they are as stable as Volition's originals, or they may be optional for mod-makers to add their own ships to the campaign.
Tech room
At present we have a fully functioning techroom for both ships and weapons in the campaign. Superficial but cool nonetheless. :)
New toys
A number of new mods not mentioned on the Inferno site have been introduced, including a heavy assault fighter, a heavier stealth fighter, a new SOC destroyer, and the Notus' exclusive carrier ship. Even more cool stuff is planned to go in the eventual release. Existing stats are also being tweaked to give each Inferno ship unique combat characteristics.
Mission progress
Major revisions have been made to Inferno's GTVA Chapter 1 missions, the only real issue holding up the initial release. However, the changes are well worth waiting for. ;)
Interface art
Full, canon-style techroom animations for every flyable Terran and Vasudan ship in the campaign (currently numbered at almost 30 ships).
Voice acting
The voice question still remains undecided. We may be on the lookout for actors soon, or we may not bother at all.
Hiring
The team is always on the lookout for experienced, competent mission designers. However, I'd also like to ask for help in making some single-frame interface art for the weapons techroom and with gun icons for the weapon selection screen. If anyone with the necessary skills wants to volunteer them in either of these regards, contact me or Woomeister by PM or email.
Update (15-05-03): Weapon models and interface art
Woomeister has finished modelling our new secondary weapons and is designing the requisite art for the techroom and loadout screens.
Sid.
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:D Sounds good.
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The work you guys are pulling off is damn impressive. Godspeed. :yes:
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Some more screenshots will be winging their way to you all very soon... I'm almost done with mission 13 of 15 for Chapter 1. Getting really close to release now. :nod:
Sid.
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More screenshots here (http://www.hard-light.net/forums/index.php/topic,13857.msg283450.html#msg283450).
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Most release 1 modpacks are now ready so a download size estimate can be given now.
The first release is the core of the mod, it will include most of the ships and all the weapons so far.
Packs required:
Core Files - currently 24mb
EA Pack - 10mb (already released)
Terran Pack - 19mb
SOC/Vas pack - 20mb
Shivan Pack - probably about 10mb, will be replaced by R2 Shiv/Ancient pack
Missions - probably a few hundred k
Tables - a few kb
Optional:
Chapter 1 CB Anis - currently 49mb
Overall R1 will be about 135mb to download and will be around 250mb uncompressed, at least so far.
The entire campaign mod folder is currently over 300mb, and we have more cb anis to do :D
Release 2 will include the Ancients mods and the 2nd GTVA chapter.
Release 3 will include our modified exes, a few new ships, the final GTVA chapter, and the entire SOC campaign.
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I'm putting together a new sound pack for Inferno at the moment. I doubt I'll be able to scrounge enough effects for secondary launches, but the interface and many of the flight sounds have already been put in to my liking. :)
Sid.
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Packs required:
Core Files - currently 24mb
EA Pack - 10mb (already released)
Terran Pack - 19mb
SOC/Vas pack - 20mb
Shivan Pack - probably about 10mb, will be replaced by R2 Shiv/Ancient pack
Missions - probably a few hundred k
Tables - a few kb
Optional:
Chapter 1 CB Anis - currently 49mb
Overall R1 will be about 135mb to download and will be around 250mb uncompressed, at least so far.
Damn, that's huge! This better be worth it, people! :D
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And this is aimed to be released within the next two years?
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Next month if we get the weapon loadout anis done on time...
I may release the Terran modpack this weekend, depending on my mood ;)
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Rampage, there is very little more to do. 13 of 15 missions for the first GTVA chapter are done, and the only extra stuff to be done are some techroom graphics for the weapons and a touch of TBL rebalancing. My personal estimate for release is before July.
If you've played the second INF demo, I think you'll be impressed by the stark constrast in quality between that and the upcoming release.
Sid.
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Ok if my connection is working tommorow the Terran pack will be released, it will include the following:
GTF Vesuvius
GTF Cyone
GTF Perseus ADv
GTF Alves
GTF Deadalus
GTF Keres
GTB Danaus
GTB Sabus
GTB Jotun
GTC Alcyone
GTCv Alexandria
GTCv Phobos
GTD Icelus
GTD Boreas
GTSD Odin
GTCa Warlock
GTI Arcas
GTFr Vela
Vela Cargo
GTFr Clarius
TAC 2
Sol Gate
GTDI Titan
Like the EA Pack no tables will be provided as this will be an official campaign modpack running from the tables that will be released on the final launch day.
The SOC/Vasudan pack will be released in a few weeks, or perhaps sooner ;)
The pack is about 19mb to download.
Another step closer to Chapter 1 GTVA Side :D
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Terran pack should be up tommorow, checked the files it looks ok and my connection seems to of returned to normal.
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Terran Pack is now avaliable on the Inferno website.
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Question: When is the SOC Pack due? I'm currently scouring the web for the Banshee and the Horae for my campaign.
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Maybe 2 weeks from now.
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uhm when do we get tha missions?
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When I'm finished rebuilding all of them.
Sid.
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Terran VP files as seen in modelview:
(http://www.3dap.com/hlp/hosted/inferno/TVPMView.jpg)
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okidei, first of all I have to say that so far this Inferno looks too awesome to be handled! :yes:
I just yesterday found your site and I have really liked what I have seen. However, I have been a bit confused about all these files shown in the downloads-page... so...
Q1: This Inferno-campaign includes 3 campaigns? (for three races)
Q2: Is it possible to download just one big file to install one release?
Q3: How easy is it to install such thingie? Does it affect if I have previous custom table-files & stuff?
Q4: I understood that Release1 is released... or is it? When is the whole thingie ready?
(Yes I'm a bit n00b with these thingies, I can handle up to 20 Maras alone but putting all those files in correct folders & stuff is too hard for me :D )
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i hope there will be 1 big VP file :)
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Q1: This Inferno-campaign includes 3 campaigns? (for three races)
There's 3 major stories. CH1+2 delas with the first Shivan invasion and the EA war, CH3 deals with the Ancients. The SOC storyline is different but has ties to the GTVA side.
Q2: Is it possible to download just one big file to install one release?
No since we are still working on the R3 mods so you'd have to wait a very long time for any release that way.
Q3: How easy is it to install such thingie? Does it affect if I have previous custom table-files & stuff?
Put them in your FS2 root directory.
Q4: I understood that Release1 is released... or is it? When is the whole thingie ready?
Only the EA and Terran packs of R1 are avaliable, my plan is to release the bulk of the mods a VP at a time to reduce the stress for 56kers.
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Originally posted by Ashrak
i hope there will be 1 big VP file :)
If I put eveything I have for this campaign into 1 big VP file it would be 322mb, by the tme we are done it'll be over 400mb, compressed that would be a 200mb+ file to download off fileplanet :p
If a serious bug came across I would then have to produce patch VP files, or upload the entire thing again.
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Just out of sheer curiosity... Did you guys use my improved version of the SF Gorgon that I released awhile ago in Inferno or did you improvised on Dark yourself?
HINT: If you used my version, which adds LODs and better shielding, then I would like some credit. ;7
Rampage
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Not according to this (http://www.woomeister.pwp.blueyonder.co.uk/INFShips.htm).
Sid.
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About 6 months ago, I gave Woomeister a copy of my Gorgon. (Check the Siggy. Go to downloads section.)
All I did was add LODs and a new, better shield.
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My credits are for the original. We have many models that have been edited from the original version, but we credit the original makers. Since Dark did the original version, Dark gets the credit.
I slightly edited the shield mesh as it has a few parts where the model stuck out.
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more news!!!! :hopping:
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News in pictures: (the new Geodess Hypervelocity missile, featured on the SOCv Neptune)
(http://jeff.re4lity.net/images/Inferno/geodess-fire.jpg)
(http://jeff.re4lity.net/images/Inferno/geodess-impact.jpg)
Sid.
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Current ships.tbl now has 150 entries including the remaining FS2 stuff.
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I wasn't going to show these ships, but they're just too damn cool not too :D
(http://www.3dap.com/hlp/hosted/inferno/images/venomcruise01.jpg)
(http://www.3dap.com/hlp/hosted/inferno/images/venomcruise02.jpg)
(http://www.3dap.com/hlp/hosted/inferno/images/venomcruise03.jpg)
(http://www.3dap.com/hlp/hosted/inferno/images/venomcruise04.jpg)
(http://www.3dap.com/hlp/hosted/inferno/images/venomcruise05.jpg)
(http://www.3dap.com/hlp/hosted/inferno/images/venomcruise06.jpg)
The GTC Glaucus and GTC-X Bellerophon
it's too ealry to give stats or more info though, they aren't balanced yet, but at the moment they do rather well against Shivan corvettes :)
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bellerophon ROCKS!!!! :eek2: i LOVE that design SO SMOOTH newer textures though would be cool :))))
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Lol, a texture change and it could come straight from the Star Trek universe :p Very nice ship :D
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Originally posted by Tiara
Lol, a texture change and it could come straight from the Star Trek universe :p
hargh the insult!
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Originally posted by Venom
hargh the insult!
I didn't say Starfleet :p With the exception of the Defiant and Akira all their ships appear to be... ugly :p
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(http://www.3dap.com/hlp/hosted/inferno/weapicons.jpg)
Some of the new secondary weapon icons I've been making for our new weapon models.
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Seeing the Horae, when are you going to release the SOC pack?
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When I want to.
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Originally posted by Tiara
Lol, a texture change and it could come straight from the Star Trek universe :p Very nice ship :D
A small texture change and it could come from the FS universe, as it supposed to:D :D
awesome stuff, I hope we get a release sometime soon. Are those the default nebula backgrounds, cause they looks somehow better than the regular ones..
My only beef with Inferno ships is that there isnt a common style. There are many styles of Terran fighters, destroyers etc. I think it would looks better if there was one or two agreed upon texture styles, and all the ships looked like that..
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much like the Fenris, Hecate, and Deimos? :p
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WOW, this summer...
A lot of free time and a lot of Shivans to kill!!!
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Originally posted by Rictor
My only beef with Inferno ships is that there isnt a common style. There are many styles of Terran fighters, destroyers etc. I think it would looks better if there was one or two agreed upon texture styles, and all the ships looked like that..
We humans are a very creative species. For only one design style to exist is not realistic. The shivan, vasudan ships were designed by humans(Violition staff ad modders), no?
Take a lookat ANYTHING we humans make.
Sure, there is allmost allways a dominant style, but it's never the only one.!
ME LIKES !:D
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*Points to Hecate*
nuff' said.
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SOC/Vasudan pack has been released.
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Hey, this is awesome :nod::yes:
Shouldn't there be news or something on the front page?
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I put a small note on the INF main page.
Only one more ship pack to go, then the rest is core files :)
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Originally posted by Woomeister
Only one more ship pack to go, then the rest is core files :)
Is there some sort of timeframe for these releases?
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Within the next few weeks. All major packs should be out at least a few days to a week before the first mission releases.
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Inferno Trailer. (http://jeff.re4lity.net/media/INFTrailer.avi)
Sid.
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Divx codec, all in game footage.
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Originally posted by SadisticSid
Inferno Trailer. (http://jeff.re4lity.net/media/INFTrailer.avi)
Sid.
Awesome, downloading now :)
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SWEET SOC. This is going STRAIGHT to Attempted Suicides: Wehrmacht!
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Originally posted by Woomeister
Divx codec, all in game footage.
Ummm.............. Did I miss somthing?:confused:
All I got was sounds no ingame footage at all, and no I don't have Divx it sucks.
Make one in Windows Media Player please!?
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The CODEC:
http://download.divx.com/divx/DivX505Bundle.exe
Rampage
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Originally posted by Rampage
SWEET SOC. This is going STRAIGHT to Attempted Suicides: Wehrmacht!
*hides the SOB Wraith*
:D
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Originally posted by StarGunner
Ummm.............. Did I miss somthing?:confused:
All I got was sounds no ingame footage at all, and no I don't have Divx it sucks.
Make one in Windows Media Player please!?
You say DivX sucks and then ask to make a WMV version? Get real.
Sid.
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Originally posted by StarGunner
All I got was sounds no ingame footage at all, and no I don't have Divx it sucks.
Make one in Windows Media Player please!?
Dude, I seriously can't think of a single facet in which WMV is superior to DivX. If you can list some... if not, I'd suggest getting DivX.
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Nice :yes:
I like how you carefully placed the footage along with the music...excellent :nod: ;)
:D btw love the Beam work!!!
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(http://www.3dap.com/hlp/hosted/inferno/images/INFNodemap3.jpg)
New nodemap to replace the earlier one I did.
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Heres a mirror for the Inferno Trailer :nod:
http://home.iprimus.com.au/nexus387/INFTrailer.avi
btw I hope everyone here is looking forward to this release as much as I am :D :nod: *jumps up and down...waiting for release*
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Might I also add that if you've got an older version of the DivX codec (i.e. pre-5.0.5), then the trailer will bugger up a bit into it. And this bugger-up is plenty enough to cause Premiere to crash and burn, apparently...
Anyways, from what I've seen of the trailer, I'm muchly impressed. And props to you boys for putting those ship packs up for download. :yes: Now if you'd had included some .tbl files and a sample mission or two... :drevil: ;7 :D
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The last ship pack for R1 is now avaliable.
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Originally posted by Woomeister
The last ship pack for R1 is now avaliable.
*downloads it*
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optional full cb anis pack is now online
Only the core and mission/table files left, which will have to wait till launch day.
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Do i have to download the ships and the other stuff seperate or will ships tables anis etc be in 1 huge VP?
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There will be a 1 big vp file version. It'll probably take me at least three hours to upload it.
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are you? :p so uhm WHEN this week? next?
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depends when the testing is done, probably next week.
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Your um... Site is inoperational.
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works here...
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fine for me to
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you will all piss yourself when you play mission 14.
thanks sid. :nod:
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In case you all missed it, Inferno now has a new website (http://3dap.com/hlp/hosted/inferno/). Full information on a lot of our stuff, both release pending and upcoming later on... ;)
Sid.
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Originally posted by PhReAk
you will all piss yourself when you play mission 14.
thanks sid. :nod:
*Ashraks seeks for a target ........... notices PhReAk and gives PhReAk a big big big big big kick in the groin *
i hate spoilers :/
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Bah that's not a spoiler, it's a fact ;)
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Hey, for my first attempt at a *** ***** ********, with lots of ***** and a fair bit of ***** it did surprise me how ***** the final product was.
Now what the **** was I talking about?
Sid.
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yes lots ***********'s
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There's no links on the site. All You get are the first three pages. (the Archive/campaign choice, then the main page for each of those) Where's the rest of it? other wise, it looks ok.
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try clicking on the little image next to the text of the links :p
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Core files pack is up and working.
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Originally posted by Woomeister
Core files pack is up and working.
One word:
[size=65535]YES![/size][/b]
*dies of joy*
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Originally posted by Woolie Wool
One word:
[size=65535]YES![/size][/b]
*dies of joy* [/B]
play our mission and you will die of too much joy in one mission :D
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There's no tables in that file if that's why your happy :p
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WHY DID YOU OMIT THE TABLES?!?!
*kicks Woomeister*
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My Inferno campaign that I am making is going strong and now contains five (of twenty) missions. Any comments or suggestions out there?:nod:
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Originally posted by Blitzerland
Any comments or suggestions out there?:nod:
You must present it to us first. But still, keep up your progress! :yes:
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Added GalacticEmperors Orpheus reskin and the INF Tools pack to the INF Archives, missions will be added a bit later.
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Added my new Lucifer to the archives
INF R1 has reached 1283 downloads from the 3 versions I can check.
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INF R1 now up to 1781 downloads, which is 1700+ more than I expected :D
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Well, those 1800+ downloads are just the beginning. I remember when I joined up HLP we were about 600+. Now we are 1400 people registered at HLP.
Now thanks to INF, TBP, SCP, and hopefully more acronyms, we 're getting there.
It has been quite a time since I saw a " Fs2 is dead" thread.
@Woo and crew. You had a good deal with Fs2 revival! Be proud. You earned it! :nod:
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Things are going to get even more interesting ;7
Wait till you see what I've been doing with the Shivans :drevil:
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Uh-oh, he's got that look...... :)
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Originally posted by Woomeister
INF R1 now up to 1781 downloads, which is 1700+ more than I expected :D
We pimp you good. :D
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Some news:
Terran rebalance almost complete - the biggest bit of our rebalancing project is almost finished, with only the fighters left to do. The (GTVA) Terrans have a number of exclusive weapons to use in four fighter categories - standard, heavy, advanced dogfight, and bomber.
Standard weapons are your bread-and-butter guns like the Subach, Prometheus, and basic heat and aspect seeking weapons. They can be carried by every Terran fighter class. Heavy guns can only be carried on bigger and more powerful ships like the Alves and Keres, and consume much higher energy and cargo capacities. Advanced dogfighting weapons are restricted to the more powerful light and medium ships in the game, as well as the most modern heavy fighters. They consume less energy/cargo and do less damage than heavy weapons, but are more efficient. Bomber weapons are torpedoes and very heavy plasma cannons that can blow a capital ship apart by themselves.
Capital ships also have their own unique turret weapons. The Terrans have an advanced array of turret primaries such as disruptor beams for shutting down capital ships and fighters, anti-fighter cluster guns to give cruisers a much-needed wide field weapon, EMP and energy leeching blasters, mass drivers, 'superflak', and shield-killing photon cannons. They only have a few interesting turret secondaries though, as we want to differentiate between each race/faction's technology.
Different classes of capships are now very much single-purpose. Cruisers are the best anti-fighter platforms and can make deadly zones of fire with their advanced weapons. Corvettes can still fend off cruisers but they are designed for supporting rather than offensive duties. Their disruptor, EMP and leeching turrets can hinder both large and small targets for other forces to destroy. Destroyers are the best all-round ships, with anti-fighter classes providing a long-range screen against fighters and bombers, anti-ship classes tearing apart larger targets, and carrier classes doing a bit of both AND launching their fighter squadrons. As for the classes above this, you'll have to wait and see. :)
We will be applying these templates to the other factions with a few alterations, but the goal is to make Inferno less of a anything-bigger-is-better game and a lot more role-based.
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but there still are a bunch of big ships ;). The next chapter (and the redone first) will take full advantage of SCP gameplay features. depending on what happens, its likely you will see ballistic primaries, tertiary weapons systems, and a bunch of other stuff seen on the FS2 Wiki thingy it needs finished. someone please help me :)
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When do you think you'll have a re-release of 1? Hopefully my computer can work before that!
Btw, is Inferno going to take advantage of hi poly counts for ships in the future?
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Originally posted by J3Vr6
When do you think you'll have a re-release of 1? Hopefully my computer can work before that!
Probably will be a while
Originally posted by J3Vr6
Btw, is Inferno going to take advantage of hi poly counts for ships in the future?
nope
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Some glory shots...
(http://img12.photobucket.com/albums/v36/SadisticSid/raiden.jpg)
Raiden class corvette
(http://img12.photobucket.com/albums/v36/SadisticSid/oberon.jpg)
Oberon class escort destroyer
(http://img12.photobucket.com/albums/v36/SadisticSid/mihos.jpg)
Mihos in shadow
(http://img12.photobucket.com/albums/v36/SadisticSid/cabari.jpg)
Cabari class carrier-type destroyer with Herc III escorts
(http://img12.photobucket.com/albums/v36/SadisticSid/Geb.jpg)
Geb class corvette
(http://img12.photobucket.com/albums/v36/SadisticSid/andhakapummeled.jpg)
A Shivan Andhaka class frigate gets pummeled by an Oberon's plasma cannons
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:cool: :yes:
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Originally posted by Holy Imperial Gloriano
:cool: :yes:
:yes: Indeed. Looks fantastic. I've always liked eyecandy :D
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And seeing as the default SCP splash screen sucks, we made this instead:
(http://www.3dap.com/hlp/hosted/inferno/preload.jpg)
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:):cool: :yes:
erm.. are you guys still using orginal Orion?
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Heh, I was waiting for someone to say that. :) It's obviously not the Orion because the hangar section you can see in that shot is on the wrong side of the ship.
Actually it's the EACa Auriga class, a converted version of the Orion with twin hangars. Woo and I thought his mirrored Orion looked good as a carrier so he remapped it.
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I didn't notice that first but cool:) :yes:
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Originally posted by SadisticSid
Heh, I was waiting for someone to say that. :) It's obviously not the Orion because the hangar section you can see in that shot is on the wrong side of the ship.
Actually it's the EACa Auriga class, a converted version of the Orion with twin hangars. Woo and I thought his mirrored Orion looked good as a carrier so he remapped it.
Goes well with the S:AH story as well.
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those screenshots own :eek: some very :nod: professional work there :yes:
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1) EA have now 2 carriers?
2) Cabari is replaceing GTCa Lenaeus , or it's new destroyer?
3) can you post screenshots of Lenaeus and new vasudan Super destroyer?
4) I think you are hideing something big :)
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1) Not sure if the big one will be used...
2) The Cabari is a carrier-destroyer type, the Lenaeus is a small carrier
3) If I remember later
4) We're hiding a few little things ;7 and about 50+ new weapons :D
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The Cabari can carry about six wings of fighters and bombers, whereas the Lenaeus carries up to twenty wings. Basically you have your destroyer classes, that have their own small fighter capacities for light defensive purposes, and then the majority of fighter and bomber wings get deployed from dedicated carriers like the Lenaeus and Auriga. The big fleet carriers - the Tanen and the Warlock - carry about two hundred wings, but most of these get transferred to the smaller carriers for combat deployment.
Because they provide the command and control facilities for their entire fleet, the supercarriers won't engage in combat except under exceptional circumstances. :)
All the existing weapons are being modified or deleted to make room for new ones. Capital ships will have a far more varied range of armaments (MUCH fewer beams than before). Take the Aesacus for example. Her SWAT system fires tag-style missiles at approaching fighters, and any that get marked then get treated to a rapid fire barrage of missiles from her many turrets. Screenies to follow. ;)
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Can we have a screenshot of the Vasudans? ;7
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Don't scrap EACa Telemus , it's very good ship.
If Telemus is too big for sol gate why you don't create a little larger portal?
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The Sol gate is already big enough.
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Hm. But the Sol Gate isn't big enough for the Icanus either, then. Nor the Gigas. So how do they meet each other? ;7
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The Gigas can travel through unstable nodes. It just blows the Gate away and chugs on through.
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I figured as much. Or you'd have the thing where the node stabilized because the gate was running for a long time, à la the Gamma Draconis - Lupus Nebula node in A Flaming Sword.
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The Sol gate won't be blown up.
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It should. That'd be cool. Give it the "vaporize" flag. ;7
But you didn't say that the Icanus and the Gigas wouldn't meet. (It would seem rather obvious that they would, looking at the models.) So more speculation is needed. Does the Gigas arrive through the unstable Sol - Beta Aquilae or Sol - Deneb node, perhaps?
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you guys need to use the auto-facet PCS build, too much smoothing
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I don't use PCS at all, I use a higher limit version of COB2POF.
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This MOD is looking awesome. Keep it up McFoggies, and you will have yourself a playa, as soon as I can get all these damned upgrades like "Shinemaps" to work.
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Since shinemaps don't work on some systems (including mine) we currently don't support them and so haven't produced shinemaps.
Of course with the big remake of over 40 ships, a lot don't currently have glowmaps either.
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Well, I got all that stuff installed anyways, but im currently busy with Terran - Vasudan War Project. :cool: :cool: :cool:
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Have you changed GTVA fighters? Because though there are some cool fighter, like Keres and Banshee, some of the ships looked quite rough - Cyone and Vesuvius are perhaps the best examples.
Or actually - how have you edited them, which remain and which are replaced?
Edit: oh ****, once again on a wrong thread. Well, but I got what I wanted to know.
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Light fighters: Mihos, Svalin
Medium fighters: Ezechiel, Daedalus
Interceptors: Perseus Adv, Banshee
Heavy fighters: Herc III, Alves
'Advanced' fighters: Skadi, Keres
Bombers (in order of heaviness): Lyre, Danaus, Ursa II, Jotun, Notus
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Good thing Vesuvius and Cyone got fired, they weren't that bad, but not at the same standars as the others...
Herc III? You mean Hamano's Herc III? Yay! :yes:
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Yup, except it only has 4 gunmounts for balance reasons.
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Originally posted by SadisticSid
Yup, except it only has 4 gunmounts for balance reasons.
why? Even the Herc 1 had 6....
btw, what about Hamano's Orion 2? It's pretty cool too
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Why? Because the Alves has six, and the Herc III is a lesser model. As for the Orion Mk 2 it's an overly brilliant design marred by the inclusion of that stupid beam chaingun thing. Plus we have enough destroyers already. :)
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Originally posted by SadisticSid
Why? Because the Alves has six, and the Herc III is a lesser model. As for the Orion Mk 2 it's an overly brilliant design marred by the inclusion of that stupid beam chaingun thing. Plus we have enough destroyers already. :)
I'm not complaining, just asking, beside, the difference between 4 gunpoint and 4+4 linked isn't that much.
ps i like the beam chaingun thing, maybe it's just me...
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So 1) give the Alves more gunpoints and 2) change the chaingun to something you like better.
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GTVA and EA capships and weapons are basically complete now, the first few missions should be possible soon.
Vasudan and Shivan weapons still need to be done though.
Fixed a lot of debug errors, OGL Fred will give no warnings soon.
Now I have to upload everything again since too much has been changed from the last staff modpack release :D
Main things left to do:
Arty stuff:
Glowmaps for single map capships
Vasudan and Shivan weapons
interface art for new ships such as the Ezechiel and Setep
Tables:
nebula trails for new fighters
final tech descriptions
Last table balancing
Final Stuff:
Cutscenes and anis
Missions :p
All this is currently a 340mb install. Will be more once the glowmaps are done. Also depends if we include the dds textures as default.
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just out of interest how friendly will this be to us 56k users? since i cannot get broadband?(bloody british telecom :hopping: ) i mean will we be able to download the seperate packs like last time, sorry if this has already been asked.
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There will be only 1 version of the campaign this time. However there will probably be two downloads for it. I whole file and some sort of multi-part system. However once installed both will be exactly the same as each other.
There are a few minor differences between the two versions of R1.
Some other stuff may also be seperate, such as the cutscenes. It depends on how big the final download is. (estimated at 150-170mb+ without cutscenes, the staff download is around 120-130mb now)
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When you say minor differences between both R1, you mean in file-size right? The re-release of R1 is going to be the combination of R1 and R2, no?
Btw, R1 rocked. One of the reasons I upgraded my computer was so I could play this. Haven't finished yet (I'm over earth trying to take out the Nemesis beams).
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I'm talking about the 2 versions of R1 that are already avaliable.
The multi VP version has lower res nebulas and a slightly older version of the Horae. The difference was because we added the stuff at the very last minute after the multi version was already released.
That won't happen this time.
The next release is a combination of ch1 and 2, currently titled INF: Ressurection (since we've rebuilt it from the ground up) so that people don't get mixed up.
It'll include a single campaign which goes from the EA War, to the Shivan invasion. (ch1+2 of the old release)
It'll also include most, if not all of the current ships and weapons,and all the new head anis, music, sounds, interface art etc.
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when is a rough release date?
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Can you post some screenshots of EA new toys??
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Maybe once they're glowmapped...
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Hmm... This place has been silent for too long...
Any new teaser for your fans?
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Where is the latest, latest, latest downloadable source for Inferno?
Im dying to try it out once I get my new motherboard...
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http://www.3dap.com/hlp/hosted/inferno/infv5/index2.htm
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Thanks man. :D :yes:
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Originally posted by Zarax
Hmm... This place has been silent for too long...
Any new teaser for your fans?
Nothing yet, maybe soon.
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How soon is soon?
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However long it takes for then to become now. ;)
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Bang on TP. :p
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Hey all welcome the noo'b :D any ways i wanted to know if u guys r still working on this mod cuz it sounds great :) also i would like to know if you recomend any other conversion mods
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Yes, we're still working on it - and AFAIK there aren't any other publicly released conversions yet.
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Now we need proper hi-res 32-bit super1337 effects, and I'm on it!
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I just finished Inferno chapter 1: GTVA............................it's AWESOME........................i really felt like i was playing FS3!!!
When are you gonna release chapter 2!?
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When it's done :D
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damn...
...there will be new music tracks???
that's the best thing from Inferno...........
Hidden..........just........killed me....
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All the ones from R1 and Frantic and Frantic-B.
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Hidden's not the really good track, though. The one I liked so much, the battle track for Old Enemies, is labeled in the VP as htcombat.wav
Presumably that's still from Hidden Terror, but it's not the track called hidden.wav.[/nitpicking]
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hidden.wav is the ambient file
htcombat.wav is the battle music
Both are from the same music set.
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Originally posted by Woomeister
All the ones from R1 and Frantic and Frantic-B.
Will they be recompressed to something other than ADPCM...say, OGG? (If it wroks for 'em, Mr.Fury's been having some problems I should investigate sometime)
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I've converted the entire fs2 music into OGG and will do so with ours too. However the current INF Build doesn't have OGG support and I'm having linking problems with the new OGG code and so can't compile a new build. So I haven't been able to test them yet :D
I'm currently working on a standalone prototype (that's why the fs2 music was converted too) to make using the INF Builds easier, so compressing the fs2 music was kind of important as it takes up most of the space that the remaining fs2 files take up.
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How many Gargants and Gigas are there?
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You'll only see one of each :p
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Whoops wrong thread
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*-No i did not read all the pages to this topic
*-Yes i did NOT finish R1 yet.. im working on it >)
I think voice acting would be great. Sofar iv only played 2 campaigns with VA. and it makes it so much funner. R1 is great, and i support you guys. Keep it up!
And tho you already know this, il just resay it: When voice acting sound interested (the actors) and enthusaistic. Cauze in one of the VA. Campaigns iv played 1\2 the people dont sound like.. well lets just say they were not 'into' it as much as they should be.
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Yeah the one thing I hate more than no voice acting is bad voice acting. In those cases, I'd rather it be silent.
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Hay does anyone know when R2 will be out for inferno, the website seems sigularly out of date and unhelpful?
Just been looking at the pics and it looks awsom but havent been arround for ages and seem to remember R2 was supposed to be coming out ages ago? what happened?
thanks
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We switched to FS Open and so started again. If we were using FS2 retail, it would be done by now.
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So how is the FSOpen conversion going?
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Really well. We have all but 1 mission of the first chapter in progress. We've fixed lots of little bugs, and I'm planning out the final release version of the files now. I'm going through over 6000 files to see what isn't needed anymore so it can be removed.
I'm expecting release a lot sooner than I originally thought. Though no official estimate will be given yet.
There's probably been more progress in the last few weeks than in the previous few months.
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Good stuff. It's almost certainly worth doing. TBP hasn't looked back since moving to FSO.
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Yup mission progress has been great so far. It's 99.9% likely that it will be released this year.
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I've built a prototype of the release build. Using maximum rar compression it's about 194mb. However I've only done about 1/3 of the ch1 cb anis. So they'll add more to the size.
However I plan on using an installer that can give better compression than Winrar so I'd estimate a final size of around 180-220mb.
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As long as its hosted in a good spot thats not that bad.
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Well it'll be on fileplanet obviously, though I'm not sure what to do with the broken up version yet...
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Well good luck anyways, i'm always rooting for ya! :D
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Originally posted by Woomeister
Yup mission progress has been great so far. It's 99.9% likely that it will be released this year.
What about the .01%?
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Well there's a 0.007% Chance it'lll be released in 2006, 0.002% in 2007, and 0.0005% in 2008, and 0.0005% chance it won't ever be released and we'll keep it for ourselves. :p
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Originally posted by Viper1000
What about the .01%?
The 0.1% includes stuff like
Hard drive failure
Virus
My house exploding
End of the World
and other random non planned things :D
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Hard drive failure
Virus
I hope you have backup copies of the Inferno stuff so nothing is lost in case either of those happen.....
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There's the out of date staff version, an older version on my main drive, and the current version on my other drive. There's also several versions of both on both drives in case some files get messed up.
Most of it is secure. More secure than when I nearly lost R1 when my last PC was fried by Lightning :p
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You wouldn't be laughing if I had lost R1 because of it, as there was no other backup of the mod at that time, and so the entire thing would of been lost :p
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once bitten...
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An installer version of the current files is 184mb, only 10mb less than max rar compression. So my earlier estimate of the final size looks about right so far.
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Don't push him. Woo said that it'd be done this year and that's better than I would have expected. Just assume that it'll be in December so that anything sooner will be a pleasant surprise.
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Maybe Autumn, maybe not.
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I thought the released will be for soon ? not this far..
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Well, take a look at the R1 stuff. Now imagine all that, redone, plus a hell of a lot more. There's a HUGE amount of great stuff in the new one, and its only getting better.
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I said that, just because i read before than one of them try to gain the best compression to be released.
However, i'm still happy if Inferno 2.0 is a HUGE campaign.
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If I have the installer planned out and ready, it takes less time for me to compile it once we are ready.
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Hi guys. Just wanted to pop on and say congrats to all involved in the HUGE task involved in the making of this project. What a GREAT piece of work you guys have here.
I played your game on the latest SCP without problem. It was QUITE a bit different with voice from the first time I played it under retail, let alone the pure beauty unleashed by SCP. WOW! those ships look breathtaking!
I was wondering if there were anymore missions made under the inferno engine out there anywhere?? I would like to Fred some with full voice for release, but with a slightly different storyline. Sort of Inferno/Freespace cannon, is that ok?
I really liked mission 14 in the campaign. It reminded of the Midway mission from way back a little.
Once again what an SUPER job you guys have done making what I see as the best mod out. Cheers.
:jaw:
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Originally posted by RED DIAMOND
I was wondering if there were anymore missions made under the inferno engine out there anywhere?? I would like to Fred some with full voice for release, but with a slightly different storyline. Sort of Inferno/Freespace cannon, is that ok?
If you're looking for Inferno campaigns to play, Blaise Russel's Sol: A History (http://mysite.wanadoo-members.co.uk/sbre/sah/sol_a_history.htm) is a very good place to start.
If you want to create your own Inferno campaign, go right ahead. The readme encourages this sort of thing. :)
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The pace of progress is really good at the moment, there's a lot of quality stuff being made here at the moment.
For those who are confused why its a large job, release 2 is a complete remake of Chapter 1, plus the new Chapter 2 aswell.
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Originally posted by Goober5000
If you're looking for Inferno campaigns to play, Blaise Russel's Sol: A History (http://mysite.wanadoo-members.co.uk/sbre/sah/sol_a_history.htm) is a very good place to start.
If you want to create your own Inferno campaign, go right ahead. The readme encourages this sort of thing. :)
Well, I tried to play SOL and it crashes everytime. Inferno ran without a hitch even on the SCP version. MAN do those ships look GREAT or what?????:yes:
I was thinking about a small episodal release deal. I am just not so sure I like the idea of the EA being the enemy. In view of that fact it may just be cannon/parallel universe, but still loads of fun.
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Sol: A History is a mod for Inferno R1, but it hasn't been configured to run with the Inferno R1 SCP patch. There needs to be some table alterations to SAH to make it compatible with the SCP patch for R1.
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I could run it without problems.
I have all the Inferno vps in a seperate folder. And in that folder I also put all the files from Sol: A History. Well... to be more exact into the data folder within the inferno folder.
And then I only had to select inferno as mod in the launcher and it I worked.
But I had to move the tables somewhere else, when I tryed to play Inferno itself after finishing the Sol wars, because the tables outside the vp seem to have higher priority to FS2.
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Hopefully the way the new INF: SCP is designed should reduce these kinds of errors.
The main files are in the default data directories and not VP files. This will make it easier to patch and to replace minor files. Mods will use the -mod directories and should use modular tables to add new content. This should reduce the need to update individual mods if they only add new content, as the modular tables will add the new stuff to the end of the standard tables. Once patched the main tables should apply changes to all mods unless they include an entry in the modular table from the unpatched tables.
Obviously no-one should edit anything in the data directory however, as you may break something and would have to reinstall.
I'll hopefully get time to write some instructions for those who aren't too confident with editing the files and using SCP mod features.
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Woo can I have my avvy now ;7
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*is tempted to ask same thing*
Wait... Better at least show a finished mission :p
*runs off to continue fredding*
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yea seein as how Woo askd us for evidence we wa doin summat first :rolleyes:
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Some of you have been added to the HLP staff list, so only the avatar system has to be run by an Admin.
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Originally posted by SuperCoolAl
yea seein as how Woo askd us for evidence we wa doin summat first :rolleyes:
Yeah... I'm gonna go fix that :D
*stops dragging thread OT*
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Originally posted by -Norbert-
I could run it without problems.
I have all the Inferno vps in a seperate folder. And in that folder I also put all the files from Sol: A History. Well... to be more exact into the data folder within the inferno folder.
And then I only had to select inferno as mod in the launcher and it I worked.
But I had to move the tables somewhere else, when I tryed to play Inferno itself after finishing the Sol wars, because the tables outside the vp seem to have higher priority to FS2.
I got so frustrated with SOL not working that I downloaded the OTT ships and modded four ships myself for my own mini campaign :mad:
:lol: No worries, I think I will try it this way and give SOL another shot. Afterall, if its Inferno you know its HOT!
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Do I hear a vacuum cleaner? :)
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Something I ran into is that Sol: A History WILL RUN on the old SCP 3.6.5 release. So if you get that release, you should be able to run S:aH.
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SAH needs a complete debugging really.
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No argument here. I actually took and put the Inferno R1 SCP patch in my S:aH dir and tried getting rid of the icons and weaponss tables. The ships table gave a few trivial errors at that point, but the game would continue running under the latest inferno build. However weapons were missing.
So I got into the weapons table, and because the primaries section seemed to be all the same weapons as the patched inferno weapons table, I copied the entire section wholesale. That corrected the errors in the primary weapons that had been sowing up, but new I'm getting errors from the secondary weapons section.
I'm going to look into some judicious copy/pasting from the secondaries section of both the inferno scp patched weapons table and the weapons table from...FSPort, I think. I'll let you all know how it works out.
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I'd recommend using modular tables now that they can be used to change specific things in a ships.tbl entry (like making the EA ships have different weapon sets)
This would make things a lot easier to fix if it ever happens again.
All R2 mods should be using modular tables too, we don't want a repeat of this problem since the next release will probably have to be patched a few times for fixes and changes to SCP stuff. Modular tables will most likely cause less problems than an entire copy of the ships.tbl/weapons.tbl.
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First post on Inferno forum 3.0 to me. MWA HA HA HA HA!!!!!
Heya gang! Hows all? I missed you guys!
*sorry for the OT post, just had to :lol:*
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Well, as I posted in another thread, I was able to do some copy and paste work on the icons, ships, and weapons tables in S:AH, and got it working on the latest inferno build without giving me any errors. I couldn't make some ofthe icons work, though. Specifically the friendly and enemy planet icons. If someone would like to take a crack at that, have fun. There is a possibility that other icons aren't working and I just didn't notice, but those are the only ones I can think of off the top of my head.
http://www.fileh.com/phantos/tables.rar
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INF R1 has now reached at least 16819 downloads with 954 downloads of the SCP patch.
17k far better than the 100 or so downloads I expected :lol:
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[dryly]I think that it may perhaps be safe to assume that R2 will not suffer from the same slight underexpectation of popularity, Woo?[/dryly]
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It'll probably be the other way around with the next release :D