Hard Light Productions Forums

Hosted Projects - FS2 Required => Inferno => Topic started by: Woomeister on February 03, 2007, 04:58:16 am

Title: INFA Eyecandy Thread
Post by: Woomeister on February 03, 2007, 04:58:16 am
Eye candy thread for the updated standalone INFA release.

Shot of our new Athena type bomber:
(http://inferno.hard-light.net/INFAECandy001.jpg)

Galatea in FSPort:
(http://inferno.hard-light.net/INFAECandy002.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Snail on February 03, 2007, 05:13:48 am
Oohh!! Can I post screenies!? Can I? Can I?!!
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on February 03, 2007, 05:22:21 am
Post them on the internal first, and I'll give you the ok for probably all or most of them.
Title: Re: INFA Eyecandy Thread
Post by: mr.WHO on February 07, 2007, 08:24:53 am
Any progress with INF:A2 ?  or all workforce is put in INF:A stand alone (I don't remember, does INF:A SA is INF:A + INF:A2 in SA pack of INF:A2 will be released later than INF:A SA)?
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on February 07, 2007, 09:07:50 am
Mostly just bug fixing the INFA2 stuff. INFA2 will be released after the standalone pack.

The standalone pack includes:
Main INFA fleet, Vasudan and Shivan fleets (EA stuff will be added in a second release)
Improved INFA campaign
Possibly a few mini campaigns
FS Port compatability (both FS1 and ST campaigns, though Port files must be downloaded seperately)
Awakenings Compatability (all included in main download except for voice pack)
Blaise Russels Shivans mini campaign compatability (Must be downloaded seperately, additional INFA override pack required)

Multiplayer should work in both FS Port and INFA modes (Note won't work after INFA2 ships are added, but that can be sorted by using a mod directory for the INFA2 tables)

INFA can be run in 2 modes basically standard mode which is for the INFA campaign, which includes the new fire rates, armour vales and so forth, and FSPort mod (by using the mod commandline) which disables the new features and makes it like FS1. Note all the new INFA ships are still avaliable in this mode, but have their loadouts defaulted to FS1 weapons, though INFA weapons are still avaliable to Freders to use.
Title: Re: INFA Eyecandy Thread
Post by: Snail on February 07, 2007, 12:42:38 pm
Any progress with INF:A2 ?  or all workforce is put in INF:A stand alone (I don't remember, does INF:A SA is INF:A + INF:A2 in SA pack of INF:A2 will be released later than INF:A SA)?

I did the second mission of INFA2 recently. :)

But I'm not really working on it, I was just bored.
Title: Re: INFA Eyecandy Thread
Post by: Snail on February 09, 2007, 08:00:15 am
If I can, I'll post screenshots of INFA and INFA2 development every Friday, in sets of three, unless Woo objects for some reason.

Enjoy.

Post-make over Hades firing beams:
(http://img151.imageshack.us/img151/586/hadesdz7.png)

The Ceres, an old Chronos under the EA's control.
(http://img239.imageshack.us/img239/2938/infa2screen001hh3.png)

A Pirate Leviathan comes under fire from EA forces:
(http://img149.imageshack.us/img149/1714/infa2screen002lp3.png)
Title: Re: INFA Eyecandy Thread
Post by: Mad Bomber on February 09, 2007, 08:24:22 am
Wow, the Leviathan is a different model, and it looks awesome!

Any more views of that we can see?
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on February 09, 2007, 08:29:34 am
There was dev shots in the regular eye candy thread:
http://www.hard-light.net/forums/index.php/topic,36740.825.html
Title: Re: INFA Eyecandy Thread
Post by: mr.WHO on February 09, 2007, 08:56:12 am
Could somebody tell me what the hell Hades-base ship do in Sol? I thought it was "GTI only" toy (if outer GTA didn't had any clue about Hades, then I doubt Sol GTA would had any blueprints too- Especially when they have much better designed, smaller and cheaper Maegara destroyers...or it was Jovian ship? - even more doubtful that Earth would let someone steal those top secret blueprints).
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on February 09, 2007, 09:02:18 am
It isn't in Sol, INFASA is an INFA and FSPort hybrid modpack.
Title: Re: INFA Eyecandy Thread
Post by: Snail on February 09, 2007, 10:01:50 am
It's eyecandy, shut up. :P :)
Title: Re: INFA Eyecandy Thread
Post by: Snail on February 09, 2007, 11:20:08 am
Something else just for fun.

Installation Europa, governing center of the Jovian Coalition in orbit around Europa (sounds stupid, doesn't it?).

(http://img266.imageshack.us/img266/5886/infa2screen005ev1.png)

Compromised of:

2 Arcadias
4 GTExCs
2 GTExAs
1 GTExXs
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on February 09, 2007, 11:49:20 am
Awakenings:
(http://inferno.hard-light.net/Awake01.jpg)
(http://inferno.hard-light.net/Awake02.jpg)
(http://inferno.hard-light.net/Awake03.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Dysko on February 09, 2007, 01:22:30 pm
Screen from a minicampaign I am making trying to make. Sorry for the messed up gamma :nervous:
(http://img75.imageshack.us/img75/5294/fs2open369inf2007020917vb3.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on February 11, 2007, 05:34:13 am
(http://inferno.hard-light.net/INFAECandy003.jpg)
(http://inferno.hard-light.net/INFAECandy004.jpg)
(http://inferno.hard-light.net/INFAECandy005.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on February 11, 2007, 02:46:30 pm
There is no env mapping there. That's done just using spec, ambient factor and no emissive light, as well as the updated textures.
Title: Re: INFA Eyecandy Thread
Post by: Snail on February 11, 2007, 02:47:29 pm
And bloom/smartshading.
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on February 11, 2007, 02:53:54 pm
-no_emissive_light (OGL only) and -ambient_factor xx (xx being the number you want) go in the custom flags box in the features tab of the launcher

The smart shader program you can get info on somewhere on the forum, but you need an ATI card and older drivers for it to work.
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on February 11, 2007, 03:01:31 pm
Depends on your monitor, my widescreen shots from my laptop are using 40, my standard res desktop shots are 90, 40 looks far too dark on my desktop system.
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on February 11, 2007, 03:09:01 pm
Well it still depends on the monitor settings for things like brightness and contrast, so you'll have to experiment to see what looks best for you system, like I said I have to use different settings on each of my PCs. If it looks too dark, make the number larger, too bright, make it smaller until you get the look you want.
Title: Re: INFA Eyecandy Thread
Post by: CKid on February 12, 2007, 01:35:05 pm
Quote
I have a great monitor that is a LCD flat screen 2ms refresh rate and 1280x1024 resolution. Also, can you direct me to a thread that gives me a list of custom flags and gives me a description of each?

http://www.hard-light.net/wiki/index.php/Command-Line_Reference#Other
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on February 27, 2007, 02:25:26 pm
(http://inferno.hard-light.net/infavista.jpg)
INFA running on Vista Ultimate on my new PC.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on February 28, 2007, 02:57:12 pm
*Runs*

*The shop is closed. You don't have the money because you get bad marks in maths!*

*D'oh!*
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on March 21, 2007, 05:04:44 pm
Since I'm not sure if slick is going to complete his version:
(http://inferno.hard-light.net/zagreushtlwip.jpg)
Currently 2300 polygons.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on March 21, 2007, 05:18:30 pm
Should you contact SLICK first? He could return back in a few days with another HTL Zagreus!

The Zagreus is definitely better now...but you should add more features. Many parts of the warship's hull are plate and don't look good in a HTL model, though they worked fine with the old version.
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on March 21, 2007, 05:32:39 pm
He hasn't been here since last month so I can't PM him if he isn't around.
Title: Re: INFA Eyecandy Thread
Post by: Herra Tohtori on March 21, 2007, 05:54:52 pm
Quote
I have a great monitor that is a LCD flat screen 2ms refresh rate and 1280x1024 resolution. Also, can you direct me to a thread that gives me a list of custom flags and gives me a description of each?

2 ms is the response time, it is not the same as refresh rate. Even though there is 1000 milliseconds in one full second, you won't get 500 FPS from your monitor.

Response time only indicates how fas a pixel can change it's colour from brightness to zero brightness. Lower response time is better because otherwise you get lag on the screen when dark part of image moves over brighter background, or vice versa. Actual refresh rate (frames per second) is announced in vertical frequency or simply in FPS (for example 60, 75 or 80 Hz or FPS). Most common LCD vertical frequency used today is 60, but HC gaming LCD/TFT displays sometimes have higher refresh rates.

2 ms response time is seriously good for an LCD display, though, so probably your screen can also reach higher FPS than for example mine... My display has response time of 8 ms (which is not too bad either) and can do 75 FPS on analog RGB signal (VGA cable), or 60 Hz with DVI-D cable.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on March 21, 2007, 06:03:03 pm
He might have had problems in his real life, something like:

"My gf is pregnant!" <---common, ask DySkO ;)
"I'm dead!" <---ask St. Peter
"University etc. etc." <----common, ask several Admins
"I'm pregnant!" <---ask Schwarzenegger

That's why we should add our e-mail,MSN,AIM ecc. ecc. addresses in our profile informations!
Title: Re: INFA Eyecandy Thread
Post by: Dysko on March 22, 2007, 09:56:02 am
"My gf is pregnant!" <---common, ask DySkO ;)
:wtf:
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on March 22, 2007, 12:40:05 pm
I have a Dell monitor using a DVI cable and INFA runs quite fast. I do have 2x 768mb Nvidia Geofroce 8800GTX cards running it though :D
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on March 22, 2007, 12:47:15 pm
Mines a new system, only problem with it is the drivers for Vista are currently crap and most OGL applications have issues.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on March 22, 2007, 04:10:09 pm
"My gf is pregnant!" <---common, ask DySkO ;)
:wtf:

Ah, sorry...
"ask me ;) "  :lol:

Mines a new system, only problem with it is the drivers for Vista are currently crap and most OGL applications have issues.

So...is Vista a serious problem for us?
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on March 22, 2007, 04:29:04 pm
If you have an 8800GTX I'd say yes, the game BSODs a lot as do most OGL programs. D3D stuff runs fine most of the time, but FS Open D3D doesn't have spec and some other features. This is due to poor drivers and not Vista itself though.

I have no slowdown or graphical issues under Vista though, but I wouldn't expect my system to have slowdown as it's quite a beast.

I still have my laptop so I can use that for FSOpen development. Then I don't have to worry about modelview instantly BSODing my system when it loads. FRED seemed to be happy running on it though, but I didn't leave it open for too long...
Title: Re: INFA Eyecandy Thread
Post by: Mobius on March 22, 2007, 04:49:26 pm
Check if there are uncompatability problems for Inferno plz...
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on March 22, 2007, 05:11:10 pm
Only problem is the BSODs I get.
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on March 23, 2007, 03:37:55 pm
(http://inferno.hard-light.net/zagreushtl01.jpg)
(http://inferno.hard-light.net/zagreushtl02.jpg)
(http://inferno.hard-light.net/zagreushtl03.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Snail on March 23, 2007, 04:02:37 pm
There's a good shot of the Meggy firing off her new updated beams (based on Bobbau's beams).

Just informing the general public. ;)
Title: Re: INFA Eyecandy Thread
Post by: Mobius on March 23, 2007, 04:05:36 pm
Nice work with the nameplate, it's definitely better now!
Title: Re: INFA Eyecandy Thread
Post by: takashi on March 24, 2007, 03:20:09 pm
is this with the HTL pack?
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on March 24, 2007, 03:46:00 pm
No those are for the next standalone release of the mod.
Title: Re: INFA Eyecandy Thread
Post by: takashi on March 24, 2007, 07:05:51 pm
wow.

can you stop hosting on filefront? they want me to pay money, and the speed is slow. try Cnet instead.
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on March 24, 2007, 07:23:33 pm
Filefront is free, you just need to click download now.
Title: Re: INFA Eyecandy Thread
Post by: takashi on March 24, 2007, 07:27:14 pm
actualy, check the filefront R1 downbload. both of em.
Title: Re: INFA Eyecandy Thread
Post by: Snail on March 25, 2007, 04:20:41 am
R1 or Alliance?

Well as far as I can tell both R1 and Alliance are completely free.
Title: Re: INFA Eyecandy Thread
Post by: Dysko on March 25, 2007, 04:51:57 am
Also because selling something made with the FS engine = troubles. A lot of troubles.
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on March 25, 2007, 04:56:58 am
R1 is on Fileplanet not Filefront and you need to register and then chose the free servers for that one.
Title: Re: INFA Eyecandy Thread
Post by: jr2 on March 25, 2007, 05:20:13 am
Ooh!  Me can fix that, I think..
EDIT: Here you go.

http://files.filefront.com/Inferno_Release_1/;7024550;/fileinfo.html

http://files.filefront.com/Inferno_Release_1_SCP_patch/;7024552;/fileinfo.html
Title: Re: INFA Eyecandy Thread
Post by: takashi on March 25, 2007, 01:46:42 pm
thanks!
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on March 28, 2007, 02:26:03 pm
(http://inferno.hard-light.net/infa19a-01.jpg)
(http://inferno.hard-light.net/infa19a-02.jpg)
(http://inferno.hard-light.net/infa19a-03.jpg)
(http://inferno.hard-light.net/infa19a-04.jpg)
A few shots of M19 that Snail is working on. There's 30 missions in the updated campaign so this isn't the same M19 as the original INFA.
Title: Re: INFA Eyecandy Thread
Post by: Snail on March 28, 2007, 02:59:50 pm
YAY! My mission!! :D

Lol, in the second to last shot, that Aphea's shooting the Aphea in front of it. :lol:
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on March 28, 2007, 05:43:06 pm
Well I did mention that on the internal, it can't be helped though.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on April 03, 2007, 06:50:24 pm
:P

Post some screenshots of my m20 once you make it work. There are fighters coming from the Moon and if you look better...they seem coming from that region of the Moon called Mobius :lol:
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on April 06, 2007, 10:09:30 am
(http://inferno.hard-light.net/Megaerahtl1.jpg)
(http://inferno.hard-light.net/Megaerahtl2.jpg)

Updated Megaera with twice the polycount of the original.
Title: Re: INFA Eyecandy Thread
Post by: Snail on April 16, 2007, 12:21:18 pm
[leech]Eh? Woo? I don't believe that monstrosity has been provided to the staff... ;)[/leech]
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on April 16, 2007, 12:26:20 pm
It's in the next patch, but the next patch is currently only 2 files so I want to try and get more in it before I upload it.
Title: Re: INFA Eyecandy Thread
Post by: Snail on April 16, 2007, 12:27:55 pm
Tech descriptions, Woo, tech descriptions. ;)
Title: Re: INFA Eyecandy Thread
Post by: Mobius on April 16, 2007, 07:11:40 pm
That's one Inferno of a ship, wow!

Does she have a nameplate?
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on April 17, 2007, 10:43:35 am
The Megaera? It needs a new one, but it should be simple to make as it uses the same texture as the upgraded Zagreus.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on April 17, 2007, 11:33:07 am
Good to know, the nameplate is going to be interesting, too.
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on May 31, 2007, 04:21:27 pm
Comparison shots of both INFA trailers

Trailer1:
(http://inferno.hard-light.net/INFAT1-01.jpg)
(http://inferno.hard-light.net/INFAT1-02.jpg)
(http://inferno.hard-light.net/INFAT1-03.jpg)


Trailer2:
(http://inferno.hard-light.net/INFAT2-01.jpg)
(http://inferno.hard-light.net/INFAT2-02.jpg)
(http://inferno.hard-light.net/INFAT2-03.jpg)

Just in case you missed the second one.
Title: Re: INFA Eyecandy Thread
Post by: Snail on June 01, 2007, 09:40:07 am
I'd like to say we've come a long way since then. :)
Title: Re: INFA Eyecandy Thread
Post by: asyikarea51 on June 01, 2007, 01:53:24 pm
Before I forget, might as well shoot this out - interface art. (Forgive me if I sound senseless 'cause it's 2:30am here and this was something I wanted to bring up a day or two ago, but forgot till now, so I don't quite remember what I wanted to say. :sigh:)

I know Inferno will be using sensible damage bars as opposed to the daydreaming-inducing rotating tech displays, and that "use models for ship selection" is a requirement, but IMO it would be nice if each gun had its own individual icon. Maybe just edit the existing icons here and there to denote gun variants, and use totally different ones for any of the new weapons. But the only thing I can do is manual pencil-on-paper drawings without a ruler that don't give a thought to accurate dimensions... :(

Say maybe the Avenger II. Perhaps a slightly (and visibly) different icon to tell it apart from the Avenger? Or perhaps in the case of Inferno SCP when you have a mission where you can choose from the entire Allied and EA fleet combined - it would be a bit confusing to find an EA gun/missile share the same icon as a GTVA one. (Shivan weapons on the other hand... naah I don't expect Shivan campaigns to be commonplace :doubt:)

It doesn't matter much (player just has to look through the inventory screen carefully instead of rushing through as always), but I think it's the overall presentation that counts. :)
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on June 01, 2007, 02:03:51 pm
We use shipchoice3d so that we don't have to make full spinning anis for over 40 fighters, which would take months and be several hundred megs.

The INF SCP mostly follow that idea except for some weapons like the PAC guns due to them being the same basic weapon, so they use the same icon.

Your not really supposed t use the Avenger and Avenger II at the same time, and the Avenger II icon needs to match the one used in INF SCP.
Title: Re: INFA Eyecandy Thread
Post by: asyikarea51 on June 01, 2007, 10:22:04 pm
Well shipchoice3d is "use models for ship selection" in the first place, so I get your point. But not supposed to use the Avenger and the Avenger II at the same time...? Ship loadouts modified or something? :doubt:
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on June 02, 2007, 04:13:32 am
The Avenger is there mostly for FSPort compatability. It's only really used in a few hostile INFA wings to weaken them a bit if needed.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on June 02, 2007, 05:05:05 am
I nice choice for pirates in my opinion...good for balance :)
Title: Re: INFA Eyecandy Thread
Post by: asyikarea51 on June 02, 2007, 06:15:30 am
Noted.

Though I remember the first time I booted up INFA, I loaded up on both Avengers in the Apollo... :lol: and then both icons were the same. On at least one occasion I flew with the wrong loadout... :doubt:
Title: Re: INFA Eyecandy Thread
Post by: Snail on June 02, 2007, 08:33:15 am
I agree.
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on June 02, 2007, 08:38:33 am
The Avenger does low damage to heavy fighters and bombers because it's a 'light' weapon in the armour table, the Avenger II is a 'medium' weapon the same as the Prometheus.

The Avenger is only good against weak ships like the Angel or Apollo, it's useless against the Antaeus and Hercules when the Avenger II is 2x more powerful in that situation. The Avenger II is 5x more powerful than the Avenger when used on a destroyer.
Title: Re: INFA Eyecandy Thread
Post by: Snail on June 02, 2007, 08:44:28 am
frakking armor table :P
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on June 02, 2007, 08:47:40 am
Against the Gorgon the Avenger does 10% damage and the Avenger II does 50% damage. That table is very useful :)
Title: Re: INFA Eyecandy Thread
Post by: Snail on June 02, 2007, 08:53:40 am
Guh.

More eyecandy!
Title: Re: INFA Eyecandy Thread
Post by: asyikarea51 on June 02, 2007, 01:15:47 pm
The odd thing is that I never noticed it. I simply keep firing away...

But the tables are hard enough that even Medium is real difficult for me (FS2 default AI rules I play no higher than Medium at most, for INFA I play Easy). :doubt:
Title: Re: INFA Eyecandy Thread
Post by: Mobius on June 02, 2007, 02:13:59 pm
The Avenger looks cool :)

Guh.

More eyecandy!

Screenshots from my missions, please :)
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on June 02, 2007, 02:26:46 pm
I have some shots of the Erinome from the mission you just posted, will that do?
Title: Re: INFA Eyecandy Thread
Post by: Mobius on June 02, 2007, 03:22:55 pm
As long as there are no messages displayed in the HUD...it's ok :blah:
Title: Re: INFA Eyecandy Thread
Post by: Snail on June 02, 2007, 03:39:50 pm
I have some shots of the Erinome from the mission you just posted, will that do?

Can you? I mean there's a certain *something* that the public haven't seen yet.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on June 02, 2007, 04:17:15 pm
So? Rampages makes all references to the plot unreadable in his screenshots. Woo can do the same with INFA. ;)
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on June 02, 2007, 04:44:58 pm
(http://inferno.hard-light.net/Erinome.jpg)

I removed the directives to keep Snail happy :)
Title: Re: INFA Eyecandy Thread
Post by: Mobius on June 02, 2007, 04:54:07 pm
It makes me proud to be an INFA team member :)
Title: Re: INFA Eyecandy Thread
Post by: Dark Hunter on June 02, 2007, 11:44:29 pm
Makes me want that campaign more and more... which I guess is exactly what this thread was designed to do...  :p
Title: Re: INFA Eyecandy Thread
Post by: lefkos on June 03, 2007, 05:03:51 am
Makes me want that campaign more and more... which I guess is exactly what this thread was designed to do...  :p
I totally agree with you  ;)
Title: Re: INFA Eyecandy Thread
Post by: Snail on June 03, 2007, 05:32:59 am
Quite a few green dots there, eh?
Title: Re: INFA Eyecandy Thread
Post by: Mobius on June 03, 2007, 12:06:23 pm
This is my last post before a "forced vacation". I will FRED, so expect more screenshots :)
Title: Re: INFA Eyecandy Thread
Post by: terran_emperor on June 03, 2007, 05:15:03 pm
Kooking forward to em :D

I can't wait for Inferno SCP to come out.
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on June 03, 2007, 05:17:19 pm
This isn't INF SCP :)
Title: Re: INFA Eyecandy Thread
Post by: jr2 on June 04, 2007, 01:23:20 am
Inferno's real mission is to eternally confuse newbies with their weird naming conventions.  :p

INFR1 = Old, derelict campaign, but still good.  For Retail.
INFR1 w/ SCP patch = See above, except for the SCP.
INF:A = New prequel to upcoming INF SCP campaign.
INF SCP = INFR1, redone storyline.
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on June 04, 2007, 10:11:24 am
The official ones are
INFR1
INF SCP
INF:A
INF:A SA - stuff in this thread

I don't give the R1 patch a different one as it isn't a seperate mod release
Title: Re: INFA Eyecandy Thread
Post by: jr2 on June 04, 2007, 02:33:52 pm
Yeah, but it INFR1 + SCP & INF SCP could be just a might confusing, eh?
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on June 04, 2007, 06:39:23 pm
That's why the patch is still INFR1
Title: Re: INFA Eyecandy Thread
Post by: Mobius on June 07, 2007, 03:59:10 pm
...and that's why I have a terrible headache now.

Sorry folks, I didn't FRED so much because of Real Life SchoolTM but tomorrow is the last day...there will be a FREDding spree. Promise :)
Title: Re: INFA Eyecandy Thread
Post by: asyikarea51 on June 08, 2007, 03:39:07 am
And I have tests next week before a 3-week term break. Probably be away till then, but no idea what to do even after it's over.

Keep the cafe prim and proper, people. :P
Title: Re: INFA Eyecandy Thread
Post by: Dysko on June 08, 2007, 07:52:56 am
Good; Steadfast sounds like fun. I hope that is what you are FREDding.
Even if he is FREDding Steadfast, each team member has a different tables set :p
We'll need months only to standardize tables.
Also, I'm having problems with command briefings ANIs...

In short: do not expect its release before september-october.
Title: Re: INFA Eyecandy Thread
Post by: Admiral Edivad on June 08, 2007, 02:38:56 pm
Good; Steadfast sounds like fun. I hope that is what you are FREDding.

Yes! encourage him! that's what we need!

Even if he is FREDding Steadfast, each team member has a different tables set :p
We'll need months only to standardize tables.
In short: do not expect its release before september-october.

give Quality its time


Woo:

what is the blue light in the picture you posted?
is INFA using new weapons/new ships from the old versions?
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on June 08, 2007, 05:06:12 pm
On the corvette? That's its engine.
Title: Re: INFA Eyecandy Thread
Post by: Snail on June 08, 2007, 05:27:23 pm
I think he's talking about that plasma blast?
Title: Re: INFA Eyecandy Thread
Post by: Admiral Edivad on June 09, 2007, 05:13:43 am
yes, sorry i wasn't very precise, i was referring to the light blue ellipse on the left of the picture. and that's why i asked if you were using new weapons.
Title: Re: INFA Eyecandy Thread
Post by: Snail on June 09, 2007, 08:08:50 am
Well that's a regular cap turret... It was released in normal INFA.
Title: Re: INFA Eyecandy Thread
Post by: Admiral Edivad on June 09, 2007, 09:11:05 am
really? did i miss some graphic files?
maybe i haven't seen it because i use low graphic settings. anyway, old or new, i like the effect.
Title: Re: INFA Eyecandy Thread
Post by: Snail on June 09, 2007, 09:35:28 am
I was absolutely sure it was included in the original INFA... :o
Title: Re: INFA Eyecandy Thread
Post by: shiv on July 15, 2009, 04:15:39 pm
It's a big shame that those were posted on  ModDB (http://www.moddb.com/games/infasa) and not here.

It's time to fix it! :D

(http://media.moddb.com/images/games/1/13/12022/INFASA_SbspcTorp_01.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_10.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_08.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_06.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_04.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_03.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_MartianCommand_01.jpg)
(http://media.moddb.com/images/games/1/13/12022/JovinaHTL.jpg)
(http://media.moddb.com/images/games/1/13/12022/zagreushtl02.jpg)

(http://media.moddb.com/images/games/1/13/12022/Tyrhtl_wip.jpg)
Title: Re: INFA Eyecandy Thread
Post by: eliex on July 15, 2009, 04:35:06 pm
Cool.  :cool:
Title: Re: INFA Eyecandy Thread
Post by: shiv on July 18, 2009, 02:01:57 pm
Oooh? Isn't it a fleet? :D

(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_12.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_11.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 18, 2009, 02:41:11 pm
Needs anti-aliasing.
Title: Re: INFA Eyecandy Thread
Post by: Commander Zane on July 18, 2009, 02:47:59 pm
Needs completion. :P
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 18, 2009, 02:52:48 pm
Needs completion. :P
I hear it's undergoing a huge overhaul.
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on July 18, 2009, 02:57:00 pm
INFA? Not really.
Title: Re: INFA Eyecandy Thread
Post by: shiv on July 18, 2009, 03:12:21 pm
Needs completion. :P
It's nearly complete :D
Title: Re: INFA Eyecandy Thread
Post by: Commander Zane on July 18, 2009, 03:27:05 pm
Woot, another campaign to play soon.
Title: Re: INFA Eyecandy Thread
Post by: eliex on July 18, 2009, 06:07:41 pm
The light at the end of the tunnel.  :D
Title: Re: INFA Eyecandy Thread
Post by: asyikarea51 on July 18, 2009, 06:28:07 pm
Somehow I've never been a fan of those Fenris-ish (for lack of a better word) textures, I wouldn't say "it's not FreeSpace-y" or what but it just makes the whole fleet resemble "totally new faction XYZ (instead of leftovers from FS canon) that somehow survived with really really really old tech from what ancient century... but the feeling of being old and outdated is intended so it's ok.

Part of my reasoning has to do with the stock FS games though, like... even though you had the Terrans as a single faction, there was some variety and their ships weren't so uniform in style... the most you got was loose connections by shapes and/or colour...

/random

That interceptor really needs a new model or a new texture at the very least, bit of a waste for a nice simple shape like that :) :nervous:

Still quietly waiting for release either way :nod:
Title: Re: INFA Eyecandy Thread
Post by: 0rph3u5 on July 19, 2009, 06:29:02 am
(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_10.jpg)

is that an fixed Asteria? (docking points and hangar bay of Oddgrim's conversion needed fixing)
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on July 19, 2009, 06:51:13 am
Think I fixed it yes, it also is compatable with our extension models
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 19, 2009, 08:25:44 am
The dentist had to take out a few teeth I guess.
Title: Re: INFA Eyecandy Thread
Post by: colecampbell666 on July 19, 2009, 08:33:08 am
One thing with the Aether, the cargo hold doesn't mesh perfectly with the ship. Check the front and back.
Title: Re: INFA Eyecandy Thread
Post by: 0rph3u5 on July 19, 2009, 01:34:51 pm
Think I fixed it yes, it also is compatable with our extension models

k ...
otherwise I would have shared the fixed verion of SoI...

----------------------
This shot is NOT from INFA... but one of their models... (its from SoI...)
So I though I should share....

(http://wo.proxima-fleet.com/wotw/images/site/SoI/randomscreenno13.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Commander Zane on July 19, 2009, 01:40:42 pm
Sorry, I'm not fluent in the tongue of pixilated noise. :P

Nice nebula though.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on July 19, 2009, 02:40:06 pm
That starfield in most of the INFA pictures on this page is really blurry.
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 19, 2009, 03:04:10 pm
That starfield in most of the INFA pictures on this page is really blurry.
That would be because it's the old one from 3.6.9, just slightly modified. Remember when Mobius said he didn't like the new starfield?
Title: Re: INFA Eyecandy Thread
Post by: Aardwolf on July 19, 2009, 03:19:30 pm
Was that the Italian version?
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on July 19, 2009, 03:23:19 pm
That starfield in most of the INFA pictures on this page is really blurry.
That would be because it's the old one from 3.6.9, just slightly modified. Remember when Mobius said he didn't like the new starfield?

Oh. Right.

In spite of that earlier debate, I hadn't actually realized how ugly it was until now. I guess I'm spoiled by the 3.6.10 one.
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 19, 2009, 03:40:41 pm
Mobius just politely informed me that it's a hybrid fusion of the 3.6.9 and another starfield.
Title: Re: INFA Eyecandy Thread
Post by: shiv on July 19, 2009, 03:53:59 pm
3.6.10 starfield. I was asked to make a proper fusion of them since I wasn't able to force anyone to use 3.6.10 starfield :wtf:
Title: Re: INFA Eyecandy Thread
Post by: Aardwolf on July 19, 2009, 05:51:57 pm
The only thing I don't like about it is the low resolution. Other than that, it's awesome.
Title: Re: INFA Eyecandy Thread
Post by: High Max on July 20, 2009, 05:10:37 pm
;-)
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 20, 2009, 08:00:00 pm
It's been said many times before: Inferno is not the super eyecandy mod. It's out there to be enjoyable to play not just to look at.

While mediavp grade additions would be welcome by many, it would likely delay the process even more and probably induce some serious feature creep.


(I don't speak on behalf of the team of course, but this is my general opinion on the matter. IMO it would be applicable to many other mods with long development histories as well.)
Title: Re: INFA Eyecandy Thread
Post by: High Max on July 20, 2009, 11:43:26 pm
;-)
Title: Re: INFA Eyecandy Thread
Post by: Woomeister on July 21, 2009, 04:13:38 am

It can be up to date with VP standards without being super eye candy. Can't it use files from the FSO VPs as well and also the models can use some improved FSO textures to overlap the corresponding retail textures that are on parts of certain ships (using FSO replacements to the old retail textures already on certain ships)?
Neither INF mods are media vps compatable, all the stuff we want from those VPs are included with the mod as standard.
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 28, 2009, 06:07:11 am
Yeah, I heard that one before long ago and I think I recall that being said as I was typing the previous comment, but if it isn't being improved graphically, then what is holding the release back? It surely couldn't take this long unless no work is being done on it or only very small amounts are being done each month since the graphics haven't been touched much for the last few years, apparently. It takes years to make missions?
In the style of High Max, this post has been edited. :)
Title: Re: INFA Eyecandy Thread
Post by: Kie99 on August 28, 2009, 10:16:43 pm
Yeah, I heard that one before long ago and I think I recall that being said as I was typing the previous comment, but if it isn't being improved graphically, then what is holding the release back? It surely couldn't take this long unless no work is being done on it or only very small amounts are being done each month since the graphics haven't been touched much for the last few years, apparently. It takes years to make missions?
Make a top-notch campaign like INFASA or INFSCP, then complain.

In all fairness, given that he's not played either of those campaigns and neither has anyone else outside the Inferno team, he's no way of knowing whether it's top notch or not.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 16, 2010, 11:18:28 am
What you're going to see: a Zeus facing classified Shivan units, a wing of Lokis patrolling a sector of Ross 128 with intense EM jamming, two backgrounds made by me (one is detailled) and... good use of the Cain and Lilith models Rga_Noris just (http://www.hard-light.net/forums/index.php?topic=64780.msg1390944#msg1390944) got (http://www.hard-light.net/forums/index.php?topic=70401.msg1391805#msg1391805) ingame and working. All screenshots are lvlshotted. :)

(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_39.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_40.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_41.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_42.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_43.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_44.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_45.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_46.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_47.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_48.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_49.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_50.jpg)
(http://media.moddb.com/images/games/1/13/12022/INFASA_GehG_Screenshot_51.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 16, 2010, 12:38:28 pm
Very nice nebulae! :yes:

The mission itself reminds me of Hellfire from ST and ST:R.


I know this is about INFA, but in INF SCP, the Lilith has 3 main forward beams. Are you going to modify the Lilith HTL for this?
Title: Re: INFA Eyecandy Thread
Post by: Commander Zane on July 16, 2010, 12:42:20 pm
the Lilith has 3 main forward beams. Are you going to modify the Lilith HTL for this?
Juggernauts? Who needs those with that refit? :P
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 16, 2010, 12:43:23 pm
Well the Lilith with LRed was too overpowered, even for Inferno!
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 16, 2010, 01:08:18 pm
Considering the status of custom ships, we are very unlikely to work on any FS1/FS2 design unless we intend to add more turrets to it. Therefore, INF is very likely to feature the same Cain and Lilith models you can find in the Media VPs.

Oh, and don't expect the Lilith to fire beams in INFASA... :p
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 16, 2010, 01:50:32 pm
Oh, and don't expect the Lilith to fire beams in INFASA... :p
Duuuuh. :P


Still has those big Shivan plasma blobs though right?
Title: Re: INFA Eyecandy Thread
Post by: Rodo on July 16, 2010, 03:34:36 pm
and no shield  :nervous:
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 16, 2010, 04:52:58 pm
Still has those big Shivan plasma blobs though right?

Sure, but the way they work may change in the future... ;)

and no shield  :nervous:

Since when the Lilith is supposed to have shields? :eek:
Title: Re: INFA Eyecandy Thread
Post by: Rodo on July 16, 2010, 05:46:17 pm
Nonono, I meant the fighters ;)
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 16, 2010, 05:56:00 pm
All Shivan fighters have shields, you know... :)
Title: Re: INFA Eyecandy Thread
Post by: Ravenholme on July 16, 2010, 10:51:03 pm
All Shivan fighters have shields, you know... :)

I think he was meaning OUR fighters, as in, not relishing the thought of dogfighting without the safety blanket of a shield.
Title: Re: INFA Eyecandy Thread
Post by: Woolie Wool on July 17, 2010, 12:03:04 am
Dogfighting without shields is awesome.
Title: Re: INFA Eyecandy Thread
Post by: Rodo on July 17, 2010, 12:11:38 am
You got it, I want unshielded dogfights!  :drevil:

I want an impossible enemy.

I want to fear while playing.

I think I ask too much, but what the hell!
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 17, 2010, 06:11:30 am
That's not the case of that campaign, where shield technology is available and useful. This concept may be used in other missions, though... it's interesting. :)
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 17, 2010, 06:57:09 am
You got it, I want unshielded dogfights!  :drevil:

I want an impossible enemy.

I want to fear while playing.

I think I ask too much, but what the hell!
Quite simple, really, play on Insane.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 17, 2010, 07:56:28 am
Raw difficulty doesn't really matter. Without shields, every single shockwave and blob turret is dangerous and makes missions much more interesting under many points of view. INFASA's FSPort mode should be definitely boosted by at least one single mission featuring Terran and/or Vasudan units battling superior Shivan foes in the early stages of the Great War. In such a scenario, shields would really make the difference.


Oh, Insane does not remove shields by default. If it did, it should've been renamed Truly InsaneTM... :nervous:
Title: Re: INFA Eyecandy Thread
Post by: Commander Zane on July 17, 2010, 08:13:35 am
That should become a difficulty mode. ;7
Title: Re: INFA Eyecandy Thread
Post by: Rodo on July 17, 2010, 09:25:25 am
Quite simple, really, play on Insane.

Yeah... the problem is I suck, and I don't want to get killed because of that  :(
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 17, 2010, 09:27:37 am
Raw difficulty doesn't really matter. Without shields, every single shockwave and blob turret is dangerous and makes missions much more interesting under many points of view. INFASA's FSPort mode should be definitely boosted by at least one single mission featuring Terran and/or Vasudan units battling superior Shivan foes in the early stages of the Great War. In such a scenario, shields would really make the difference.
His request was to face impossibly difficult enemies. Playing on insane should fulfill this request.


Also, play with Fury's AI.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 17, 2010, 09:32:26 am
But:

You got it, I want unshielded dogfights!  :drevil:

Oh, Insane does not remove shields by default. If it did, it should've been renamed Truly InsaneTM... :nervous:

There are many things people can do to boost the challenge without having to turn the difficulty level to Insane and make missions nearly impossible to complete (especially custom ones, as :v: created FS1 and FS2 missions with the intent of making them playable at all difficulty levels). Removing shields is probably one of the best ways to ensure a more challenging experience without exaggerating.
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 17, 2010, 09:45:25 am
Removing shields would also not make sense from a plot-related POV.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 17, 2010, 09:50:51 am
Not if the mission or campaign takes place before the reverse engineering of Shivan shield technology during the Great War...
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 17, 2010, 09:51:51 am
Not if the mission or campaign takes place before the reverse engineering of Shivan shield technology during the Great War...
Obviously. But you can't just randomly disallow shields on certain missions without reason.
Title: Re: INFA Eyecandy Thread
Post by: Rodo on July 17, 2010, 09:58:36 am
Plot this, Plot that....

You can do whatever you like in a campaign to fit your own vision in the FS universe and still making it seem plausible.

IE you can introduce a new prototype of fighter which has not been completed and send the pilots out to test it without shields, or you can say your fighter need so much energy drained to the main guns and/or other subsystems that makes it impossible to the reactors to sustain a decent amount of energy output to fill the shields requirements.

Still, I know INFA's missions will most likely not feature unshielded fights, but well... I was just excited about the idea.
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 17, 2010, 10:04:37 am
You can do whatever you like in a campaign to fit your own vision in the FS universe and still making it seem plausible.
And contrived.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 17, 2010, 10:15:34 am
Still, I know INFA's missions will most likely not feature unshielded fights, but well... I was just excited about the idea.

One mission of the main campaign probably will, but sshhh!!!
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 17, 2010, 10:17:22 am
I assume it's the remake of Hornet's Nest from the original.
Title: Re: INFA Eyecandy Thread
Post by: Rodo on July 17, 2010, 10:21:17 am
One mission of the main campaign probably will, but sshhh!!!

yay!
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 19, 2010, 12:00:55 pm
Watch the Metal Sphere... ;)

Alright, less chat and more eyecandy... I'll try to post more screenies after next week's 4 exams.

...or earlier. :)

(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_23.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 19, 2010, 12:09:06 pm
Is that in Sol?
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on July 19, 2010, 12:12:17 pm
Looks like it's using the BP Sol skybox. Bad news? Or just a random shot?
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 19, 2010, 12:21:33 pm
Got that skybox a while ago, I don't remember wheter or not it was already used by BP. I have never noticed it in the old version of AoA, and I got it it well before the DC was released... so I don't really know... maybe Herra released it to the public?

Oh, it's arRandom shot, although the Lucifer *may* enter Sol in one of the minicampaigns we're planning to release.

EDIT: ShadowGorrath's beauty, created a while ago. Useless to say that the current GTD Zagreus' tech description will be replaced soonish.

(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_24.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Woolie Wool on July 19, 2010, 04:16:05 pm
Could you post more pictures of new INFA ships? It seems rather odd to promote a campaign like this using pictures of retail and other previously seen ships.
Title: Re: INFA Eyecandy Thread
Post by: ktistai228 on July 20, 2010, 01:29:33 am
The ship list on the left rises some questions already:
GTB Aphaea
GTB Geryon
GTC Ethon
GTT Tartarus
PVF Uneg
PVF Septu
PVF Heket
Looks like quite a few in one pic! This is looking good!
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 20, 2010, 07:32:26 am
The Aphaea has already been revealed, it's the Athena-like bomber seen in the first page of this thread.

The Geryon is a high-poly Apollyon. It's relatively rare, being largely supplanted by the Aphaea. I think it's used mainly by Pluto.

The Ethon is a Fenris derivative. It's already been revealed.

The Tartarus is a heavy Elysium variant.


Info on the last three can be found on the Inferno Alliance website (http://inferno.hard-light.net/SOL/tech3.html).
Title: Re: INFA Eyecandy Thread
Post by: Woolie Wool on July 20, 2010, 11:21:50 am
Can you link to the Ehton then? I know the Leviathan has a new model.

And is the Tartarus the GTT Corsair model?
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 20, 2010, 11:28:31 am
Can you link to the Ehton then? I know the Leviathan has a new model.
Can't seem to find any pictures. Might still be under lockdown. :nervous:

And is the Tartarus the GTT Corsair model?
No.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 20, 2010, 01:22:52 pm
Could you post more pictures of new INFA ships? It seems rather odd to promote a campaign like this using pictures of retail and other previously seen ships.

There's a lot of time and pics are posted gradually.

The Aphaea has already been revealed, it's the Athena-like bomber seen in the first page of this thread.

Correct.

The Geryon is a high-poly Apollyon. It's relatively rare, being largely supplanted by the Aphaea. I think it's used mainly by Pluto.

Well, its shape is different from that of the Apollyon and no, it's not used mainly by Plutonians.

The Ethon is a Fenris derivative. It's already been revealed.

Yeah.

The Tartarus is a heavy Elysium variant.

And is the Tartarus the GTT Corsair model?

No.

New pics will be posted soonish... :nod:

Can you link to the Ehton then? I know the Leviathan has a new model.
Can't seem to find any pictures. Might still be under lockdown. :nervous:

Just wait...
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 20, 2010, 02:06:49 pm
Well, its shape is different from that of the Apollyon and no, it's not used mainly by Plutonians.
Still used mainly by squadrons on that one Martian destroyer right? Or have things changed? :P
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 20, 2010, 02:22:15 pm
Things have changed...
Title: Re: INFA Eyecandy Thread
Post by: Angelus on July 20, 2010, 03:24:55 pm
A Lucy? The image is very dark-ish. Might be my old tube screen, though.

Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 20, 2010, 03:50:03 pm
No, it's dark because I wanted to. :)
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 21, 2010, 05:25:53 am
No, it's dark because I wanted to. :)
Spooky!
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 21, 2010, 11:47:26 am
Variant of the flashy deaths script:

(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_06.jpg)
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on July 21, 2010, 11:52:23 am
Just be aware that if you use it your mod will be incompatible (so far as I know) with the 3.6.12 MVPs.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 21, 2010, 11:55:32 am
I'll try to handle that.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on July 21, 2010, 12:01:55 pm
I'll try to handle that.

Actually wait, hang on. You may get some really really ****ing bright explosions, as both the MVPs flash and your flash script will run, but it may not be totally incompatible.

It's just gonna be...enthusiastic.
Title: Re: INFA Eyecandy Thread
Post by: The E on July 21, 2010, 12:06:07 pm
The mediavps scripts will have overrides for occasions such as this. If you don't want to use the mediavps script, you can either rename your -sct.tbm to override the mediavps script, or use the following code snippet:

Code: [Select]
$On Game Init:
[
if not mediavps then
      mediavps = {}
end
if mediavps then
      mediavps.explosionsOverride = true
end
]
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 21, 2010, 12:19:56 pm
Just like the name suggests, INFASA is standalone (it isn't even in my FS2 folder) and doesn't need the MVPs as a mod folder to boost the quality of its assets: we take what we need from the MVPs (especially FSPort's, giving the FS1-ish nature of the project) and update the modpack accordingly.

If something in the MVPs breaks compatibility, we won't use it. Your posts suggest that the issue may be caused by both scripts running at the same time, which really isn't the case considering what I've just said.
Title: Re: INFA Eyecandy Thread
Post by: The E on July 21, 2010, 12:38:15 pm
Which is good, but also something I wasn't aware of.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on July 21, 2010, 12:40:12 pm
Just like the name suggests, INFASA is standalone (it isn't even in my FS2 folder) and doesn't need the MVPs as a mod folder to boost the quality of its assets: we take what we need from the MVPs (especially FSPort's, giving the FS1-ish nature of the project) and update the modpack accordingly.

Oh, that' a shame.  :(
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 21, 2010, 01:08:24 pm
Since when making things easier to use and less vulnerable to problems is to be considered a shame? :p
Title: Re: INFA Eyecandy Thread
Post by: Snail on July 21, 2010, 02:32:16 pm
Well it won't be up-to-date and fully supported, so you'll either have to keep updating them or just leave it.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on July 21, 2010, 02:33:50 pm
Since when making things easier to use and less vulnerable to problems is to be considered a shame? :p

It's a shame that it's either going to be out of date pretty fast or require constant updates that duplicate MVP content.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 21, 2010, 02:54:13 pm
These are only virtual problems: if the team will not update INF whenever new MVPs come out, I don't see why other community members can't create unofficial upgrades and release them. Even tutorials showing how to upgrade Inferno by extracting files from the MVPs would be welcome.

At the beginning I was a bit worried about this, I admit it - but Woomeister told me why it had to be done and now I wholeheartedly agree with him. There's nothing to be worried about.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on July 21, 2010, 03:02:53 pm
I think a standalone could be cool. It'll be fine for most users.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on July 21, 2010, 03:08:45 pm
It's incredibly friendly to newbies thanks to its intuitive installer. The hardest thing to do in order to play Inferno will be using the FSO launcher.

EDIT:
All-side view of the GTB Zelos superbomber. (The current version has a perfect cockpit and much better textures, so don't worry.)
(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_25.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 02, 2010, 05:38:35 pm
Why not show us the current version? :(
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 02, 2010, 05:44:16 pm
I'm working on it, but it may take a while because I intend to add a special graphical effect to the screenshot... ;7
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 02, 2010, 05:47:19 pm
I'm working on it, but it may take a while because I intend to add a special graphical effect to the screenshot... ;7
Nice one.
Title: Re: INFA Eyecandy Thread
Post by: Hades on August 02, 2010, 09:02:48 pm
Those missile pods are awful.
Title: Re: INFA Eyecandy Thread
Post by: Commander Zane on August 02, 2010, 09:18:31 pm
(The current version has a perfect cockpit and much better textures, so don't worry.)
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 03, 2010, 01:28:44 am
Those missile pods are awful.
...

What about them is awful? They're exactly the same as the ones on the Ursa.
Title: Re: INFA Eyecandy Thread
Post by: Droid803 on August 03, 2010, 02:08:28 am
They're...cubes.
Title: Re: INFA Eyecandy Thread
Post by: Hades on August 03, 2010, 02:21:47 am
The ones on the Ursa have shape to them, they're not just simple cubes as seen on this model.

Also:
(The current version has a perfect cockpit and much better textures, so don't worry.)
Do you like being an idiot? What he said has pretty much nothing to do with what I said, seeing as how I was talking about the missile pods and not the cockpit or textures. I guess I could see how you could confuse them.
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 03, 2010, 06:13:06 am
I think Zane's point was that the new texture might make the missile pods look less bland.
Title: Re: INFA Eyecandy Thread
Post by: Hades on August 03, 2010, 06:23:03 am
They would still be just a cube. A cube with a good texture is still a cube.
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 03, 2010, 06:30:06 am
They would still be just a cube. A cube with a good texture is still a cube.
Yeah, you're right.
Title: Re: INFA Eyecandy Thread
Post by: Rodo on August 03, 2010, 10:05:15 am
True, it's a square

Well then, let's find a modder that will change the mesh, shall we?

Let's open the call for help:

INF needs modders, apply please! pretty please?
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 03, 2010, 10:08:25 am
Jesus Christ. Inferno does not need any more models!
Title: Re: INFA Eyecandy Thread
Post by: Rodo on August 03, 2010, 10:15:38 am
models... maybe not.

modders, well I would dare to say yes.
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 03, 2010, 10:27:48 am
I think it's fair to say that Inferno probably has one of the largest collections of exclusive assets around. Locking up even more resources that could be put to better use by the public is IMHO doing a huge disservice to the community.
Title: Re: INFA Eyecandy Thread
Post by: Rodo on August 03, 2010, 10:40:02 am
I think the same way, a modding team should share whatever it's holding, but that's just personal preference.

You can also see it this way: The faster this project is finished, the faster you'll get access to all it's cool content.
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 03, 2010, 10:41:24 am
I think the same way, a modding team should share whatever it's holding, but that's just personal preference.

You can also see it this way: The faster this project is finished, the faster you'll get access to all it's cool content.
Finish it already then. :P
Title: Re: INFA Eyecandy Thread
Post by: Rodo on August 03, 2010, 11:05:03 am
Will do of course.

But the more help, the faster it get's done, thus the previous question.

INF is all about making you happy  :nod:
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 03, 2010, 11:35:06 am
Snail, there's a difference between creating new models for the sake of expanding a modpack and upgrading old models to bring them to current standards. Many INF ships haven't been touched in years, and I'd try to let someone upgrade them rather than leave them as they are. Ask the BWO developers how much they like to release the campaign without upgrading their models... it's utopian, and perfectly understandable. :rolleyes:

Releasing assets progressively before the official release of the project? It's doable, and the subject is already being discussed. On a side note, the last thing you can say Inferno is that we're draining talent from other important projects... the shortage of modders has forced us to look for them outside the FreeSpace community, and even with some degrees of success. Unfortunately, however, we're not succeeding at recruiting modellers.

Now, back to business. The status update (http://www.moddb.com/games/infasa/news/a-status-update) is now readable, so you may wish to take a look at it. Post eventual comments here (http://www.hard-light.net/forums/index.php?topic=70671.0).

As promised, here's the "special effect" I mentioned a few posts ago. This may and will definitely be used for hostile squadrons as well, but I don't know if INFASA we'll feature epic battles against enemy aces (first, I'd like to know what community members think about the subject). Yeah, I know, the screenshot doesn't feature any Zelos superbombers... the reason is that they're grouped in "Brigades", not in squadrons, and require a slightly different presentation template. So far we have the Talisman Brigade (Martian Republic), the Amulet Brigade (Earther Federation of States) and the Scepter Brigade (Jovian Kingdom)... all of them make use of different OCPs which, among other things, enable use of Ballista subspace missiles for critical strikes.

The Strategic Advisor, or SA, is an important officer in the Martian Republic's Navy. An SA is the tactical "bridge" between squadron leaders and strategists/admirals, and is meant to boost the effectiveness of squadrons in case of war. Among other things, SAs can brief and debrief squadrons and manage their equipment.

Quote
Prototype-like cutscene presenting the 36th Blazing Eagles squadron. Please note that the screenshot hasn't been modified: it's an actual image from the game showing a template I created a while ago. Disregard the small squad logo, it's just a placeholder.

In the future, such cutscenes will be used to introduce other important squadrons, friendly and hostile alike. You may even get to see epic battles with enemy aces and other skilled units, so stay tuned!


(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_26.jpg)
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 03, 2010, 11:42:18 am
Very cool.  :yes: I'm not really sure this is Inferno any more - more like some kind of Colony AceSpace Wars - but it does look really cool. I admit I'm primarily interested in Inferno to play INFR2 but at this point I'm resigned to it never coming out.

If you're going for a military realism atmosphere it's a bit weird to see a single squadron operating so many types, but hell if it's fun roll with it.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 03, 2010, 11:50:28 am
It's another feature of the Martian Republic: many pilots have been trained to operate in multirole squadrons. Other factions have more specialized pilots.

I'm still a bit unsure about the enemy aces, though. IMHO, they're a powerful storytelling tool but risk becoming a bit unpopular.
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 03, 2010, 11:52:31 am
Snail, there's a difference between creating new models for the sake of expanding a modpack and upgrading old models to bring them to current standards. Many INF ships haven't been touched in years, and I'd try to let someone upgrade them rather than leave them as they are. Ask the BWO developers how much they like to release the campaign without upgrading their models... it's utopian, and perfectly understandable. :rolleyes:
You cannot deny the fact that over the years Inferno has accumulated a wealth of models. I think the best thing Inferno has done in recent years is donating the Ancient warships to the Ancient-Shivan War project, and I'm sure I wouldn't be the only one who would be grateful to see more asset giveaways in the future.

I'm still a bit unsure about the enemy aces, though. IMHO, they're a powerful storytelling tool but risk becoming a bit unpopular.
I think enemy aces are cool.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 03, 2010, 11:53:42 am
It's another feature of the Martian Republic: many pilots have been trained to operate in multirole squadrons. Other factions have more specialized pilots.

I'm still a bit unsure about the enemy aces, though. IMHO, they're a powerful storytelling tool but risk becoming a bit unpopular.

Do what you want to do. You don't have to crowdsource your mod.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 03, 2010, 12:08:50 pm
I was the one who proposed to help the ASW team by giving them a load of models. :) We have planned an Ancient campaign, but since it would have drained too much time and ASW seemed promising I had a talk with Woomeister about the subject.


As for the enemy aces: I'm actually asking for opinions. I have experience with such encounters, I FREDded some 10 of them 3 or so years ago (they weren't for INF, though) and actually liked how each squadron employed different tactics in combat.

I'm a bit unsure about messages. Should those aces send message to allies, to sound fearsome and cool?
Title: Re: INFA Eyecandy Thread
Post by: Rodo on August 03, 2010, 01:14:57 pm
Aces are fearsome and cool IMO, making them send messages to the enemies like "you are mine, pal"... that would freak me out in battle :D

On the other side, a friendly ace sending messages to allies is ok, but only with limited orders, commander like... still you risk adding a lot of text that might not get even read during mission.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 03, 2010, 01:21:22 pm
still you risk adding a lot of text that might not get even read during mission.

That was exactly the problem I experienced in my previous attempts. :nervous:
Title: Re: INFA Eyecandy Thread
Post by: Rodo on August 03, 2010, 01:28:00 pm
that why they need to be cool and fearsome, because:

if it's cool, all it's allies will listen to what he says + if it's fearsome all it's enemies will listen to what he says = less dialogue , more impact.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 03, 2010, 01:33:08 pm
A number of messages sent in random order may work, I tried it in the past. Aces will also be harder to kill than regular enemies thanks to advanced AI and new ship classes (e.g., GTF Hercules and GTF Hercules#Ace).

Death messages are quite cool when sent by enemies. The SCP has made that easier to handle. :)
Title: Re: INFA Eyecandy Thread
Post by: The E on August 03, 2010, 09:10:25 pm
Hades vs Zane idiocy has been split out.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 03, 2010, 10:38:14 pm
A number of messages sent in random order may work, I tried it in the past. Aces will also be harder to kill than regular enemies thanks to advanced AI and new ship classes (e.g., GTF Hercules and GTF Hercules#Ace).

You know it occurs to me that I'm not sure there's any reason to use special ship classes for the aces. Unless you want them to have special weapons compatibility or tweak stuff like afterburner capacity and top speed, what can you do there that you couldn't do just as well with a custom AI class?
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 03, 2010, 10:40:34 pm
Yeah custom AI classes make Aces much more fearsome and cool. :D
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 04, 2010, 04:16:53 pm
In my previous experience with aces I learned that using advanced AI profiles is helpful, but not sufficient. IMHO, improving maneuverability, shields and energy reserves is necessary to nullify certain weaknesses which tend to make aces too easy to shoot down. Better shields, for example, represent those aces' skills at managing their own shield quadrants.

 I'd leave hitpoints as they are because tangible changes in them would become the way too obvious.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 04, 2010, 04:33:14 pm
In my previous experience with aces I learned that using advanced AI profiles is helpful, but not sufficient. IMHO, improving maneuverability

That can be done with a custom AI class.

Quote
shields

That can be done with armor.tbl

Quote
and energy reserves

That...might be able to be done with a custom AI class.

Quote
Better shields, for example, represent those aces' skills at managing their own shield quadrants.

If you can set the AI shield manage delay on a per-class basis just make an AI class that manages shields faster.
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 04, 2010, 04:49:04 pm
You need to use the "higher-functioning" AI options...


I'm not saying Inferno is autistic or anything. :P
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 04, 2010, 04:50:36 pm
Oh, I should point out armor types can be dynamically set by FRED now so you don't have to waste ships.tbl slots on ships with different armor classes.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 04, 2010, 05:18:29 pm
That can be done with a custom AI class.

Already tried it, I made a special AI class that makes General look like "Rookie".

Quote
shields

That can be done with armor.tbl

...and FRED, but new ship classes are still required to make the other changes.

Quote
and energy reserves

That...might be able to be done with a custom AI class.

How? Please note that higher energy reserves =/= better energy management...

Quote
Better shields, for example, represent those aces' skills at managing their own shield quadrants.

If you can set the AI shield manage delay on a per-class basis just make an AI class that manages shields faster.

Better shield management is just a plausible excuse to make aces harder to kill from long range and provide a reasonable explanation for that choice. More hitpoints is another matter, as raising them is an obvious and hardly acceptable attempt to make aces more resistant.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 04, 2010, 05:29:03 pm
*shrug* You can do it your way, and I'd probably use some of the same techniques, but consider mixing those with a custom AI class to improve your results.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 04, 2010, 05:35:38 pm
That's what I said at the beginning, yeah.
Title: Re: INFA Eyecandy Thread
Post by: The E on August 04, 2010, 05:38:02 pm
Personally, I'd also ditch custom ship classes entirely in favour of clever use of armor.tbl.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 04, 2010, 05:44:48 pm
But armor.tbl doesn't influence maneuverability and energy reserves, so... :)
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 04, 2010, 05:47:43 pm
But armor.tbl doesn't influence maneuverability and energy reserves, so... :)

Custom AI classes can change maneuverability, energy reserves I'm not sure.
Title: Re: INFA Eyecandy Thread
Post by: Droid803 on August 04, 2010, 06:04:50 pm
But armor.tbl doesn't influence maneuverability and energy reserves, so... :)

Custom AI classes can change maneuverability, energy reserves I'm not sure.

To an extent, you can't make an Ursa turn like a Dragon no matter how good you make the AI.
In the end they're still limited by the ships.tbl-defined rotation times and damp/rotdamp values, no?
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 04, 2010, 06:10:48 pm
Actually...no, I don't think so. I believe it's a multiplier...

We have AI classes that can out-turn QuantumDelta and if I recall Fury's notes correctly this is because they turn faster than the table allows.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 04, 2010, 06:12:34 pm
As far as I know rotation times and dampening are both defined in ships.tbl, and advanced AI classes just give the illusion of a more maneuverable spacecraft.
Title: Re: INFA Eyecandy Thread
Post by: The E on August 04, 2010, 06:14:26 pm
Not an illusion.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 04, 2010, 06:15:32 pm
As far as I know rotation times and dampening are both defined in ships.tbl, and advanced AI classes just give the illusion of a more maneuverable spacecraft.

I'm 72% sure you're wrong. This Blue Planet AI class I'm looking at here is, so far as I know, capable of turning faster than the table allows. But of course that leaves a 28% hole!

Oh and I think it can fire faster than the table allows too.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 04, 2010, 06:18:45 pm
Here we go, Mobius:

$AI Turn Time Scale:                   1.0,    1.0,    1.0,    1.0,    1.0

Set to values less than 1. Enjoy.  :cool:
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 04, 2010, 06:22:53 pm
Awesome, I completely forgot about that! However, I'd still use alternate ship classes unless custom AI profiles can, among other things, magically raise energy output. Oh, and we're going a bit OT here... back to serious business, I'm waiting for a reply from a couple of people to upload more screenshots. :)
Title: Re: INFA Eyecandy Thread
Post by: Droid803 on August 04, 2010, 09:11:11 pm
Here we go, Mobius:

$AI Turn Time Scale:                   1.0,    1.0,    1.0,    1.0,    1.0

Set to values less than 1. Enjoy.  :cool:

Holy crap, you can get the AI to cheat at turning, that's awesome.
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 05, 2010, 01:15:58 am
Here we go, Mobius:

$AI Turn Time Scale:                   1.0,    1.0,    1.0,    1.0,    1.0

Set to values less than 1. Enjoy.  :cool:

Holy crap, you can get the AI to cheat at turning, that's awesome.
You can also make them cheat at rate of fire.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 05, 2010, 01:38:00 am
Here we go, Mobius:

$AI Turn Time Scale:                   1.0,    1.0,    1.0,    1.0,    1.0

Set to values less than 1. Enjoy.  :cool:

Holy crap, you can get the AI to cheat at turning, that's awesome.
You can also make them cheat at rate of fire.

I said that!

I believe that should at least help with Mobius' concern about weapon energy reserves.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 05, 2010, 11:45:29 am
It'd definitely help but still doesn't solve the problem. If energy reserves were completely customizable via AI profile multipliers, the need for alternate ship classes would be nullified.

And lol, that's what happens when modders stay away for so long: I completely forgot that shield resistance can be edited in FRED! :lol:
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 05, 2010, 11:57:52 am
It'd definitely help but still doesn't solve the problem. If energy reserves were completely customizable via AI profile multipliers, the need for alternate ship classes would be nullified.

And lol, that's what happens when modders stay away for so long: I completely forgot that shield resistance can be edited in FRED! :lol:

If you mean shield armor types, they couldn't until recently. Fury got the change-armor-type SEXP added during BP dev.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 05, 2010, 12:04:18 pm
No, I meant the customizable value in Ship Editor ---> Special Hits. :)
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 05, 2010, 12:09:51 pm
Yep that's been around since retail so far as I know, but with armor types you can change an equivalent value on the fly.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 05, 2010, 12:21:41 pm
Uh, as far as I remember it was impossible to do in retail...
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 05, 2010, 12:23:37 pm
You're right. Oh how far we've come!
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 07, 2010, 09:15:18 am
More squad screenshots!

137th Scarlet Lions. The player will start the main INFASA campaign as a pilot of this squad:
(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_27.jpg)

Image subtitle showing the renovated 36th squadron presentation effect. I posted the image subtitle directly because another screenshot would have been redundant:
(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_28.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 07, 2010, 09:40:09 am
Exactly why is this elite Martian squadron using a 30+ year old ship like the Angel? Otherwise, very cool.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 07, 2010, 09:51:14 am
The 137th is not an elite squadron, it's the player's squadron at the beginning of the campaign. At the time of writing, it's the only non-elite squadron to be presented that way.

The Angel is a cheap solution in patrol missions, so that's why it's still employed... but don't expect to see a great many Angels in the most critical engagements.
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 07, 2010, 09:59:04 am
The 137th is not an elite squadron, it's the player's squadron at the beginning of the campaign. At the time of writing, it's the only non-elite squadron to be presented that way.
So the player is part of a grunt squadron and issued old tech for fighting pirates? Sounds plausible.

The Angel is a cheap solution in patrol missions, so that's why it's still employed... but don't expect to see a great many Angels in the most critical engagements.
Is it still used in the Hornet's Nest equivalent (if that mission still exists?).
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 07, 2010, 10:14:27 am
It's used for scouting purposes, and may still handle fighters at close range, but I wouldn't say that the Republic relies on Angels to defeat pirates.

Hornet's Nest? Hehe... if things go well, you'll fly a prototype fighter in that mission. ;7
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 07, 2010, 10:17:15 am
Hornet's Nest? Hehe... if things go well, you'll fly a prototype fighter in that mission. ;7
Some Claymore derivative maybe?
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 07, 2010, 10:31:16 am
Kinda. We have a nice model for that role, but need some modelling help to get it ingame. I asked Rga_Noris to take care of it, but he has other WIPs to work on at the moment.
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 07, 2010, 10:38:52 am
Kinda. We have a nice model for that role, but need some modelling help to get it ingame. I asked Rga_Noris to take care of it, but he has other WIPs to work on at the moment.
So it's like a stealth Claymore?
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 07, 2010, 10:59:17 am
Not stealth by default but thanks to special treatment and a special OCP. But we're going too much into details here. :)
Title: Re: INFA Eyecandy Thread
Post by: shiv on August 07, 2010, 02:03:19 pm
And... where is entire "FreeSpace" in all that...? :nervous: :(
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 07, 2010, 06:29:05 pm
Not stealth by default but thanks to special treatment and a special OCP. But we're going too much into details here. :)
So it jams enemy sensors with like a computer virus or something?
Title: Re: INFA Eyecandy Thread
Post by: FreeSpaceFreak on August 08, 2010, 12:31:55 am
137th Scarlet Lions. The player will start the main INFASA campaign as a pilot of this squad:
(http://media.moddb.com/images/games/1/13/12022/INFASA_Screenshot_27.jpg)
Hey Mobius, you know there's an HTL Zagreus these days...

I really like those squad logos, how do you get them?
Title: Re: INFA Eyecandy Thread
Post by: Commander Zane on August 08, 2010, 12:43:35 am
That is the HTL Zagreus.
Title: Re: INFA Eyecandy Thread
Post by: Droid803 on August 08, 2010, 12:56:14 am
I still like Moonred's better.
'specially after I got rid of its low poly turrets for more detailed ones.
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 08, 2010, 01:55:45 am
Inferno most likely has a reason for keeping their version. Namely, all Inferno ships I believe use the same turret set (or rather, one for each faction). It'd be a pain to have to go through and replace all the old turrets, or else the Zagreus would be an oddball.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 08, 2010, 04:15:12 am
The version seen in the previous screenshot is HTL and uses a mix of blob turrets and Sol turrets. Droid, would you like to redirect my attention to the version featuring detailed turrets?
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 08, 2010, 04:28:02 am
You can get it in Dawn of Sol.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 08, 2010, 04:30:46 am
That one? I remember it having a buggy turret at the bottom, right below the fighterbay. Basically, the turret was supposed to be there but I couldn't see it. I could still manage to disarm it, though.
Title: Re: INFA Eyecandy Thread
Post by: Snail on August 08, 2010, 04:31:32 am
That one? I remember it having a buggy turret at the bottom, right below the fighterbay. Basically, the turret was supposed to be there but I couldn't see it. I could still manage to disarm it, though.
Ah. Well. It's not really spectacularly better than Woomeister's HTL Zagreus anyway.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 08, 2010, 04:40:47 am
Anyone willing to take a closer look at that bug and try to solve the problem?
Title: Re: INFA Eyecandy Thread
Post by: Droid803 on August 08, 2010, 11:39:02 am
The one in DoS is...outdated by now.
I have a newer version with more detailed turrets (though they have about the same texture scheme and don't look that stylistically different).
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 09, 2010, 12:27:32 pm
Would you like to show me the model?
Title: Re: INFA Eyecandy Thread
Post by: Droid803 on August 09, 2010, 03:13:25 pm
Check your PMs.
If you want a custom turret layout let me know.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 09, 2010, 03:27:48 pm
The issue with that turret no longer appears to be a problem. Good. :)

Is it possible to use INFA's Sol turrets on that model?
Title: Re: INFA Eyecandy Thread
Post by: Droid803 on August 09, 2010, 04:21:27 pm
The ugly low-poly ones?
Or do you have better ones in INFASA for me to use, cause those old ones had like 10 polies.

I literally went through the DoS modpack and replaced all the relevant turrets...not that big of a deal IMO.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 09, 2010, 04:42:01 pm
I can't find a proper screenshot showing the current turrets... :(

Well, replacing all turrets on the Zagreus isn't 100% necessary. Afterall, the Zagreus is supposed to be an old ship, and different turrets may help underlining that. I would like to see alternate versions of the blob turrets, though...

EDIT:
(http://media.moddb.com/images/games/1/13/12022/InfPl_RE_01.jpg)
(lvlshotted)

Petru Serbanescu is a famous, popular and aged Martian writer the player will get to know better in INFASA. In 2346, for the first time in a public speech, Serbanescu claimed that the collapse of the Lucifer was pivotal in letting Mars gain full independence and turn the Martian people into what they are. The cost these achievements called for, however, has been quite high in terms of human lives.

This pic will introduce the description of the Ricochet Effect, or RE, and its influences over Post-Great War Sol.

Special thanks to mjn.mixael and starwolf1991.
Title: Re: INFA Eyecandy Thread
Post by: ShadowGorrath on August 13, 2010, 01:25:55 pm
Hey, nice.  ;)
Title: Re: INFA Eyecandy Thread
Post by: ktistai228 on August 13, 2010, 02:27:21 pm
his name sounds romanian :nervous:
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 13, 2010, 02:28:44 pm
It is Romanian. :nod:
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 13, 2010, 02:32:00 pm
I actually rather like that. Nice job.  :yes:

You should ditch that 'orrid font though.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 13, 2010, 02:57:01 pm
Horrid? It has the "book" feeling I was looking for. ;)
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 13, 2010, 03:00:44 pm
I'm living with a family of graphic designers and they all screamed when they saw it. Kill it dead.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 13, 2010, 03:09:45 pm
Tell me what makes it so "horrid" so that I can find a proper replacement.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 13, 2010, 03:17:09 pm
It's cramped, because it tries to squeeze italics and serifs into too small a space (wrapped around the image). It has no margin at the outside edge or the bottom; if the line spacing is wider than the margin (as it is here) that's a bad sign.

Lose the serifs, lose the italics, lose the quotes, get some margin in there. Drop the text size to give it some room to breathe.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 13, 2010, 03:38:34 pm
Have you actually clicked on the pic?

The pic is lvlshotted, and if you click on it you'd realize that the texts fits perfectly. To be honest I love how the text "matches" the shape of the Lucifer, and I created it for that very purposes.

No quotes? No italics? In situations like this, all I can say is:

De Gustibus... (http://en.wikipedia.org/wiki/De_gustibus_non_est_disputandum)
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 13, 2010, 03:41:46 pm
*shrug* The words weren't from me, they were from one of the graphic designers here. These guys are pros.

Your call of course. I like the writing.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 13, 2010, 03:45:24 pm
Tell the pros about that Latin maxim. :p

Glad you liked the text, anyway.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 13, 2010, 03:49:47 pm
Tell the pros about that Latin maxim. :p

They definitely know better than you, mate, but if you want to keep it ugly you can.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 13, 2010, 03:54:31 pm
It's not "ugly", it matches my personal tastes and according to the maxim they're as much as valuable as anyone else's. :rolleyes: Now can we please stop discussing fonts? I believe that pic deserves a completely different kind of discussion.
Title: Re: INFA Eyecandy Thread
Post by: Droid803 on August 13, 2010, 04:47:48 pm
I must agree that the font makes the picture look...cheap/amateurish/ugly.
Like someone just went into MSPaint and went like "OH I CAN MAEKS GRAPHIC"!
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 13, 2010, 04:50:45 pm
lol, no great will to be like a graphic artist here. :)
Title: Re: INFA Eyecandy Thread
Post by: Mura on August 13, 2010, 05:08:18 pm
Well, is a good thing you are making the mod for yourself, then... cuz if nobody else likes it, nobody will play it. That's why graphic designers learn this stuff, so they can sell the product, you are not selling me the product, you are giving me a sweet 15 (http://www.habiaunavezcr.com.ar/vera.jpg) invitation, i shall bring pink roses to dear Lucy.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 13, 2010, 05:09:08 pm
Adjusting the font shouldn't be that tricky if people dislike it. What's important is that your content is good and makes me interested.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 13, 2010, 05:14:13 pm
Why do I have the impression that the subject is being discussed on IRC? :rolleyes:

At the beginning, it was meant to show the Lucifer and some text. Then I decided to add something that was relevant to the plot and discussed the addition with starwolf: it was and still is about INF's plot, not graphics. Because, you know, game graphics are hardly related to such pics.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 13, 2010, 05:17:24 pm
Why do I have the impression that the subject is being discussed on IRC? :rolleyes:

At the beginning, it was meant to show the Lucifer and some text. Then I decided to add something that was relevant to the plot and discussed the addition with starwolf: it was and still is about INF's plot, not graphics. Because, you know, game graphics are hardly related to such pics.

Indeed, as that's a screenshot of a cutscene by MjnMixael, but this discussion is about the presentation of the text overlaid on the image. If you want to bump it up a notch towards pro standards it wouldn't hurt but it's ultimately your call and I imagine interested parties won't care that much.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 15, 2010, 11:21:27 am
If necessary, the pic will be prettified when the time to use it comes.

Well, is a good thing you are making the mod for yourself, then...

That is completely wrong. Who told you that?

Without going too much into the details, I can tell you that there are 5 active team members, 3 of which (me included) are here on HLP. Then we have a number of contributors (5+, don't really remember them all at the moment) working on a few assets, like this (http://www.hard-light.net/forums/index.php?topic=70690.0). Only one contributor seems interested on playing FreeSpace, the others don't seem to like FreeSpace (despite being awesome at creating things which may be used in the game). Then we have starwolf1991 (I'm grateful to him), Rampage helping when needed, c914 being busy ATM but may wish to work for us soon... and then we have Woomeister, who's not active but I hope he'll be back very soon.

If you consider all these parameters, there's a team and it's active, too. It's just that it doesn't work as other teams do. I've just sent a couple of files, made by two different contributors, to Rodo: he's a diligent team member, and will edit them for in-game use in no time. Just an example of activity that is almost completely unrelated to HLP.

The Inferno Team is not active in the classical way, meaning that 100% of the team is on HLP and posts frequently on the forums, but there are more people doing stuff for INF than you'd think. Just clarifying because we need more people and I don't want potential team members not to consider joining INF because the project "seems dead". :nod:
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on August 15, 2010, 12:28:49 pm
You should get an SVN. SVN is badass.
Title: Re: INFA Eyecandy Thread
Post by: Mura on August 19, 2010, 09:20:37 am
*snip*

Sorry if this feels a tad bit off-topic, but you don't happen to talk sarcasm, do you? If you pay attention to the rest of the post, you could see that my point is that i don't feel like there's love for the end user, you are basically marketing something for yourself instead for the people out there who will be playing it, but it's ok either way, i guess...

Also, that link might haven't been the best you could have linked as proof of working, there's nothing in there but speculation about what you want those models for! It did more damage than good, seriously XD

Anyway, i'm glad to see that there's still people working on this, but i have lost interest in INF a long time ago and the stuff being posted to make the hype grow really doesn't do it for me, but i'm sure you still have your fans somewhere, keep on pushing!
Title: Re: INFA Eyecandy Thread
Post by: starwolf1991 on August 20, 2010, 11:54:05 pm
If necessary, the pic will be prettified when the time to use it comes.

Only one contributor seems interested on playing FreeSpace, the others don't seem to like FreeSpace (despite being awesome at creating things which may be used in the game). [/color]

Only one contributor seems interested in playing? Lol, I play Freespace often. When I'm not developing content, fan-fiction writing or editing missions for mods, I do "properly" play it.   :)

Mura, since when you do you get that hint that Mobius is marketing Inferno: Alliance? Also, Inferno: Alliance has always been, and still is, a team effort; not a solo effort.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 21, 2010, 03:43:09 am
My point is that playing (or liking) FreeSpace is not a requirement to create stuff that may be used in the game. On a side note, it's funny how that "horrible pic" led to an increase in the number of INFASA's watchers on ModDB. Four more watchers, to be precise. :nervous: :lol:

Well, this is an eyecandy thread and therefore does not show the forte of INFASA: FREDding and plot. The OCP system alone, IMHO, will make the campaign(s) worth playing. I have more screenshots on the way, but Rodo is a bit busy with Uni right now so the creation of new bitmaps has been somehow relented. Progress on the missions has been resumed, however.  ;7

EDIT: Terraformed Mars, but almost certainly not as it will appear in INFASA. These pics will be used in soon-to-come descriptions.

(http://media.moddb.com/images/games/1/13/12022/InfPl_MarsTer_01.jpg)

"The centre of the view shows the high cold deserts of Tharsis and it's volcanoes, flanked by the Tharsis Ice Sheet. Olympus Mons and it's ice sheet stands to the top-left, while the Mariner Valley is on the right, in dusk."

(http://media.moddb.com/images/games/1/13/12022/InfPl_MarsTer_02.jpg)

"The deserts of Promethei Terra and Tyrrhena Terra, with the island continent of Elysium in the top-right and the Caribbean-sized Hellas Sea in the bottom-left. The large circular gulf above the Hellas is the Isidis Gulf, an arm of the Great Northern Ocean."

(http://media.moddb.com/images/games/1/13/12022/InfPl_MarsTer_03.jpg)

"The Great Southern Desert, around the south polar cap, shown in the long southern summer. This area is still very dry and cold, with little life. The blue circle to the right of the picture is Lake Newton, in a large crater."

(http://media.moddb.com/images/games/1/13/12022/InfPl_MarsTer_04.jpg)

"The Chryse Gulf, a complex system of channels and lakes and rivers, which joins the Great Northern Ocean (via the Acidalia Sea) to the Mariner Valley, shown on the left of the picture. In the bottom-right is the edge of the Hellas, and the bottom-left shows the still relatively dry Argyre Basin. The top-right shows the vast array of cool swamps and crater-lakes that makes up the Arabia Terra."

(http://media.moddb.com/images/games/1/13/12022/InfPl_MarsTer_05.jpg)

Composite pic of the ones seen above.
Title: Re: INFA Eyecandy Thread
Post by: Mongoose on August 23, 2010, 04:50:17 pm
Ooh, really cool. :)

(And after all that kerfuffle about font choices in the last pic, I'm sort of amazed that no one corrected its grammar. :p)
Title: Re: INFA Eyecandy Thread
Post by: The E on August 23, 2010, 05:15:25 pm
I do think the blue filter got a bit overused. Makes the planet look all washed out and ugly.
Title: Re: INFA Eyecandy Thread
Post by: NGTM-1R on August 23, 2010, 08:48:10 pm
I do think the blue filter got a bit overused. Makes the planet look all washed out and ugly.

It's Mars. Ugly is sort of standard with the package.
Title: Re: INFA Eyecandy Thread
Post by: mr.WHO on August 24, 2010, 01:30:57 pm
One thing bothers me.......no clouds? even close to sea/ocean zones?
Title: Re: INFA Eyecandy Thread
Post by: Mobius on August 24, 2010, 01:38:04 pm
They will be more clear at later stages of terraforming. These pics are not meant for in-game use. ;)
Title: Re: INFA Eyecandy Thread
Post by: Mobius on December 17, 2010, 10:46:15 am
Showing off the GTF Spatha, with red textures made by the original author himself (Vengence).

(http://www.moddb.com/games/infasa/images/gtf-spatha-1)
(http://www.moddb.com/games/infasa/images/gtf-spatha-2)
Title: Re: INFA Eyecandy Thread
Post by: Commander Zane on December 17, 2010, 10:51:38 am
I would've imagined that would be an EA ship, maybe in this case it is intended to be based on the Claymore Mk. II? Looks outstanding either way.

Maybe not, just noticed it's INFA.
Title: Re: INFA Eyecandy Thread
Post by: Jellyfish on December 17, 2010, 08:40:43 pm
Really awesome, as is knowing this project still moves.

Can't wait to fly that even if it rapes my graphics card
Title: Re: INFA Eyecandy Thread
Post by: Mobius on December 18, 2010, 03:56:20 am
Both INFASA and INF SCP move, and with encouraging degrees of activity. The problem is that eyecandy threads currently show like 1% of the screenshots you can find on ModDB.

Screenshots posted over a month ago:

(http://www.moddb.com/games/infasa/images/screenshot-29)
(http://www.moddb.com/games/infasa/images/gehg-screenshot-52)
(http://www.moddb.com/games/infasa/images/gehg-screenshot-53)
(http://www.moddb.com/games/infasa/images/gehg-screenshot-54)
(http://www.moddb.com/games/infasa/images/gehg-screenshot-55)
(http://www.moddb.com/games/infasa/images/gehg-screenshot-56)
(http://www.moddb.com/games/infasa/images/gehg-screenshot-57)
Title: Re: INFA Eyecandy Thread
Post by: mr.WHO on December 18, 2010, 05:28:15 am
"Shivan Spase Train"  - LULZ :D

Edit:

There is even more (and I mean MOAR) new stuff in INF:SCP moddb image board:
http://www.moddb.com/games/infscp/images

Edit2:

Do you have more recent images of this ship (is it still in Inerno):
(http://d.imagehost.org/0088/bomber.jpg)
Title: Re: INFA Eyecandy Thread
Post by: Jellyfish on December 18, 2010, 07:04:28 am
I hope it is still in Inferno. I love superheavy bombers.
Title: Re: INFA Eyecandy Thread
Post by: mr.WHO on December 18, 2010, 08:59:11 am
Showing off the GTF Spatha, with red textures made by the original author himself (Vengence).

(http://www.moddb.com/games/infasa/images/gtf-spatha-1)
(http://www.moddb.com/games/infasa/images/gtf-spatha-2)

Wasn't that model rudiculously overpoly? Or it got redone somehow?

BTW I HATE blue forum <I HATE,I HATE,I HATE,I HATE,I HATE,I HATE,I HATE,I HATE,I HATE,I HATE,I HATE,>  :(
Title: Re: INFA Eyecandy Thread
Post by: Mobius on December 19, 2010, 04:34:00 am
The model has an impressive polycount, but doesn't really slow the game (you'll understand why).
Title: Re: INFA Eyecandy Thread
Post by: mr.WHO on December 19, 2010, 05:00:50 am
I guess two things:

1) I has LODs

or (more likely)

2) The ship itself will be a prototype of claymore's line and will be present in very limited number.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on December 19, 2010, 05:10:19 am
:nervous:

EDIT: I'm pretty sure there were some cool pics showing the EAB Holler (the bomber you were refering to), but I can't find them. I'll eventually post one or more on the other eyecandy thread.
Title: Re: INFA Eyecandy Thread
Post by: mr.WHO on December 19, 2010, 07:20:24 am
Hey Mobius, any particular reason why you use the blue font? (exept beign an utra evil to cause my eye bleed)
Title: Re: INFA Eyecandy Thread
Post by: Mobius on December 19, 2010, 07:23:58 am
Helps finding my posts when scrolling threads down.
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on December 19, 2010, 07:46:27 am
Click on your name next to your posts, then hit 'show posts by this member.'
Title: Re: INFA Eyecandy Thread
Post by: Mobius on December 19, 2010, 07:48:29 am
It isn't the same thing, especially when browsing and old thread.

Can we please remain on topic?
Title: Re: INFA Eyecandy Thread
Post by: General Battuta on December 19, 2010, 07:57:39 am
We would stand a better chance of doing that if you hadn't said that.

Releasing models is a very good move. Assets should be public whenever possible.
Title: Re: INFA Eyecandy Thread
Post by: Mobius on December 19, 2010, 10:38:56 am
We won't release everything that way, though. We'll see what it's going to happen, however, because I really like the idea.

BTW, over 1.000 visits on INFASA's ModDB profile today. Awesome. :)