Author Topic: Inferno R1 (Unofficial Update)  (Read 38491 times)

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Inferno R1 (Unofficial Update)
DOWNLOAD:

7-Zip file format [filesize: 43 MB], you can download it from it's homepage located at www.7-zip.org

http://www.mediafire.com/?32azlwmydzj or http://files.filefront.com//;8244950;;/

Instructions:

1 - Decompress the downloaded file.

2 - Create a Directory in your FreeSpace 2 folder called "inferno" (without the quotes) and copy the 3 uncompressed files there (just in case the files are named "INF_1Patch.vp", "Inferno.bmp" and "mod.ini")

3 - Be sure to have the MediaVPs in a folder called "mediavps" (without the quotes, again, in your FreeSpace 2 folder). This is used by MODs so MediaVPs don't give problems to play FS2 Retail. Remember to use the SCP Launcher to select the MOD folder ("inferno" in this case).

What you need:

 - SCP v3.6.9 (Official Release) recommended, or newer if available.
 - MediaVP v3.6.8 Zeta (mv_cell is not required) and the MP-170 updates, or newer if available. (***)
 - INF R1 + SCP Patch. Both available to download at Inferno R1 homepage.

*** Any other MediaVP update not present in v3.6.8 Zeta VPs, but used by INF R1 that could improve quality

Updated Animated Beamglows (Muzzleglow): http://www.hard-light.net/forums/index.php/topic,38935.0.html

Updated Warpmaps: http://www.hard-light.net/forums/index.php/topic,39502.100.html

Screenshots:

http://i29.photobucket.com/albums/c254/Shadow0000/screen0906-INFR1_00.png
http://i29.photobucket.com/albums/c254/Shadow0000/screen0909-INFR1_01.png
http://i29.photobucket.com/albums/c254/Shadow0000/screen0913-INFR1_02.png

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

Independence vs. Diablo Red Alert bug http://www.hard-light.net/forums/index.php/topic,44363.40.html

If you're experiencing this bug download this workaround:

http://www.mediafire.com/?15smtnkigjn or http://files.filefront.com//;8028205;;/

Instructions:

1 - Decompress the downloaded file.

2 - Copy and paste the uncompressed dir in the "inferno" folder.

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

OPTIONAL MEDIA:

Advanced Effects:

TGA Planet Backgrounds [filesize: 30 MB](Same Res, but Higher number of Colours):

http://www.mediafire.com/?czyx2y4jclj

Instructions:

1 - Decompress the downloaded file.

2 - Copy the files to the Inferno's R1 "data\effects" folder (create the folder if needed)

The Hi-Poly FS2 SubSpace Node, for anyone who wants to use it instead of the INF one:

http://www.mediafire.com/?ewmd9dmxgi0 or http://files.filefront.com//;7833969;;/

Instructions:

1 - Decompress the downloaded file.

2 - Copy the files to the Inferno's R1 "data\models" folder (create the folder if needed)

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

Extras:

NOTE: don't download this until you're making a campaign which either uses Shivan Ships as the used by the player, or a Ship that is not used in the INF R1 Campaing (and unused ship). It won't break anything, but it will be useless, and will make the Limit in Number of Ships be high, and could later give problems with other MODs like Sol: A History or Solar Wars.

Shivan Support add-on (Modular Tables, not Models):

http://files.filefront.com//;7833917;;/

Unused INF R1 Ships (Modular Tables, not Models):

http://files.filefront.com//;7833918;;/

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

DOCS:

History & Changes (including remaining bugs and suggestions):

http://files.filefront.com//;8246179;;/

Nebulae Replacement Readme:

http://www.mediafire.com/?1jny4j1xgnz or http://files.filefront.com//;7836007;;/

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

Changes in the TBLs (before the Inferno team kills me):

1 - Weapons.tbl/Ships.tbl : Deleted the @ to symbols. It's a Flag that allows that entry (ship/weapon) to be available for the Demo version of FS2.
2 - Weapons.tbl: changed the Hell Storm X from $Swarm to $Corkscrew in order to prevent the destruction of multiple missiles by a single shot.
3 - Removed all unused Ships in INF R1 to allow Sub-MODs to be added using TBM (Modular Tables)

Special Notes:

1 - I made the Weapon's Descriptions to fit in 1024x768 res (at least).
2 - Anything broken by this update it's my total responsibility, report it to in this thread, don't bother the INF Team for my mistakes....thanks.

Feel free to give your opinion/feedback/bug report (notice that a few ones are already documented at the end of the History/Changes readme).
« Last Edit: August 06, 2007, 09:20:38 pm by Shadow0000 »

 

Offline lefkos

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Re: Inferno R1 (Unofficial Update)
COOL
the pics look great!
downloading
Music is an expression of our inner creativity.

 

Offline Koth

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Re: Inferno R1 (Unofficial Update)
I can't believe you've done it! It took you more than a year but you did it. Now that's a fine piece of work. :yes: :yes:
The Signature is a Nuke!

 
Re: Inferno R1 (Unofficial Update)
Thanks

I am not sure if this is much different from my other released versions, in terms of graphics it's almost the same, all the changes made were for compatibility from the MVP Delta to the Zeta ones, back then it was done months before the other thread was locked but I couldn't release it because of my internet connection, this is more of an arrange of the other topic which was more for a WIP (and because the download links were completely dead).

There are a few "To do" in the History/Change Readme but most of those fixes involve using a 3D modelling program to fix the problems, which isn't hard, but I am not good at converting models from FS2 to 3DS, then fix and make all the process back, which means I am not going to make any of that, but if someone else can or want to...

I wasn't sure if to post screenshots of other missions like 14 or 15 due to spoilers, these missions are better to take screens, but it would be really bad for anyone who didn't play R1.

 
Re: Inferno R1 (Unofficial Update)
I appreciate your efforts, Shadow0000 (welcome back, by the way!), and I hate to sound ungrateful, but while we are patching things, would it be possible to fix the Independence Vs. Diablo bug as well?  Even if it is nothing more than turning the red-alert status off of that one mission, at least everyone wouldn't have to resort to editing the mission file anymore.

I'm about to give it a shot and make the change myself for the first time, but frankly, I don't trust myself not to screw it up.  That's why I've put it off this long, and I expect I'm not the only one.

My other question may be a very stupid one as I suspect the answer is, "Hell no!" but...  You made some comments about Sol: A History and Solar Wars.  Is this patch supposed to allow them to work on the SCP as well?  (Like, in conjunction with the R1-SCP Patch?)
"Wouldn't it be so wonderful if everything were meaningless?
But everything is so meaningful, and most everything turns to ****.
Rejoice."
-David Bazan

 
Re: Inferno R1 (Unofficial Update)
If anyone notices an *.IBX that is generated in INF's "cache" folder while playing it, let me know and I will include it in the update, I used the F3 lab for ships and missiles, however things like shockwaves or debris can't be seen and are generated only in game and at certain places or events.

Quote
I appreciate your efforts, Shadow0000 (welcome back, by the way!), and I hate to sound ungrateful, but while we are patching things, would it be possible to fix the Independence Vs. Diablo bug as well?  Even if it is nothing more than turning the red-alert status off of that one mission, at least everyone wouldn't have to resort to editing the mission file anymore.

That's supposed to be a mantis bug for v3.6.9 ?, I remember playing with really old pre 3.6.9 builds and it didn't happen.

Like before, that's a bug with current builds, even when there is no Decal support the entries are still in there, I have no problem with fixing something, but that's a workaround, and the Red Alert for that missions is part of the R1 setting, I won't include the workaround in the main VP (INF_1Patch.vp), but I'll upload it as temporary workaround for v3.6.9 for anyone experiencing this bug, like I have posted in the other threads for the MVP Delta, things like this should be separated.

Quote
My other question may be a very stupid one as I suspect the answer is, "Hell no!" but...  You made some comments about Sol: A History and Solar Wars.  Is this patch supposed to allow them to work on the SCP as well?  (Like, in conjunction with the R1-SCP Patch?)

There hasn't been any work really, I somewhat update INF to learn tables, with S:AH I learned about the use of planets (3D or Backgrounds), but at some point I get bored with the repetitive table work that S:AH needs.

I believe the campaign should be playable with no errors, I never asked Blaise Russel (S:AH), or Gai Daigoji (SW), and I don't want to bother people ask for permission to post an unfinished update that could become a burden. If you check S:AH now with this update the backgrounds should have changed but still look deformed, though that's the most it can be done without a direct update.

This is the last I have done, and I didn't made it for S:AH or INF:

http://www.hard-light.net/forums/index.php/topic,45994.msg944052.html#msg944052

I also made a version using Specular on the water but it seems there is no way to avoid the Alpha, and I get also the stars and background reflected.

http://i29.photobucket.com/albums/c254/Shadow0000/screen0920.png
http://i29.photobucket.com/albums/c254/Shadow0000/screen0923.png
http://i29.photobucket.com/albums/c254/Shadow0000/screen0928.png
http://i29.photobucket.com/albums/c254/Shadow0000/screen0929.png
http://i29.photobucket.com/albums/c254/Shadow0000/screen0930.png

Leaving all that aside, there are a few fixes that S:AH need and can't be ignored:

21 - Texture Replacement is using "Duplicate", now that "Normal Texture Replacement" works, change it for Orions/Independence and Faustus.

* - I modified an Orion to change the Texture names so it could be used as an Independence, however the ones in MVP Delta and Zeta are different, I remember using the Delta, but I don't know if I have redone the same process with the Zeta (and I am not even sure if this also needed to be fixed or updated in future MVPs).

* - The Fenris and Leviathan have new updates, I remember that the MVP Zeta ones (and the first updated ones after), threw errors with the Debuggers, this was due related to a Turret problem. In any case I hope replacing the model will just do all the magic and don't ask me to change every mission using those models.
« Last Edit: June 28, 2007, 04:26:45 pm by Shadow0000 »

 

Offline jr2

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Re: Inferno R1 (Unofficial Update)
Looks nice... gonna get this one when I get home... :)

 

Offline Woomeister

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Re: Inferno R1 (Unofficial Update)
If anyone notices an *.IBX that is generated in INF's "cache" folder while playing it, let me know and I will include it in the update, I used the F3 lab for ships and missiles, however things like shockwaves or debris can't be seen and are generated only in game and at certain places or events.

Use the -pofspew commandline. That generates an ibx for every pof file it can find including asteroids, missiles, debris etc

 
Re: Inferno R1 (Unofficial Update)
Thanks Woomeister, that's really useful for the IBXs.

 

Offline Snail

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Re: Inferno R1 (Unofficial Update)
sw33t

 

Offline colecampbell666

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Re: Inferno R1 (Unofficial Update)
Why would anyone want to play Solar Wars? When i played the campaign it was so buggy that half of the missions didn't work. Sorry for this post if it has been upgraded since then.
Gettin' back to dodgin' lasers.

 
Re: Inferno R1 (Unofficial Update)
Don't worry, I have the same though as you, but I was able to finish it without any bugs, what bothers me is that is totally unbalanced. The Satyr (ancient heavy bombers) have Hitpoints comparable to a Fenris or Levy, it's afterburner reachs and speed 195 m/s, and if it wasn't enough you're given the most mediocre ships and crappy weapons in all the EA fleet, if there would be a available a set of better ships with Hell Storm X...

The Nightmare's tables have dummy or empty weapons, which makes it even more incomplete.

And as a personal opinion, 3 long missions spended flying almost alone lost in a nebula is not fun, I mean even before you start it means, you will have the same ship and weapons for the 3 missions.

Besides that, the update is just to make the Tables modular (TBM), for example most of R1 tables are used without changes, however the nightmare ships are added for example. Changing the background, to the Hi-Res ones and adding the starfield/skybox to every mission. There isn't much else that can be done about SW, debugging also, but due to the incomplete nightmare entries the debugger will give me a myriad of errors.

 

Offline colecampbell666

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Re: Inferno R1 (Unofficial Update)
3 missions in the nebula? i only got to the mission where you had to guard the Utopia, and after 3 wings of Gorgons the Shivans stopped coming. I escorted it for 20 minutes and then died because i was too far away from the start, or something. In the mission before that it just sits there after the gigas shoots at it.
Gettin' back to dodgin' lasers.

 

Offline colecampbell666

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Re: Inferno R1 (Unofficial Update)
The MediaFire site doesn't work. I tried it in Firefox and with the IE Tab, which mimics IE.

EDIT : I just wait a few seconds before clicking download.
« Last Edit: June 27, 2007, 06:47:42 am by colecampbell666 »
Gettin' back to dodgin' lasers.

 
Re: Inferno R1 (Unofficial Update)
Quote
3 missions in the nebula? i only got to the mission where you had to guard the Utopia, and after 3 wings of Gorgons the Shivans stopped coming. I escorted it for 20 minutes and then died because i was too far away from the start, or something. In the mission before that it just sits there after the gigas shoots at it.

I managed to get of rid of most of the bugs, warnings and empty entries in Solar Wars, but I am not able to correct that bug in FRED2. It's Mission 04, you're supposed to destroy 3 AF Kato wings (or four), 2 AB Attis Wings, and then 2 AB Satyr wings, this last each with 2 ships each. But for some reason the "Win" event doesn't return true, and the allow warp SEXP never activates, along with the "Depart" directive.

 

Offline jr2

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Re: Inferno R1 (Unofficial Update)
Ya, that was a pain right in the butt.... waiting for 4ever with nothing happening on 64x time compression.  That was the mission with the Knossos, right?

 
Re: Inferno R1 (Unofficial Update)
Yes, that mission usually takes you about 30 minutes, so I set the time compression waiting for the enemies to arrive from 10000 m to 30000 m.

The problem is that the mission finish really there, the SEXP is set to "when Dragoon wing is destroyed", blabla "Win" becomes true "Commander: Situation under control, jump to the Utopia", then a chained to the Directive text for info no real use, and apart another SEXP to Allow Warp, however the first "Win" SEXP seems to never be executed for some reason, I can't really see why there are other SEXPs like that in the mission but none of those fails.

It took me quite a while to re-implement all the nightmare tables, with the weapons, though I don't know who made the weapons, I can see some entries were cloned from existing FS2 tables.

This is not as painfully as that bug, but did anyone pressed the Target key to swith around all the model present in the first mission, I get this:

http://i29.photobucket.com/albums/c254/Shadow0000/Solar_Wars_error.png

It seems your ship is inside a 12,000 Km model, that's another one already fixed FRED2.

http://i29.photobucket.com/albums/c254/Shadow0000/Solar_Wars_update_01.png
http://i29.photobucket.com/albums/c254/Shadow0000/Solar_Wars_update_02.png

 

Offline colecampbell666

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Re: Inferno R1 (Unofficial Update)
I forget where to get the campaign. If you could send it to me i might make a project out of sprucing it up.

[email protected]

Or if that doesn't work

[email protected]

I'd much prefer if you sent it to my Gmail, if you could send it at all.

Thx.
Gettin' back to dodgin' lasers.

 
Re: Inferno R1 (Unofficial Update)
Solar Wars: Chapter 1 website

http://www.freewebs.com/neo-terra/index.htm

 

Offline colecampbell666

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Re: Inferno R1 (Unofficial Update)
Thx. I'll get to work.
Gettin' back to dodgin' lasers.