Hard Light Productions Forums

Hosted Projects - FS2 Required => Inferno => Topic started by: Shadow0000 on December 11, 2005, 01:12:29 am

Title: Updating R1
Post by: Shadow0000 on December 11, 2005, 01:12:29 am
FINAL RELEASE!!!:

The file is compressed using 7-Zip format (*.7z), you can download it at it's homepage located at www.7-zip.org. (you may see the file says *.zip, but inside the *.zip it's compressed in 7-Zip Format.)

MAIN RELEASE (Final):

http://www.fileh.com/Shadow00000/INF_1Patch.zip

This is a small fix:

http://www.fileh.com/Shadow00000/f_shockwave.zip

Instructions:

1 - Once you UnZip the file, you need to uncompress the *.7z File using 7-Zip.

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 copy the small fix, Unzip and Copy in the "Inferno" MOD dir.

4 - You need to also have your MediaVP 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).

NOTE (IMPORTANT): The Decals are now working 100% OK, the game will not crash, so don't feel afraid to turn it on if your machine specs can afford it. For the Impact Decals, I used the ones in the "decal_data.zip". You can download it here at this thread (2nd post), http://www.hard-light.net/forums/index.php/topic,37214.0.html

Optional Media:

Advanced Effects:

Hi-Res / Hi-Colour Earth Backgrounds (*.TGA / 16 MB):

http://www.fileh.com/Shadow00000/HiResEarth.zip

Here it's the Hi-Poly FS2 SubSpace Node. Since it's not completely round shaped, and it's lines also aren't, it's really easier to get a good Anti-Alias effect over it.

http://www.fileh.com/Shadow00000/subspacenode.7z

F.A.Q.:

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

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, which will later bother Sol: A History - SCP or Solar Wars - SCP (when Released)

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

http://www.fileh.com/Shadow00000/Shivan_Support_TBMs.7z

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

http://www.fileh.com/Shadow00000/Unused_Ships_TBMs.7z

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

Readme (Updated, it has all the info that is posted here and some additional info):

http://www.fileh.com/Shadow00000/README_IMPORTANT.txt

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

What you need:
 - INF R1 + SCP Patch. Both are available to download at it's homepage.
 - CVS 2006-03-06 (or newer, when released).
 - MediaVP v3.6.8 Delta (or newer, when released) (***)
 - For the Impact Decals, I used the ones in the "decal_data.zip". You can download it here at this thread (2nd post), http://www.hard-light.net/forums/index.php/topic,37214.0.html
 - I would recommend, for the ones who want more quality, that you download the FSPort Hi-Res textures. Since the Shaitan and the Scorpion are used INF, those Hi-Res Textures (maps) are not in the SCP Media VPs.

(***) Media VP v3.6.8 Delta Temporary Fixes: this is specifically used by the MediaVP v3.6.8 Delta and not any other version, when a newer is released these files will become useless, so remember you'll need to delete these files in the future:

http://www.fileh.com/Shadow00000/MVP368_Delta_TempFixes.rar

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

What's updated:
 - So many things (when I have a whole day to remember, maybe I'll write the specific changes). Until then you can search see the Media files in the VP to try to guess by yourself, the TBMs contain the exact added and changed data (not media)
 - 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 to add more difficult (**)
3 - Removed all unused Ships in INF R1 to allow Sub-MODs to be added using TBM (Modular Tables)

(**) While the game says it is a Multi-Launch Torpedo/Missile, the Description says Multiple Warhead, and that kind of Missile is harder to destroy and more surpresive. At the moment it is possible to be a Multiple Warhead Missile, but the Childs don't follow the primary missile target in case it is an ASPECT seeking Missile, so for the moment only HEAT seeking Missiles can be Multiple Warheads using an really closed frontal $Spawn Angle, but HEAT seeking doesn't fit in the category of the Hell Storm X.

Special Notes:
1 - I made Weapon's Descriptions to fit in a 1024x768 resolution (at least).
2 - Anything that is broken with this update and wasn't broken in INF R1 (and it's SCP Patch) it's my total responsibility, report it to me in this Thread, and I'll try to fix it, don't bother the INF Team for my mistakes....thanks

The Requeriments are proportional to the quality and features (or flags) that you choose.

As I say this is for testing, feel free to give your opinion/feedback/bug report (I don't have really find any noticeable bug...)

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

Two-side Problems (D3D 8 vs OpenGL):

1 - Super High-End Shockwaves:

D3D: it will drop your framarate to 5 FPS or even less every time a shocwave is created...
OGL: Works OK, if you have a 256 MB Graphic Card, don't drop the FPS

2 - Ambient Light (stars.tbl):

D3D: It's working here ? (mostly the Green and Violent is used in INF).
OGL: Here is way too intesive and masive...

A sun of the desired colour should make the Ambient effect with the right intensitive, otherwise the ambient colour mostlry makes the textures colours all violet or another colour...

3 - Enviroment Mapping (as a consequense, and the Use Alpha...):

D3D: works OK
OGL: you won't get the reflects in the ships, only light is reflected (-shine textures), but no Background is refelcted for example in the glass of the Cockpits. This effect is very important when you're inside Subspace, but in normal free space it's not critical and somewhat unoticeable.

--------------------------(OLD FIRST POST BELOW HERE)--------------------------


Would it be okay if I made a weapon and ship tbm for use with INF SCP (I mean R1 using SCP)?

Using more of the SCP Hi-Res Stuff like the Trails, explosions, the fighters shockwaves (f_shocwave.pof). Changing some Color if needed or a few things, but most from SCP. Like this for a UnkwnonWeaponTrail

(http://i29.photobucket.com/albums/c254/Shadow0000/Unknown_Trail.jpg)

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

Animated CyanBeamGlow / SilverBeamGlow (this could be used for the BlueBeamGlow, used in AAA for GTVA Ships).
Also the Beam Sections use the same as the SCP

(http://i29.photobucket.com/albums/c254/Shadow0000/CyanBeamGlow.jpg)

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

Add to Primaries weapons  Power consumption / ROF, add to secondaries Yield/Range/Reload time/Submunnition Yield/EMP Range, another comments, such Fast/Slow/Very Slow/Ultra Slow Lock-On, Swarm in x, multiple warhed...blabla. Change to use the Prometheus AniBitmaps, others AniBitmaps

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

I see if I can do something about this, ignore the Pharos, even if inexact, isn't this a lot of times times more acurrate than before

(http://i29.photobucket.com/albums/c254/Shadow0000/Earth.jpg)

I'll see if I can add some polygons, that should improve the HTL, since the triangles can be seen even from really far away. Badly it seems that the lightining effects only cover 1/3 of the planet, it should be at half the planet...
Title: Updating R1
Post by: MetalDestroyer on December 11, 2005, 04:23:42 am
O_o I missed something important here. Are there any avalaible link to download this Inferno ? Those screen are really from Inferno 2 ? I'm just wondering.
Title: Updating R1
Post by: Woomeister on December 11, 2005, 04:54:48 am
Shadow0000:
Sure you can do what you like with it, just remember to keep it up to date if the media vp contents changes.

The Earth model was below the 850 polygon limit and was smoothed like most R1 ships. I made a 9k model and using autofacet you could still see the polygons. I'd recommend making/finding an Earth background pic to use instead.


MetalDestroyer:
Those are R1 shots, it's the old version of the Warlock and has the Diablo in it.
If INF SCP was out now there would be a big topic on it in here already.
Title: Re: Updating R1
Post by: Woomeister on December 11, 2005, 04:56:48 am
Thread split since this is about R1
Title: Re: Updating R1
Post by: Shadow0000 on December 11, 2005, 11:45:41 pm
Yes, I was also trying to update "Sol: A History" likt he same with Inferno, but mainly with the Planet Backgrounds that are used a lot SOL. Well, I can't find any Background better than this (not that it is bad). It would be good if I listen some opinions, here is an small preview:

(http://i29.photobucket.com/albums/c254/Shadow0000/Earth_Hi-Res-BackGrounds.jpg)

1- Res: 2048x2048 / 195486 Colours / East Hemisphere (*.JGP Format)
2- Res: 2048x2048 / 143228 Colours / West Hemishpere (*.JPG Format)
3- Res: 2320x2407 / 259843 Colours / The Blue Marble picture, with some Atmosphere effect (seems to be an edited photo)
4- Res: 3000x3002 / 123087 Colours / The Earth as seen from Apollo 17, really old I believe

I like 1 and 2, those are the most up to date, a year ago I believe, if you pay attention you can see the atmosphere. I have 1 and 2 in *.JPG versions, but there is a *.TIFF version, that are highest quality ever taken, I believe that should have a little more quality (more colours). I can covert the *.TIFF to *.TGA, so there won't be any quality loss.
Feel free to give opinions.
Title: Re: Updating R1
Post by: MetalDestroyer on December 12, 2005, 12:28:53 am
Ah ok. I prefer the 1 and 2 as well.
Title: Re: Updating R1
Post by: Shadow0000 on December 12, 2005, 01:31:21 am
The picture you see above with 3D Earth, is a modified version of SOL: A History, Mission "Omens" (the second mission), I just place for Pharos around the Earth to see the different angles of light reflection, it was just for test.
That is effect is made by placing the right "maps":
Earth (the standard maps, but it as night, forget of the sun, remember by default there is no light,)
Earth-shine (the day texture)
Earth-glow (the lights at nights)

Actually, the night standard texture is with the Glow map included, but it get too darkened and doesn't glow.
I have too problems with that:
A- The Night Texture doesn't have Clouds, it a clear sky (I have an only Clouds texture in a separate file, but I don't know how can I use a program to paste it with the Night Picture, or some alpha thing)
B- The Night Lights (Glows) are always active even at day.
Title: Re: Updating R1
Post by: Woomeister on December 12, 2005, 04:18:58 am
I wouldn't recommend using TGA for 2048^2 images as it'll take up a lot of memory. DDS or even PCX would be better for those.
Title: Re: Updating R1
Post by: StratComm on December 12, 2005, 02:34:30 pm
Obviously (3) and (4) are the same image; (3) has been color-corrected in an ugly way though so throw it out.  (4) is the best composition-wise IMHO, but it's too faded to look real; you may be able to make it more usable by playing with the saturation values as long as you are careful not to replicate (3).
Title: Re: Updating R1
Post by: Shadow0000 on December 13, 2005, 09:34:58 pm
Actually the (3) seems to have been applied (an "Alpha Blend" it is called???) or emulated this:

(http://i29.photobucket.com/albums/c254/Shadow0000/earthcloudmap.jpg)

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

The (1) & (2) looks awesome, you can even see the atmosphere really easy. I have fixed the Moon at Mission13, add a 32 Bit version, and changed the name to "moonc", so you won't be seeing a planetf around the earth (I also I moved the back horizontaly to 180, so the day face match the sun, it was the opposite).
The good thin in (1) & (2) is that the poles are almost hidden, and it is the last place you wan't to see (sorry, don't offend please), what I mean is that seeing from the above is a White 255, 255, 255 color, at it is a really huge spot, that takes away too much colour.

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0194.jpg)

That is really big, at scale 8 (or 10 ?), and the egg effect isn't that an intensive

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

Which program can I use to save in DDS Format, I use XnView, which is supposed to save in *.DDS, but if the image is more than 8 Bits, it corrupts it, so it doesn't work...
I can make both formats *.JPG (Effects MVP) and *.TGA (like the Advanced Effects MVP).
I save *JPG, with Quality at 100% (is this okay ?)

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

Can someone explain me how is it calculated the "Yield Factor" and "EMP Range" at the Weapons.tbl (+Description:), I can't really understand it (you can start by explain me what is "Yield Factor", cause I don't get it)
Title: Re: Updating R1
Post by: Woomeister on December 14, 2005, 03:38:36 am
jpg is worse than TGA. It causes a loss of quality and still uses massive memory.
Title: Re: Updating R1
Post by: MetalDestroyer on December 14, 2005, 10:23:35 am
Just a stupid question, how to replace the original planet from Fs2 by new one ?
I've edit the star.tbl but i never found my new planet into FRED2 Open.
Title: Re: Updating R1
Post by: mr.WHO on December 14, 2005, 01:29:24 pm
Yay! I can see my home from here :D

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0194.jpg)

Title: Re: Updating R1
Post by: Shadow0000 on December 15, 2005, 12:32:16 am
It seems like $BitmapX: at the stars.tbl, can be add (at least planet) if your name ends with a "c" (moonc, venusc, jupiterc). For the new Earth I have use Earthc est-hemisphere), and then you can start adding Earthd (west-hemisphere), don't worry when I release the Artwork I am releasing a modified *.tbl with support for the standard (8 bit backgrounds), and adding the new 32 bit Backgrounds, so is still a *.tbl but it should botter

NOTE: In order to Fred2 to recognize it (I can't confirm it at 100%, maybe not) in the Backgrounds Menu, you need to have a *.pcx version, so I copy and renamed anoter old 8-Bit Earthc.pcx, but renamed to earthd.pcx, so you can see where is your background.

Some of the planet Artwork (Hi-Res) I found was native in *.JPG, I'll convert also a *.pcx 8 bit version also. For the *.DDS it will be a little hard, since it is not so easy it has so much passess and I don't even have the Nvidia DDS Texture program.

The TIFF (or TGA conversion):
of the East-Hemishpere  has 428,214 Colours (woah!!, this shows how JPG drops quality)
of the West-Hemishpere has 297,739 Colours
(as I say, it should have more colours, hope you like it, cause your RAM, not).

At the Missions with Earth Backgrounds, there are no Nebulas, so that should compensate the RAM, so, don't complain

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

Removed this, bad day for the ones who likes the bitmaps intersections hull...

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0275.jpg)

This happens because it is an AfterBurnerGlow, to fix that effect it should be used.....don't worry you should see when I get it ready, Mission 14 looks awesome, incredibly colorful since there are no nebulas.
Don't worry, normally when I eliminate an effect I replace it with one better, I don't have the intention of deleting something because it doesn't look good and not replace it with a better one.


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

The EA Beam +Radius: are way too big there intersections on the hull with the animated BeamGlows even in the Nemesis, and it is a really big ship
The MSilv +Radius: used by the Eclipse, ahas been lessen to 80 (it was at 170, like the BSilv) and even so it is still too big, I believe some here would want to lessen the gauge of the +Radius: for the EA (until someone prefer to change the geometry of these ships...which is a lot of time hard). I have changed +Radius: gauges to difference them, both in +Radius, and +Width:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0269.jpg)

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0270.jpg)

Example: You're attacked by two Capital/Destroyer/(anything with a beam) Ships, one uses a MSilv, and the other a BSilv...END...(Good luck, hope you disarming first the BSilv, because you won't see the difference, neither by the side of the Radius or the Width of beam, and the "K" key doesn't difference Beam names, so you're flying blind).
Please if some decided to semi-officially lessen the gauges of all Silver Beams, please let me know so I can change those, (I actually can, but this seems to have made on purpose, I don't feel too sure to change it)

NOTE: Don't pay attention to the Section4 of the Beam (the outer), I already know I have to change it, my mistake...

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

Problem:

See this (1 & 2):

Here I shot the Hastor, it hits the Cruiser, see:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0156.jpg)

But, see:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0162.jpg)

LaserBitmap or LaserGlow or Particle or something pass through ships after hit them. It happens with the Hastor, and you won't really notice until you use a bitmap that is enough bright, plus to shoot at **** (maintain CTRL Key) while you see your attack through others camera viewpoint

NOTE: Before someone says what I am thinking, no, I am not missing my shots (I am hitting the cruiser)

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

Until there is a High-Poly 3D Earth (if there will be...)

Woomeister, the 9K is a (bump mapped) or a High-Poly Sphere (for generic planets) ???, either any of those would be 100000 times better than the actual

Here is an explanation of what I mean:

The Shine effect is seen more round if you place the sun perfectily perpendicular to the Poles, because the Triangles in that section are smaller, so it lightning reflect in the Earth (from the sun) will look like more round and smooth, here:

Not at the Poles (bigger triangles):

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0186.jpg)

At the Poles (smaller triangles):

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0288.jpg)

2 Bad Ideas: (1) placing the center of light hit perpendicular to the Ecuator
             (2) placing it at the Poles

(1) It is more real (though the planet has an inclination of about 30º)
(1) It is really faraway from being round
(2) (When the Hell did someone see the SunLight hit perpendicular to the Poles...)
(2) The Poles are all white (255, 255, 255, mostly), so why the Hell would you want to see the effect there.
(3) A good position is to place the sun hitting near West Africa (or south West), so you see Africa at Day, and at North set Europe (or North Eest), which it is really near Africa, so you can see both effects Day and Night

I am mostly posting the bugs (or some of the "before"), but not the fixes (the "after", which are already done), when it is fully [near 100%] done I'll post.
Title: Re: Updating R1
Post by: Woomeister on December 15, 2005, 06:46:47 am

Woomeister, the 9K is a (bump mapped) or a High-Poly Sphere (for generic planets) ???, either any of those would be 100000 times better than the actual
The effect you showed in your post still occurs with the HTL planet, though it's less noticable from a distance a mission like m14 really shows it, that's why I recommended a background pic instead. This is with the planet being a lot smaller than the R1 version as well.
The HTL planet would also cause quite a bit of slowdown for lower range cards (I think it cuts about 40fps off my 9200)
The planet also looks bad in autofacet mode as the polygons can be clearly seen in spec lighting, smoothing the model is the only way to remove this.
Title: Re: Updating R1
Post by: Shadow0000 on December 15, 2005, 10:49:14 pm
FRED2 vs. Stars.tbl
In order to show the BitmapX (and I believe also the Bitmap), you need to preserve the *.PCX cause it is the only format it shows, if it doesn't find it, it erases it from the list (and from your loaded mission, WARNING with this it make loose mission data, my mistake, I should have never thrusted in FRED2 and make some backups).

NOTE: it is the same like with AniMated BeamGlows. It seems to be that BitmapX in TGA format not support the Alpha (if you add the 0, 255, 0, max green, you're going to see it in the mission, so you will have to live with a black square around your planet, that is not filled by the starts)

1 - The File has to be a *.PCX, of 8-Bit (256 Colours), and it has to be saved with "RLE Compression" (the same happens when you try to build an any without the "RLE Compression", it says "bad file/unknown header")

2 - If there is a Single Missing *.PCX, or if there is a single *.PCX with non "RLE Compression", then FRED will go Berseker, and say good bye to your background, cause it will shows something like "whatever it wants" (not the specified in the Stars.tbl)

It's hard to believe how one of the smaller TBLs, can cause so much troubles (specially in combination with FRED2)

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

"Hurricane" Ultra-Mega-Rapid Fire Missile, removed the Ultra-Mega-Long Trail see this, also the explanation:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0306.jpg)

explanation is:
A- The Trails override one over another, they never fade, until your last shot (pointing always the same direction)
B- Here comes the thing, a Trail is caused by the an Engine, better to say, by the "heat" coming from the engine of the missile
C- Now, if you shoots 2 Missile, the 2nd will reach really near the Trail of the 1st.
D- Explanation: BOOM!!!, see that why missile like the Harpoon/Cyclops, others which have Trails, have a FireWait longer. (remember: never mix missiles with heat, is a bad mix)
E- Not only that, but it even goes throught your ship, which is...totally wrong

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

For the Earth Backgrounds at Mission 14, I have used an ScaleX: 8, and to kill the "egg effect", I have selected ScaleY: 9.
I can't really confirm is this makes the Earth 100% round, I mean if it the Horizantal Pixels have the same Width than the Vertical ones.
However, it does look like round, if ScaleX: is 8, then the ScaleY: should between 9.0 and 10.0 (I don't know what would be the exact Scale with)

Real Science stuff:
Yes, The earth.pof was made at scale sing a very near real scale, however the real Width is smaller at the Poles (vertical pixels) and wider at the Ecuator (Horizontal pixels), however the diference radius is only of
0,0034 (XWidth: 12,756,776 metres, YWidth: 12,713,824 metres), the difference is so tiny enough to not notice the difference, so anyone could say it is perfectly round, (you won't notice it with seeing it only with your eyes...), plus it has inclination of 23º 70` (to the left side) with respect to the Sun. But again, the Sun is just a White sphere, so you can already assume the sun is in diagonal when you the Earth at 0º inclination...

Summary:
Sorry, I post this, because as you might have see I was trying to make the 3D Earth look the more real I can, however...well, the lesson is, don't give much attention to smaller like that, like the inclination, it can't be seen...

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

There are lot of Bad Clippling regarding the Trail of Bitmap for Primary weapons, I mean a Bitmap clipped to another bitmap (a LaserBitmap and a Trail Bitmap), see what I mean:

BAD:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0334.jpg)

GOOD (Fixed):

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0352.jpg)

No one would probabily notice this, since in FS2 I don't remember a Bitmap weapon with a Trail, and at Inferno, there are only 2, the Hastor and the Ripper (the selectables one, I can't test weapons or ships that are not selectable, it would take me a lot more of work).

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

I am adding an alternate, and not Inferno Campaing missions, of Nº13 and 14 Missions, with 3D Earth, Nº13 looks really good because it is really far away, number Nº14 is for players to see why I choose the "Backgrounds" over the 3D planet.

The Earth *.PCX, which resolution needs for low-end video cards (or computers) ???, I don't believe they want an 2048x2048x8-Bit PCX, because it size is 4 MB (and the TGA is only 12 MB, with 24/32 Bits)

The PCX need to have the "RLE Compression" ???
Title: Re: Updating R1
Post by: Pnakotus on December 16, 2005, 12:16:37 am
If you like, I can mix up loadout text for R1 and keep it consistent with the stuff in FS2 at the moment.  I should probably throw the FS1 data at Goober as well I guess...
Title: Re: Updating R1
Post by: Shadow0000 on December 16, 2005, 12:40:17 am
Thanks, but I have actually finished that, but what I haven't add (and I have 2 reasons) is the "Yield Factor"/"Submunittion Yield Factor" and the "EMP Range" (2 weapons use EMP, and only the Arrow is the custom one, the other missile has 600m like in the FSSCP)

1- I don't understand how those are calculated (can you explain me?, please)
2- There is no enough space in the Interface even at 1024x768 in the Interface Art to keep the INF descriptions and add the ones at the SCP (so since those seems to be near impossible, until there is some R1 description erased, I was going to add it to "Missing" list, or something.

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

I am going to see if add "Shield" description (I believe it should be the same without any problems), I see only Armor (Light/Average/Heavy) is present, but there is no Shield data, and if you see the Ships.TBL you can easily notice that Bomber usually have Heavy Shields, this can help players make a wiser choice and not selecting fighters over bombers so easily.

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

Doesn't this looks cool:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0253.jpg)

(Yes, it may look cool for you player, but both RAM and VRAM will have diferents opinions about this)

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

I am getting rid of almost every Hull and the Bitmap-to-Bitmap intersection problems that I can modify, without touching the 3D Model (anyways, I can't)

So, I was thinking of making a Thread about those problems and Models....where the problem is 100% problem of the model, and not the bitmaps.

********************************************

BIG EDIT HERE:

********************************************

Pnakotus

There is a Weapon TBL, the one which was poted with the TEAM_DECALS by WMCoolmon, I believe you alredy give a look at it, so that's why I am asking this:

It features a lot of more Shivan $Name, and Primary Weapons that I am not seeing in Inferno (Alouqua/Citra/Phanuel/Vapula/Advachiel/Chirops/Palit/Vepar) and neither in the SCP, this would be a mayor headache for me.

I mean
Easy:
1- I would have to copy and add those the weapons TBL (the easiest thing, made in seconds)

Troublesome:
2- I would have to modify the Default PBanks on Shivans Fighters and Bomber (This is the troublesome thing)
3- This could break the balance in Shivans Mission, there are a few.

4- It would be better to see more Shivans Weapon, there are a few in the Weapon TBL, the Shivan Light Laser (Algol)/Shivan Heavy Laser (Papsukul)/Shivan Mega Laser (Sutekh), plus 3 INF exclusives (Shivan Ultra Laser, Shivan Pulse Laser and the Reaper)

Adding this could make the Shivans fighters more variable, and balance the thing, that the most noticeable in a Shivan Fighter is the Ship Model and not the Primary Weapon it uses. (If you would know an modified ErinEyes with 2 default PBanks that has set 2 UD-8 Kayser (8 barrels), it is in front of you and it is ready to enter to his fire range at you, you won't make a frontal strike, until you want a warranted death), what I mean is that the more diverse the Weapons are, the more diverse the strategics you take, and so the more diverse the game becames

I'll can take care of this, but not really ASAP...it would be better if someone better skilled at making balanced species gauges (terran/vasuadan/shivans) take care of this.
If I make this, I'll put in something called like "INFExtraPrimaries.TBM" or "INFAddPrimaries.TBM" and "INFModifiedPBanks", so it can be easily recognized as "This was never in INFERNO, really" for the developers, if they want just to use it, or to throw it away in next realeases...

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

The same happens with Shivan Turrets, like the Mega Funk, and others added. INFERNO is abundant in Beams, and it is really noticeable, however i would be really better if it becomes abundant Shivan Primaries (which are the ones which lack more in primaries).

The Primaries, should be easier, but the turrets, well there aren't much Shivan Ships carrying turrets compared to the total number if you count all the species, the problem is that some ships have a lot of turrets (I believe around 70 or even much more), I don't even know for example which ship uses a Mega Funk Turret, if Cruiser, Cv, D, SD, SJ, SSJ. So I can't really make this, (yes I can, but I don't have the knowledge to say I am suited to do this).
I only have started used the FSSCP at version 3.6.7, so I don't really have much time to notice all the features

Still, I can somewhat do it, the good thing with the Turrets is that you can take the example from the SCP Ships.TBL, but the for the Primaries there is no SHIPS.TBL implemented. So, both have their own difficult

Thanks
Title: Re: Updating R1
Post by: Pnakotus on December 17, 2005, 05:15:48 pm
Those weapons were a part of Lightspeeds' (I think) attempt to make the Shivan weapon loadouts more balanced/interesting.  They're not used at all: while working on the decals, I've realised WMC might have just cut and pasted the stuff from Lightspeeds .tbl (since it had the all the nice new effects) and thus inherited these new weapons.

When I updated the tables to include new capgun effects, I stole the aloqua effect and used it for the Shivan medium.  You can use the weapons if you feel the need, but it'll be a lot of work to balance/substitute and the purists will crucify you.  :)  It'd be worth an attempt to 'borrow' the unused high-quality effects and use them for the Inferno Shivan fighterguns and capguns, though.
Title: Re: Updating R1
Post by: Shadow0000 on December 20, 2005, 03:13:08 am
Well, that's ok, with Lightspeed weapons I won't touch, if I want to change and balance the weapons, then I can always make things for myself...

What I can't really understand is why are not only Shivan Ships (fiighters and bombers), but even Shivan Weapons without the Flag "player allowed", and not even so but the interface is missing, and messed at some point:

1- Hey let's make testing those ships, a hell testing

Possible reasons (why to make life harder):

1- In FS2 Shivan were unusable and they should be reamain as an unknown species, and players should know more than the info GTVA provides
2- Someone, using those ships in LAN/internet ??
3- Having more ships as players allowed would take more memory (**)
4- We don't make those Loadout bitmaps, because we don't have time and it was unncesary since there isn't any good point that a player used those (I hope this is the right one)

Is one of this ?

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

3 (**) Since there is no Loadout interface, for either Icons, when you change a Shivan Ship with "player allowed" flag, it loads the model an place it overface, and even the same for the icon. That's good, but making a lot of ship keep loaded in your RAM, will surely make (100% warranted) your RAM go reach the bottom of hell, you will start having problems. You can even see the slow down as you are scrolling down the Icons/Ships

So, my suggestion is (cause I'am going to do it for myself, I can't stand seeing my game start to slow down, even before entering a mission) can I submit the Shivan/Ancient, both Icons and LoadOut ??? (Icons in Colours, all the same frame, or like FS2 ?)

Yes, I know, I can force FRED2 to make my ship, a ship that is not "player allowed", but even so, it makes a lot of trouble at some point.

I am fixing the Interface Loadouts, it seems that a standard program was used to cut the ships, so I am using a vectorial Photo edit program.

(http://i29.photobucket.com/albums/c254/Shadow0000/InterfaceLoadout.jpg)

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

When, I release the pack, or update, I'll release it as a Beta or WIP:

1- It needs testing
2- As I say, I may have changed something that is directly not Inferno, but more FS2 or FSSCP

And there is always the 3rd option

3- Inferno R1 missions, don't really have bugs (at least I don't notice any), so, anyone is free to ignore the pack, and stick to the old.
There will be probabily some complains about this, in low-end machines...(I am making also making 8-Bit RLE *.PCX also, which should lessen a lot the specs)

Is not that I don't want feedback, but I would hate that some fanatic says me "delete this", and give an explanation like, "bacause I don't like it or I don't want it".
Title: Re: Updating R1
Post by: Woomeister on December 20, 2005, 03:23:43 am
Actually the main problem with using the INFR1 Shivan ships is most of them don't have a docking path for support ships, so they'll crash the game if a friendly Shivan ship tries to call one. This isn't an issue for the default hostile Shivans.
Title: Re: Updating R1
Post by: Shadow0000 on December 20, 2005, 03:55:01 am
Thanks for the fast reply Woomeister. Well is there is a crash, then it is a really good reason, even so, that doesn't stop me from making the Icons, and LoadOut bitmaps, so I can make those, right?.

****EDIT HERE****

Well, I am having a problem with the "species_def.tbl", it's not a problem, the thing is that the user needs to delete it, because it can't be replaced with an empty one, and it overrides all of the glows of  FS2 and SCP.
What I mean is that I don't know if there is a TBL where I can cut that Info and add to a new species_def.tbl, I don't find any in the FS VP (neither in the SCP), so it's located in a different named TBL ?? or it is stored internally ??.

That's not really the problem actually, the problem is that I am not getting the Thruster Glows for Capital Ships, not the Engine Glows when the capital ships are at Speed 0, the ones when the capital ships are moving forward (there where some pothos at the TurretAngleFix Thread if someone don't understand what I am saying). Making a readme saying "Delete xxxx file" is not viable, some players won't even read it and start asking the same question over and over again.
(this is not a CVS problem right?)

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

The other problem I am having is that the *.EFF/*.DDS of the Flaks Explosions are beign override by the ultra-low res *.ANI one the FS2 Media VP, I think I remember this was a bug. The problem is that *.ANI files seems to have more priority than the *.EFF animated ones. (this wasn't really happening in the v3.6.7 or it is my imagination that the priority has been changed), for the moment beign the only thing I can do to check this, is to delete the Exp20 from the sparky_fs2.vp, and re-pack again, and if the Hi-res EFF is working it should be it. However that solution is not really viable.
(another CVS problem ?). I can't really test the v3.6.7 because it doesn't support TBMs, so, if someone remember it would be a lot of help here. Maybe I am missing the Bitmap for that effect ?

Smaller edit here:

Confirmed, ANI have higher priority than EFF/DDS, so, until this is fixed the only solution I see is to rename all the EFF like Exp20 to another name Exp21 and add to the entire Update Media VP, however I really hate duplicate Media  (I have already had to do something  like this with some FRED2 PCXs), I don't believe I am going to do this, plus there are other EFF like the Shielhit01a, and ParticleSmoke01/02, so there are lot of Hi-res effects that aren't being used....This happens only happens if the *.EFF has a match in the sparky_fs2.vp with the same Filename but *.Ani extension (there are only 4, the ones that I already listed above)

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

I can't really believe the interface is taking so much time.....I am going to be bored to death....But at least it's looking good, specially killing that 8-Bit FS2 interface/icons/some others.

And it takes me even more as I discover and search for more missing things. The Vinaashak's shield don't really surprise me because it never appears in R1, what surprises me where both the Diablo's and Iblis's shields.
I know that Iblis has really low HitPoints to be consired a Destroyer, still the shield is too open from the Destroyer surface and is really easy to get through to fire a bomb.
Well I'll make 3 shield-***.ani for the HUD, that way it you'll be more noticeable the shield on those 2 ships (in the Vinaashak it's really noticeable because it's really near the surface)

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

Missing Docking Points (Shivans Ships)

Durja (there is already the Durja2, which replaces the 1, and it has the Dockpoint)
Hydra / Kahlan / Serpent
Gorgon (I found the weakness of this powerful ship, it would be a miracle something docking this, it doesn't even have some flat surface that should really fit a Dockpoint, it empties it's ordenance, and the ship is discarded and recycled for a new construction or another Gorgon)

Only 4 Shivan Ships don't have Dockpoints, I can somewhat make the Dockpoints (actually learn to do...because I don't have made any yet).

The main problem for Shivan Ships, is that there is no Support Ship....and I can't fix that, because obviously I would  need to do a 3D Model for Shivan's Support Ship.
It seems by default FSSCP blocks Species to call a Support Ship when they don't have any, at least I can't call it even with Shivan Ships with Dockpoints, so, there is no crash, at least not anymore...
Title: Re: Updating R1
Post by: Woomeister on December 24, 2005, 04:33:43 am
I suggest extracting all the INF_2Patch.vp files, deleteing what you don't want anymore and providing a new patch. That way you can remove the included thruster effects and species_defs table.

I wouldn't activate the Shivan capship shields, some people report crashes on such large meshes and I found that the shields I had on the Gigas (r1.5) caused massive framerate drops

You can get past no support ship by adding a set support ship sexp in FRED and setting it to the Terran one. This is what we had to do for current EA ships to prevent crashes before I added a placeholder support ship for them.
Title: Re: Updating R1
Post by: Shadow0000 on December 25, 2005, 10:56:57 pm
About the patch, so that would mean I'll include all of the files of the INF_2Patch, plus the ones of my update.

For the EFF/ANI, I'll report it to the SCP Forum, however, I can't really change the name to another bevause if someone deactivates the DDS/TGA Textures flags, there won't be any *.Ani, so I'll wait...

Shivans being playable, I don't even understand what is that realtioned with my patch, I say testing, I believe I starting to play with Shivan Ships and LightSpeed Tractor Primary weapons and get carried away of the patch (still I can try to do it later)

Yes, I don't make those Icons for the Capital Ships, I don't really understand how those borders colors are exactly made. I'll better try making the Ancients Shield icons, and add to both ships****.tbm and shields.tbl. Still I am not too sure, I would have to fing the right saturation for the overhead screenshot, and see if there is a shield structure from another ship that matches the shield of the ancient ship (at this moment my motto is "If it can be ripped, it can be reproduced", I am a little out of imagination, and I won't make this take longer for such a things as are for ShieldIcons of Ships that aren't even used??? [What I am thinking ?]

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

I finished all the TBMs (an awful screenshot):

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0060.jpg)


What does "Arm" haves different, and better over "Barrel", the only difference (aside from the Arm headeche), is that Arm rotates over it's own axis and not over the Base axis. Which end both Arms and Base turret being 3Dimensionally separated. Or for example, the Ehreos side Arms (not the medium ones), rotate over a wrong base axis, the Arm rotates Forward/Back but it is still seeing to the sides....

The Arm looks really good on real AAA batteries, like in the Phobos or the Nemesis, but for normal flaks it can be a nightmare.

I am happy to see Flaks covering the Fighters bays in models, when I think about the Orion it makes me feel "another GTA/GTVA desing....", you just keep in the in front of the fighter bay is not really covered, you can just stand in front of it and kill every ship before it even goes out of the road of launch.

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

I'll see if I add Range Description for Primary Weapons, I really hate that Subhach HL-7 from FS2, the shot reachs a few 700m and dissapear, a ship using a prometheus (about 1200/1500m) would banish in a frontal attack before you have reach the range of firing.

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

Plus, I am having 2 main problems (3 main, the 3rd is the Magic Random crashbug at some missions, that people here must be really familiar).

1- I am not getting the Capital Thruster Glows, when the ship is moving forward, example (as CVS 2005-12-22):

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0063.jpg)

It should be (as v3.6.7):

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0064.jpg)

MetalDestroyer submitted this at Mantis, but he say "Engine Glows". This is a CVS Build problem, happens with all ships, even FS2, it's a little different from what he post, maybe it isn't the same bug.....this worked ok in v3.6.7

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

The other, my favorite, the Beam Section Indexes (a reason to love and hate TBMs):

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0069.jpg)

The 2 beams (BFBlue and HRed) are using the exact same sections, textures and colours/flicker/zadd. I going give a quick explanation to this, it seems that the Indexes aren't really overwritting the old sections, but it seems that Indexes sections are slaped/cliped in a further plane.
I'll try copying all of the Beam Data and add the changed sections without using the +nocreate flag, to see if that overwrites the Old Beam, because I can't find any other solution to this....(yes, I know I should report this, later maybe when I have some free time)
Title: Re: Updating R1
Post by: MetalDestroyer on December 26, 2005, 04:10:44 am
...

1- I am not getting the Capital Thruster Glows, when the ship is moving forward, example (as CVS 2005-12-22):
http://i29.photobucket.com/albums/c254/Shadow0000/screen0063.jpg

It should be (as v3.6.7):
http://i29.photobucket.com/albums/c254/Shadow0000/screen0064.jpg

MetalDestroyer submitted this at Mantis, but he say "Engine Glows". This is a CVS Build problem, happens with all ships, even FS2, it's a little different from what he post, maybe it isn't the same bug.....this worked ok in v3.6.7

...

FS2 ships lost also their glow, when I pilot one of their ships and no AI use this in the mission. In fact, If I use a different ship than the one I give in FRED2 Open and no AI use this, so I've no glow at all (I didn't try with the latest inferno build for this case).
Title: Re: Updating R1
Post by: Psychonaut on December 26, 2005, 05:10:49 am
Another soltution would be to put all the files to the Inferno\data folder instead of using vp-files. That´s not really a "nice" solution, but all files stored in the data-folder will override any file storerd in the vp´s. You may perhaps need a weapon_expl.tbl as mentioned in the scp-forum. 

The thruster-problem occurs with all the new cvs-builds. Maybe the new thruster-look is being intended by the coders :confused: ;7
Title: Re: Updating R1
Post by: Woomeister on December 26, 2005, 01:45:51 pm

What does "Arm" haves different, and better over "Barrel", the only difference (aside from the Arm headeche), is that Arm rotates over it's own axis and not over the Base axis. Which end both Arms and Base turret being 3Dimensionally separated. Or for example, the Ehreos side Arms (not the medium ones), rotate over a wrong base axis, the Arm rotates Forward/Back but it is still seeing to the sides....
As in turret01-arm and turret01-barrel, there is no difference it's just what it's named for conversion. I used to use barrel and now use arm since it's shorter.
Title: Re: Updating R1
Post by: Shadow0000 on December 26, 2005, 09:40:08 pm
Well, then it's a model Turret and barrel/arm problem, when as I say when rotate the named as arms, they seem to separate, there is Air, is like the Arm don't really reachs the inferior base of the Turret base, but the upper part, so when it is pointing upwards in 90º it looks okay, but when it starts to rotate I am seeing Air, with the only turret the Odin haves happens this, I don't really understand if it is an Axis problem or a 3D model problem (probabily in both cases the solution is the same, it's must be needing a modification in the POF file).

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

MetalDestroyer, I am not using Inferno Builds to test it, as far as I have read the main and only difference. is that it haves higher ship limit for missions. Translating that, I believe it doesn't mean more ships at the same time (I have got 100 at the same time in a mission with a normal build), it means that that there can be more than 100 different ships used in FRED2, that may or not may appear at the same. (better at different time, because the slowdown would be massive).

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

I never wanted to do a VP, however there is no way of deleting the Species_def.tbl another way. That's why it doesn't work, not creating it, was the root of all the problem.
Badly, I don't really remember which are the effects that I replace in the TBM, so there maybe left remaning some unused effects that come in the INF_2Patch

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

This is a Model Problem, featuring a Massive severe slowdown, that I can't really fix until someone explain my what textures causes it, suppossing it is a texture and not the 3D Models.

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0023.jpg)

When I enter the mission I get 30 FPS because I am looking directly at the problem, as I am not pointing my view to it, the game will stay at 100 FPS, or 60/65 when there are lot of 3D shockwaves...so
That TGA Texture cost 16 MB, now multiply the reflection and the re-sizing over 3 Turrets (3 times the needed RAM wasted...)
I believe this is a texture problem, I accidentally added the reflection on the day/night facet 3D earth that I made. (So, what is it, Shine or Glow textures, it is Shine right???). I can Edit the POF texture names, so there won't be any conflict with the ones used for the turrets.

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


GTVA experimental technolgy ???

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0049.jpg)

Yeah...I know some of those bugs are from the SCP, and not caused by Inferno (but I still post some here), however, some are only really noticeable when you're playing Inferno and are not that frequent in SCP, that's why...
Title: Re: Updating R1
Post by: MetalDestroyer on December 27, 2005, 01:44:26 am
I use Inferno build because there are more ships in my ships.tbl than Freespace 2 (Star Wars Universe + Freespace 2). If I keep the normal build, Fs2 Open crashed immediately.
Title: Re: Updating R1
Post by: Woomeister on December 27, 2005, 05:01:46 am
MetalDestroyer, I am not using Inferno Builds to test it, as far as I have read the main and only difference. is that it haves higher ship limit for missions. Translating that, I believe it doesn't mean more ships at the same time (I have got 100 at the same time in a mission with a normal build), it means that that there can be more than 100 different ships used in FRED2, that may or not may appear at the same. (better at different time, because the slowdown would be massive).

Inferno builds allow for a higher number of ships to be added to the ships.tbl. You can have 250 ships instead of the retail limit of 135, however doing so breaks multiplayer.

Unless you need alpha channel I wouldn't recommend using TGA for model textures. It wastes far too much memory. Remember that most maps will probably have a shine and glow map so you have 3 maps for each texture to load. Our biggest maps in INF SCP are 2048^2 and are 2mb in the smallest DDS format (4.88mb as TGA) The average 512^2 maps are 129kb (496kb as TGA)
Title: Re: Updating R1
Post by: Shadow0000 on December 27, 2005, 11:17:37 pm
No, actually I don't even change the Hecate2 textures, and don't really want to use others, I just want to change the name, because I am assuming it must be using a Hi-Res Shine map from the mv_textures.vp, that is causing that effect, which is reflecting the earth in the turrets. I don't really know what attribute in the texture changes the reflection, but I can always discover it by comparation and elimination process.
------------------------------------------------------

Well, bad day, here I just get a "Shadow0000 was Killed by a collision with a Bug". It seems that if I made a Unknow or Shivan Secodary as "player allowed", when you made and save a mission with FRED2 using those TBL/TBM, FRED2 corrupts it, and when you enter the mission that was created and saved using the new TBL/TBM, you will get Invisible Textures for some ships, expect fot the Thrusters (so the ship is invisible).
There is a bug like when you made a "player allowed" weapon and it doesn't has an Icon (or the Bitmap for the Icon is missing), when you try to enter the mission the game gives you an error which keeps in loop infinitely. This error should happen at the WeaponLoadOut screen, but it seems to strangely happens after when you try to enter the mission (maybe the check is made and after, and not at the time load).

So, there I can't find any error in the thing I made, It seems that is a bad luck error, It is exactly the same in every single way of any other secondaries, but those were not "player allowed", I don't have problems with primaries, strange (I was making some 256 colour Icons for Inferno secondaries weapons, but since this fail it won't be really uniform, well, less work to do...).

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

I can fix the ThustersAnis, it seems that as I read in the CVS builds Threads, the problem is that the Secondaries and Tertiary Beam glows were deleted/deactivated by default, what it would be helpful here is if someone know if in the MediaVP v3.6.8 Beta (mv_effects.vp), there are Hi-Res (or 24 Bit) version of the Secondary and Terciary Thrusters (I'll ask in that Thread).
Still, best that guessing which are the right ThrusterAni, it would be best to wait until someone make the Species_def.tbl for the FSSCP (I have done it, but I am not too sure if I selected the right ThrustersAni)

This way, there I won't be needing of including the INF_2Patch, I don't really want, it will be harder for everyone to notice what I update. (I am terribly afraid that I brake the Multiplayer support, I didn't check this, I fixed

See (CVS 2005-22-12):

(http://i29.photobucket.com/albums/c254/Shadow0000/14Thrusters.jpg)

Ups, Yes, it was one of the first I made, AB coloured Trails for every ships. It looks really cool, specially when you have 3 wingmen formed on your wing, and they notice see the enemy jumping in,  and to not collide, because they seem sometimes to go for the same route/enemy, the made a circular motion, forming somekind of symbol, just in front on you, it's rare to see it, until you have them really near you. (yes EA have White/Grey Trails, badly I can't change the ThrustersAni to a different White, and not Green/Blue, because they're considered Terran, until I post a feature request to specify exceptions for ThrustersAni/Glows at the Ships.tbl)

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

Yes, the TGA texture is okay in pixel's size, but it wasted too much RAM in size, I believe no one should notice if I lessen the Size (of course the quality/colours), do you know if I can do this using the NVIDIA DDS Utilities ?
I don't have PhotoShop, and the 3DS Max, is giving me installation problems (and I am using XP Pro SP2), so I can't use any plugin, that's why I complain making the DDS, using the commandline for converting those textures, would take me some time, that I can use to fix another thing.
When you see mission with the Earth background, and in a vertical and (out ship camera), and you see all your armada going forward (or up), it feels like a the 3D Arcade Shoot-them up (...shoot them all...)
Title: Re: Updating R1
Post by: Woomeister on December 28, 2005, 03:52:51 am
There's a version of the Icelus in the patch VP that uses 2 1024^2 textures instead of the tile maps. If that is the one causing the slowdown try swapping to the original.
Title: Re: Updating R1
Post by: Shadow0000 on December 28, 2005, 08:39:15 pm
No, the the problem is the SoupTile, the one used for the turrets, in the mv_effects there is a -shine, so it causes the reflect. That texture is used for the Colossus turrets, I remember to see the reflect on the turrets.
So what I did, easy, Galemp seems to notice that in the HTL Hecate, and add a SoupTile1, so now there is no -shine, I just edited the Hecate2 textures and add the SoupTile1 that was included in the Model, and it is not anymore reflecting the earth (or any other background). I also replaced, better to say paste, the DocTileA in the Icelus2 and it's Glow, it has more colours now......

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

That bug that I encounter, I can't really explain it, but it happens when FRED2 saves using one of my TBMs (it's the secondary weapons and ships TBM), it must have something to do with the $Anim, I don't understand why the ships textures become invisible, but as I tried to discover it by elemination process, it seems that every time I make the file smaller, the error either dissapear or move to another Ship Texture. It's like every time I removed a line the error re-allocate in a different ship making it's texture invisible.

At some point I believe it's a FRED2 error, if you use one that doesn't have TBM support, the old TBL are used, and you get your ships working right. So while the new saved mission is using corrupted texture ships, you can play an Inferno Mission that was saved without using the TBMs and all those corrupt things work okay.

So, both Shivan and Ancient Missiles won't be selectable. And the $Anim for Ships also I won't specified it in the TBM, badly this make those extra ships to be Loaded as you select them, and the RAM get wasted, but well.....
Even so, I will include the ssXXXXXXX.ANI for every ship that don't have it (Shivans and Ancients only), It's a 1 Frame *.Ani because I don't have a 3D program, to rotate the model and make a video....to make the *.Ani

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

The only problem left, are those Beams Sections (I'll report it), and about the Ramdon Crash bug, I don't know, I make I'll try testing the Inferno Build.

EDIT HERE

I asked and seems to be a TBM problem, should be fixed in next CVS Builds. So, there is nothing stoping me now from releaseing the patch (except that the games seems to crash at random at some missions), but still could be a TBM error, because Inferno doesn't crash, and the only thing I drastically change were the TBM. About that bug that makes ships textures invisible, I don't know but since there seems to be problems with the TBMs I believe it could be a because of that.........I'll have to wait to see

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

Um...no, I see in the adv_effects.vp there are Planets Bitmap in *.TGA Format 2048x2048x32 and it's size it's exactly 16 MB, I see the DDS of 2048x2048x32 have a size of 5.33 MB. So, I can make that.
Maybe I'll make an alternative download for the ones who have more RAM and VRAM, it seems I don't get any boost in the FPS after I fix the Icelus turrets reflections, and neither even if I use a 500x500x8 *.PCX, I get the same FPS, so nowone should experiment a slowdown or get more FPS until they're short in either RAM or VRAM...
Seems like the quantity of ships is what makes mission drop FPS sometimes,

For the ones that downlaod the update, I won't recommend to anyone that use the Ultra-High-End Shockwaves made by DaBrain, it drops my FPS to 5 even if I am alone with no Backgrounds, either Medium quality would be really okay for everyone (use 7 MB), or High-End (use 17 MB). But the Ultra use (80 MB), and the sequence is loaded in a few seconds....until you have a Ultra-High-End machine I won't recommend using it.......

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

This is really old, but I have add the f_shockwave (and Shockwave Speed) for every ship that don't have any Shockwave, mostly fighters/bombers/etc. and some freighters. However, it seems sometimes those f_shockwaves aren't really loaded, or can't be seen, it is easy to see when you're really near the explosion....it's strange, it was working okay when I start the TBM, but I add lot of KB it started to dissapear sometimes....(well, anyway this doesn't bother the gameplay)
Title: Re: Updating R1
Post by: Woomeister on December 29, 2005, 04:35:28 am
If your not sure about your tables run a debug build, if there are any errors in them you'll get a warning about what's wrong. You should try and play through at least one mission in a debug build as well to see if there are any other problems.
Title: Re: Updating R1
Post by: Psychonaut on December 29, 2005, 03:48:03 pm
Hopefully your species_def.tbm will bring back the thrustertrails in non-inferno-scp, too.
Title: Re: Updating R1
Post by: Woomeister on December 29, 2005, 03:52:09 pm
Hopefully your species_def.tbm will bring back the thrustertrails in non-inferno-scp, too.
The thruster effects may be broken in some builds.
Think they still work in the last INF Build with our species_defs table.
Title: Re: Updating R1
Post by: Shadow0000 on December 29, 2005, 09:08:26 pm
No, the problem is that the Secondary and Tertiary Thrusters have been romoved from the Internal TBL data, so is like the effects are set at none, when you made the Species_def.tbl it enables the Secondary and Tertiary ThrustersAni.
What I mean is, that as far as I have read, the effects were never broken, but removed.....

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

Yes, I run the Debug Build today, and check and somewhat catch a lot errors (read below)

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

I forget to say, now most Sub-Munnittions with Shockwaves have assigned the f_shockwave, this should make less memory usage, plus the main Munnition have the Shockwave, and the Sub-Munnitions has the f_shockwave. This will you let you difference the Damage of the shockwave that hits you. The same goes for missiles like shockers and stingers.
The only exception of Sub-Munnittion is the Hell Storm X, it's way too powerful and has a great Width, so it will remain as Shockwave.
For ex.: now you see the HellFire explode and the Main center explosion is a shockwave, but the sub-munnttions are f_schokwave, so you can easily difference between both explosions, the same goes to the Defender which it's sub-munnionts explodes after they're spread a few meters.
(Isn't the Hell Fire a little too powerful, to have "Remote Detonation", I believe you understand what this means....)

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

Well, I fixed another thing, that I can't do before because I learned it today, it was the Alpha Mask, for the 3D Earth, however it was not the Mask, it was the Fusion effect that is applied on the Atmosphere of the planets to make it tranlucent.

The Earth Backgrounds in DDS (2048x2048x32) have the standard size 5.33 MB. The only thing I do was to set the commandline to convert it was "nvdxt -file xxxxxxx.tga -dxt5"

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

I find, but not fix, the Ramdon Crash bug, it seems to be caused by the Decals, when there are lot of Decals generated in seconds, and remain at the same time (about 170+ to be correct), and it was what was making Mission 13 crash before the 1 min of gameplay.
Obviously this is not my error but seems to be a decal handle problem with the CVS, and it seems to happen in Inferno specifically because there a lot ship (not to talk about the ships with 16 barrels...), so there are lot of Decals... the Mekhu Decal it's the Main one in Mission 13.

I can't fix this, it would happen with any weapon that can shot really fast to fill the decal data, so, and the Mekhu isn't the primary with higher ROF. I can't do nothing about more than reporting it, or kill all the whole DECALS (but I am not crazy enough).

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

For the Ships.tbm:
I am not too sure, but the Bug that is making the ship textures invisible, could be cause because of the "player_ship" that I added to the "SB Nephilim", it has 4 SBanks, and max for player_ship is 3. To test if it was that I can make a SB Nephilim (Terrans), like with the Mara, but with 3 SBanks, and the exact same data.

For the primary/secondary tbm:

What's the @ , after $Name: ???. Example: "@Rockeye", I have noticed that all of the selectable Primaries and Secondaries have it. Maybe that's what I messed ??

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

I was supposed to released this update soon, (nah..today...ups I say it), however, I want to get ride of some Debug Warnings, mostly with the Species_def.tbl (Default IFF & Fred Colour for species) a problem with the SubSpaceRift LOD, and the problem with the Nephilim...(and the Decals is totally a problem aside from this). The species_def problem won't be need to be fixed when the next CVS build gets released and have feature for the -SDF modular table. (because the one that I made is making the problem, by overwriting it and erasing the IFF/Colour data)

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

(updated)

Now that there is the New CVS 2005-12-29, it supports the -str (TBM of stars.tbl) and the -sdf (TBM of the Species_def.tbl), which that the only TBL that I have left is the weapon_expl.tbl.
Yes there is the -wxp (TBM for the weapons_expl.tbl), however it doesn't work right, like with the Beam Sections, I was getting the *.Ani choosed over the Eff, but making a TBL fixes it, I'll check with TBM now (the same goes for the Beam Sections, and the same for the Decals crash, I'll check)
Title: Re: Updating R1
Post by: Woomeister on December 30, 2005, 03:58:11 am
I'd turn decals off personally, we don't use them for R2 since the firerate of R2 weapons are 2-4x that of R1.

For the species_defs debug warning use this format: (add the names of the effects your using)
Code: [Select]
$Species_Name: Terran
$Default IFF: Friendly
$FRED Color: ( 0, 0, 192 )
+Debris_Texture:
+Shield_Hit_ani:
$ThrustAnims:
+Pri_Normal:
+Pri_Afterburn:
+Sec_Normal:
+Sec_Afterburn:
+Ter_Normal:
+Ter_Afterburn:
$ThrustGlows:
+Normal:
+Afterburn:
$AwacsMultiplier: 1.0

$Species_Name: Vasudan
$Default IFF: Friendly
$FRED Color: ( 0, 128, 0 )
+Debris_Texture:
+Shield_Hit_ani:
$ThrustAnims:
+Pri_Normal:
+Pri_Afterburn:
+Sec_Normal:
+Sec_Afterburn:
+Ter_Normal:
+Ter_Afterburn:
$ThrustGlows:
+Normal:
+Afterburn:
$AwacsMultiplier: 1.25

$Species_Name: Shivan
$Default IFF: Hostile
$FRED Color: ( 192, 0, 0 )
+Debris_Texture:
+Shield_Hit_ani:
$ThrustAnims:
+Pri_Normal:
+Pri_Afterburn:
+Sec_Normal:
+Sec_Afterburn:
+Ter_Normal:
+Ter_Afterburn:
$ThrustGlows:
+Normal:
+Afterburn:
$AwacsMultiplier: 1.5

The patch table is a bit out of date.
Title: Re: Updating R1
Post by: Shadow0000 on December 31, 2005, 11:48:46 pm
Thanks Woomeister, thought I didn't finish to test it, the new support for -sdf is only replacing the empty data and not erasing the one filled, so I believe a full species_def.tbl won't be needed.

For the Decals, I'll include them in TBM anyways, I mean, why there is a Flag in the Experimental tab called "-impact decals". You just take it out and magic, consider it an advanced effect...
And yes, that's why I say I recommend to use DaBrain Medium Quality Shockwaves, not like in FS2, in Inferno the Shockwaves quantity is massive (everything seems to be massive in Inferno...). The Ripper has a Level 42 Hull Damage (yes, it's the right calculation, ships without shields should be really afraid), the Hastor only have Level 20 Hull Damage (but 2 Shield Damage), however it's ROF is really lower than in FS2, and it's Power Consumption really High (I believe the one in FS2 can cause more damage still, thanks to it's High ROF and that the ROF isn't stopped, too much by the Ultra High Power Consumption)

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

Well, it seems that I won't need to overwrite any Inferno TBL, all of the TBM that I need are working (-sdf, -str, -wxp). And I have fixed all the Beam Sections, so it's working OK, also I have add a fixed the Nephilim to make I 3 SBanks Section, for player use (though my goal was never to make Shivans playable, I just want to make testing as fast as possible, and with the Shivans was more fast to change/update all the whole Tables than to test it...).
Also I change all the whole TurretAngleFix to match the new wording in CVS 2005-12-29 (the only change is "=" symbol for ":")

Upss...I make I mistake with the Loadout screentshots for 640x480 resolution, it seems I shinrk the Weapon's Icon slots, but Icons have the same size in pixels in any resolution. (I'll re-make/fix the artwork)

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

The Decal Crash still happens in the CVS 2005-12-29, so as soon as I download the updated mv_core.vp (v3.6.8 Beta), I'll run a debug build and take the *.log to post the bug it in Mantis (because the Debug version crash if you don't have the new Core)

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

Some ScreenShots I never post because my post were way too large to already make it longer:

I make changed some Beam sections to use more colours:

(http://i29.photobucket.com/albums/c254/Shadow0000/Beam2XColours.jpg)

Mission 1, and the TurretAngleFix

(http://i29.photobucket.com/albums/c254/Shadow0000/INFTurretAngleFix0000.jpg)

AB Trails, lot of them everywhere.

(http://i29.photobucket.com/albums/c254/Shadow0000/TeamFormationTrails.jpg)

When I am chasing the enemy really near, sometime I get messed in the friendly ships Flaks Explosions, and with the Trails going everywhere, I get a little confused, um....AB Trails....one of stealth fighters worst nightmare, but well, you always have the choice to not use your AB.

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

Ups I should have posted the Icelus with the right SoupTiles1 and the DocTileA and it's glow, maybe next post. It's is very much like the same, but the low-colour DocTileA isn't there any more (still it's a *.PCX of 8-bit/256 Colours)
Title: Re: Updating R1
Post by: Charismatic on January 01, 2006, 12:11:08 am
 Ooo screeneis...a hhhh high res..
Title: Re: Updating R1
Post by: Shadow0000 on January 01, 2006, 01:07:58 am
I have fixed 1/2 of all of the LoadOut 640x480 Artwork. Probabily I ended it tomorrow, then make a Backup, and see if I can activate the $Anim at the ShipLoadOut for Shivans Ships, well that I can, but I need to see if I don't get the Textures of the "player_ship" invisible......

Red Beam (like the Blue, same quantity of Colours, but Red). Ups...I forget to say it, I have erased all of the 4th Section of the Beams, there are now 3 Sections as much, the Beam you're seeing here and the Blue one have 3 only. The only thing I can think a 4th Section could be used would be for circular Lightning Effect (like the bgarg), but with more quality, and in diagonal, simulating a 3D effect, that it hides up backwards and appear in the lower front, mixing it with some good Flicker, to make it appear like Lighting enveloping the whole Beam

(http://i29.photobucket.com/albums/c254/Shadow0000/RedBeam2xColours.jpg)

Weirdness:

(http://i29.photobucket.com/albums/c254/Shadow0000/TranslucentTextures.jpg)

The Icelus (Hecate 2), I would ruin the screenshot marking the DocTileA that I replaced, but since I prefer to not, for reference it's the yellow Texture, and the SoupTile1 is the one used in the Flak Turrets, and Beam Turrets:

(http://i29.photobucket.com/albums/c254/Shadow0000/IcelusDocTileA-SoupTile1.jpg)


The Nemesis, with TurretAngleFix:

(http://i29.photobucket.com/albums/c254/Shadow0000/NemesisTurretAngleFix1.jpg)

Another ViewPoint Angle:

(http://i29.photobucket.com/albums/c254/Shadow0000/NemesisTurretAngleFix2.jpg)

I give priority not really to aspect and simetry, but to SubSystems Locations, specilly Weapons and Engines, however the FighterBay is top priority. The Flak Turrets are 45º as much to every uncovered side and incoming bomb that comes from the sides, upper area is, that's why those 2 smaller turrets aren't pointing perfectly forward.
If an attack comes by the upper area or lower or back (not sides, and not fronts), them I would believe you're the one attacked, or you're a GTVA Commander or a GTVA High-range leading an attack. Well, in any case you're in the wrong place to be the one at the offensive, so, yes the Turrets should not be by really pointed that way, because if you were ambushed, then you aren't expecting the enemy by that side. (until you're ambushed by a GTVA Commander or a GTVA High-range leading an attack).

The goal is to not let an uncovered side, I mean a sign saying "Here, Weak Spot", something like the SJ Sathanas Rear-down Area. Of course there will be always a nontargetable-point, because there are no turrets there or, mostly always located by the engine side. (Yes, I noticed some Models don't really have Flaks in the Lower Side of the Ship, this seems to be legacy of the GTVA desing). The SOF Orc is an excellent example, it's covered not only simetrical but in every side and part (lower and upper)

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

I added Lightspeed Weapons, I didn't really want to trow away another people effort (yes, I would have ended what he already did, some shivan weapons to balance variety in species weapons), for use with Shivans, of course I don't modify the Default PBanks, but they will be there for testing, the Tractor Weapons are interesting, in Inferno there are already but not for use in player_ships

Should I add the @ to an added weapon $Name: , it's not breaking anything and it's not making any error. But I still don't understand what's really the @ making there in selectable weapons ??

*****************************
EDIT HERE: (yes, again...)
*****************************

It seems that I can't find any program to make a *.VP. Quick VP works really weird, and I can't download VP Mage because the link is broken at the SCP Website, do someone know an alternative program or another link to VP Mage ?

It seems that the -str for the stars work OK for both FS2 and FRED 2 releases, but it makes crash both of the Debug Builds, I don't know what to do with this, maybe it is my error, but maybe it is a CVS, I think I'll let it there, so if someone want to run a Debug Build, just take it out, or rename it to stars.tbl

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

I need opinions here:

What do you think of making "Cruiser Torpedo" (ctorp.pof) with the Flag "bomb", I mean, to make it targetable, I am starting to hate that you see it coming really slowy from a Lycaon and many other big ships/instalations and you can do much to stop it, I know some big ships launch multiple of there warhead, still if you already see the Hell Storm X rain this is a minor problem/quantity. I'm making it because it has Fire Wait: 14, so 14 Seconds between next shot is a lot...
Forget about the "Fusion Mortar" (harbinger.pof), it has a Damage 80, however it has a Fire Wait of 1 Second and a Velocity of 100m, anyone would become crazy hitting the "B" key to go through important bombs.
Remember the "Cruiser Torpedo" has a exact Velocity 200, so don't waste an AB + Missiles of medium speed (like the Swarm) because it will never reach it (until you're flying with a Ennead).

I do this, mostly, because I can't really stop the "Cruiser Torpedo" shooting at it, I get really pissed, and after I was exaust of complain. I make a solution, I get in the exact fire line of the Torpedo...the results well, in Very Easy it can't do you a thing, but in any other difficult a wish your ship luck (until you're using the Nephilim, that ship is a Fortress, badly in doesn't have AB and don't have assigned any Countermeasuremt)

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

There are some of other TBM, some already are, some will be, like for the Fireball.tbl, the Armor, the Shocwave damage, the independent damage on subsystems, etc., etc.
I can make something until at least I have:
A - An Idea
B - Just a small example (like I do with the AB Trails, as the moment I make it, only the Mirmydon were using trails in the FS2 campaing)

If someone have some idea, or see something that is already implented in FS2 that can be implemented in the Inferno Campaing feel free to say it.

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

Most of the Missiles for of Inferno are really OK in polys, they match or pass even FS2 Retail missiles, except for the Arrow and Stinger:

My suggestion:

(http://i29.photobucket.com/albums/c254/Shadow0000/Arrow-Stinger_Missiles.jpg)

As seen here, I just change the Textures to match the missiles in Inferno...
I already know the consequenses of making this.... (more polys for a high-speed non-targetable missile), still, missiles like the Hornet/Vortex/etc. have less polys, but are launched in $swarm:, and that make the polycount somewhat the same...
Title: Re: Updating R1
Post by: Woomeister on January 02, 2006, 04:09:08 am
What do you think of making "Cruiser Torpedo" (ctorp.pof) with the Flag "bomb", I mean, to make it targetable, I am starting to hate that you see it coming really slowy from a Lycaon and many other big ships/instalations and you can do much to stop it, I know some big ships launch multiple of there warhead, still if you already see the Hell Storm X rain this is a minor problem/quantity. I'm making it because it has Fire Wait: 14, so 14 Seconds between next shot is a lot...
Don't it causes the too many asteroids bug and your weapons will go through most things you attack, we removed the bomb tag to fix this. Originally it was going to be attackable by the player, but then we discovered that problem when there was too many ships firing them in some missions.
Title: Re: Updating R1
Post by: Shadow0000 on January 02, 2006, 10:33:19 pm
What are asteroid bugs exactly?. It's normal that I ask, since 3D asteroids aren't used in R1.

It's not the problem where a Capital ship shoots a targetable weapon, then the enemy capital can shoot beams at that missile, resulting in a colateral damage to the Ship which launches the missiles ?.

Is that bug still happening, it's that noticeable, at least to check if it is still there. (Or I can keep colliding it for eternity to save my capital ship).

Um...I just have to make the change in the Arrow, Trident Textures...And now check the Ctorp.pof, if I use "bomb" or I don't use "bomb".

I just need that answer, it makes me feel bad to left a bug, but it makes me feel confused to imagine a player trying to collide a Cruiser Torpedo because he can really stop it another way....

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

Is there a way in the Weapons.tbl, to specify the Angle that a "Spawn Cluster" should have or a spawned missile in general, they all go at Ramdon, that's the only problem for making a Trident...
It's just a big Bomb with Remote Detonation that Spawn 3 Clusters, each one in a a different x, y, z angle (specially pointing forward) making a triangle route, that start spreading until a new Remote Detonation

Badly the only thing I reach to do accidentally was to simulate a double textured Shockwave, one could be used for the Heat wave and other for the true energy shockwave. Yes, I mean the SuperNova Shockwave, one Red for Heat, the the Second coming later while the Red is still active, lethal Blue.

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0151.jpg)

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

As I say I have finish the update. Yes the $anim: for shivans ship cause the bug of the invisible ship textures, probabily because there is no loop in the *.ani or because of the lack of number of frames.

I am a little bored, so I think I'll try better doing a mission. I wanted to collapse a sun using lot of Sathanas, but since the SubSpaceRift don't really handle too good in Weapon Range, and some other things. I'll better use a Vinashaak to destroy some smaller planet....maybe an inhabited mars, like this one (low-res *.PCX image):

(http://i29.photobucket.com/albums/c254/Shadow0000/marsc.jpg)

Why I can't asing "Initial Orders" to ships with "supercap" flag. It's not a problem, I just edit and force the Initial Orders using notepad for example, even so, it seems weird...
Title: Re: Updating R1
Post by: Woomeister on January 03, 2006, 03:50:28 am
What are asteroid bugs exactly?. It's normal that I ask, since 3D asteroids aren't used in R1.
If too many objects are in a mission the game will make weapons pass through them because the game can't handle all the collision data. It's most common in very large asteroid fields were you have lots of rocks and lots of ships. It makes it impossible to destroy random targets until more of the still hittable stuff is destroyed. Sid did some testing before final release of R1 and found that the cruiser torpedo caused this in m4, we removed the tag to prevent it.
Title: Re: Updating R1
Post by: Shadow0000 on January 03, 2006, 10:48:08 pm
Just a few things about m4:

A- Debris Field. Yes, those are objects with collision data
B- The Lycaon never fires his Cruiser Torpedo in this Mission

I test that mission and works fine, at least I don't have any my shoots passing thought anything...
Maybe you mean  m12, where you there are 3 Lycaons

If the problem is still there in the current SCP version (not FS2 Retail), then I'll just simple make another TBM, I really hate to let the Limitations bugs win, the same happens with the Decal problems....

I have finished the update, but my actual capacity and knowledge end here, but my imagination limits me even more, I am sure I must be missing some things, that I by myself I can't realize.

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

This won't be in the update probabily, but what about adding the FMV SSL Lucifer Beam Section to the Ancients ???, the one it have been released after the HTL Lucifer (the one that is posted at the HTL Highlights on the main page). The colour used in that beam is Violet and Blue, so the only other colour is pink, but those colours are really much like another species beams, until you combine 2 or more colours at the same time....
Title: Re: Updating R1
Post by: Woomeister on January 04, 2006, 03:39:19 am
The corvettes fire them at the Shivan corvette once it arrives, it has nothing to do with the Lycaon. Most of the capships carry a few banks worth of those things.
Title: Re: Updating R1
Post by: Shadow0000 on January 05, 2006, 12:13:22 am
Ah...I see, but I don't really see the Torpedos going trough the Scylla, what I see it's that the Punishement and the Mako are really far away, and they don't they fire their Torpedos at all, maybe because of distance or maybe of the collision problem.

Still, by the time the Scylla arrives there are no Shivans, and that should left free slots for collision data, it's rather strange, I'll better try with using the SCP with the retail INF R1 SCP Patch (if I remember right the Scylla was destroyed...). Sorry for the troubles, I'll take care of this Woomeister.

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

RELEASE !!!!

Check the 1st post of this Thread

Woomeister, should I make a post in the "Freespace Campaing" Forum about this ???. I don't really wan't to do that because I think lot of people check regulary the Inferno forum, at least the ones interesed in Inferno......well I hope people get acknowledge about the Release..............(I need victims...ups, I didn't really mean that, I mean testers...).............

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

What is the more accurate description for weapons that deal EMP ?

A - "EMP Weapon"
B - "EMP Disruption"

The problem with A, is that it sounds like the Shoot is pure EMP, like "Nuclear Weapon", "EMP Disruption" sounds more like the effect, I like B, but I hear opinions.

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

What cause this, could I fix this using a POF Editor ????

(http://i29.photobucket.com/albums/c254/Shadow0000/Bad3DThruster.jpg)

I already get that effect in retail Inferno, what's the problem, in the Gorgon the Thruster is intersected with Hull, and flickers a lot, it seem a Minor graphic issue, but it looks terrible wrong and terribly innaccurate.
It happens when you're not accelerating, or stopped, or of course, when you hit the bakspace key.
There is also the small square that can be seen when you're accelerating, however I see that's the way it's in the 3D Model....
Title: Re: Updating R1
Post by: Woomeister on January 05, 2006, 05:16:55 am
The thruster thing can only be fixed by editing the thruster axis in Truespace, the best thing would be to try and disable the thruster01 ani if possible so that it only uses the new SCP effects.
Title: Re: Updating R1
Post by: Shadow0000 on January 05, 2006, 09:56:33 pm
I believe I got that thruster problem already in the INF SCP Patch, and with FSSCP Species_def I am getting it also.
I understand the idea, if I remove it will be invisible, but there will be none used, the only used will be the Thruster Bitmaps that simulate the 3D cones. That Image is only seen when you're stopped, it's a minor bug, anyways mostly you don't really stop too much in-game, it's dangerous...

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

I test the INF SCP patch, and the Mako and the Punishement don't really do anyting either, those ships are really far away to even use a beam I believe....The Scylla seems to go away (I won't bother with this, anymore). Maybe the Scylla gets destroyed in INF (without SCP the Patch)........

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

My conscience says me "The Chimera Gun Points and Missile Points should be inverted to be right", I know EA desing follow this thing of "You will always miss 1/2 of your total Gun Points, when you shoot a Fighter or Bomber", but Shivans are Shivans. This is easily see in Ships with ultra big wings (what the hell wings are used for ???, you're in FreeSpace, isn't the title self explanatory), yes it's stetic, it looks ultra cool, blablabla, but a some minor point it bothers (ex: Claymore2 and Peregrine), that why when I see a 1st time a "Boanerges", well...it's a box, but it's make sense for a space ship. Should I fix it ?

I think I see a screenshot of the new Chimera in the Inferno SCP Additional Content Thread, and the Chimera fire it's missiles like I said.

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

F.A.Q.:

Q: Why the Trails are so small ???

A: To prevent this:

(http://i29.photobucket.com/albums/c254/Shadow0000/TrailExplations.jpg)

A: A trail can't be bigger than 2x the Minimum Radius of any 3D Thruster. Otherwise you'll see that, and when you rotate your "camera" around the ship, you'll get a fashion Bitmap saying "Here look I am a Bitmap, I am rotating and I am asimetric"

Q: Some Shivan Dockpoints are pointing backwards and not forward (ex: Durja) ??

A: The Shivan Support Ship, like Shivan Ships, have Rear Acceleration, 20 to be specific, so it will be able to chase you until that speed, which is a normal when you're rearming, after the ship docked. If I set it pointing forward the ship will obstruct most of the view in front of you, and the ability to somewhat defend while you're rearming.

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

Old Model problems/buggus (I noticed this really earlier, while it was my 1st time playing INF), but in the update the errors take a lot more of attention:

http://i29.photobucket.com/albums/c254/Shadow0000/DiablowMuzzleGlowInterSections.jpg

Diablo, either those Plates needs to have more Width, or the Turret more longer (no), or the FirePoints more away from the plate (no, again).

The same Thruster problem, but accelerating, only in the SF Gorgon:

(http://i29.photobucket.com/albums/c254/Shadow0000/GorgonThrusterHullIntersection.jpg)

Serpent 3D Thruster not Centered, the Trail easily reveal the problem:

(http://i29.photbucket.com/albums/c254/Shadow0000/SerpentEngineNotCentered.jpg)

Daedalus GunPoints problems

(http://i29.photobucket.com/albums/c254/Shadow0000/DaedalusGunPointProblem.jpg)

See the start of the Subach Bitmap is cutted, either the GunPoints should be a little behind than the View Point (Cockpit).........It should happen with any other primaries

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

Why I am seeing the Thruster in the front, the Ship Hull should be blocking the effect in the front at least (also I reduced the Glow Radius, it was almost like a Capital Ship with the Old one)

(http://i29.photobucket.com/albums/c254/Shadow0000/KatoThrusters.jpg)

-------------------UPDATE----------------------

My mistake, I make and add Shivans support in less than 8 Hours, I don't test anything and it result not in bugs, but in some minor problems:

Update:

[LINK REMOVED, THIS PATCH IS ALREADY IMPLEMENTED]

What's updated:

Ships.tbl & INFShips-shp.tbm: Model loading at $ship_anim for Ancients, as it is for Shivans (I fixed that before, but with the $Anim Slot bug, it seems that I forget to replace it later...)

INFStars-str.tbm: Added the Moonc Bitmap entry, that fixes the missing Moon in Mission 13

Models:

Kato: addes more leght to the path (and maybe something else I forget)
Hydra: Added the Dockpoints and Paths that I forget to add in the release.
Nahema: that dammit Retail Dockpoint take all of the Nahema Fire View/Range, if you shoot you would have a fire acurracy of 100% to the support ship. (PS: you don't have any idea how that irregular dock take me to look good, and it's still not perfect diagonally)
Nephilim: Fixed the Dockpoints and Paths for this Ship, supposing someone want to force a Call in Support Ship for Hostile Species.
Nephilim (Terrans): Now the Support Ship points backwards
Serpent: Make the Trail be in the Middle of the 3D Thruster (***)
Zakros: Dock now looks forward and Path looks down and not forward as it was

(***) The 3D Thruster of the Serpent is not in the exact Middle axis of the Ship it's a little to the side (so, you will have to live with it). Note, the cone thruster is still a little out of the center, I don't touch it, because making all go to the wrong side (I mean the 3D Thruster) it's not a fix, it's just a graphical illusion that every one with a good eye for either games or graphic will notice...

I still don't activate Ancients Shields (change $Shield: different to 0) because there is no Icon for the HUD (even so, the Vinaashak has it activated and doesn't have any hud icon).

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

What I'll do now:

-Not take care of the Ancient Shield Icon, they're were deactivated in INF, so.....(maybe, but the prioprity is the lowest)

-Change almost every models texture to use the High-Res one in the SCP, there lot of ancient ships, and many many others, that are low-res from FS2 Retail that were rotated and changed colour. My job it's not really edit, but to find which Hi-Res texture match the one in used in INF

By good luck I didn't plan to do this before, so what I mean it's that I'll be in a different separated update, that should make things easier, since I already see the renaming method for the new releases of Inferno.

That means the Old Icelus and Boreas will be re-activated, it's really easy to update a ship with some maps, than a ship with a single map (and I believe the UV Mapping is harder also.......). I know that was made because it uses less memory, but is there a limit to texture files ? (lately I see limit to everything).

That way lot of *.DDS will be working, since I believe INF don't use any. As an overall I can say the update run equal or faster than INF with the SCP Patch, because the I remember the Shockwaves (Both 2D and 3D) make my game make those FPS jumps 60 to 5, or 100 to 20, and like that, I prefer to play at 40 FPS but without those bumps
Title: Re: Updating R1
Post by: Woomeister on January 06, 2006, 04:17:45 am
Ancient shield icons were decativated since we didn't plan on using their shields

Single map ships are faster as they only need to render one map (HTL system doesn't like many maps) however even at 2048^2 some ships still look blury. It works good up to corvette but after that tiled maps look better. When we updated to using the upgraded maps I reverted all ships to tile maps, though I used some of the single mapped ones as lods.
You'll need to keep the single map Clarius as the old one won't work without a INF Build.

The renaming of stock FS2 maps is done by species then by number that I used it in. Not all retail maps are included and some similar maps were merged (TCov1a and Capital7 for example) Though our renaming doesn't matter for R1, since R1 isn't compatable with INF SCP.
Title: Re: Updating R1
Post by: Depth_Charge on January 06, 2006, 09:51:24 am
hey i dl the release, and put back inferno on.....and i'm alittle confuse bout the fz..........i extract teh files from the winRAR....and they come up asinf_3patch.7z.001 001files......do i put them in the inferno file mod or i need to do something else before that???
Title: Re: Updating R1
Post by: DaBrain on January 06, 2006, 01:49:16 pm
Wow, you really did an awesome job Shadow0000.  :yes:

I think you should get access to the INF R2 files. There is a lot of new stuff, which could be used to update R1 too. Maybe we should wait for the R2 release though, but if we release them both at the same time, that would be even better.
Title: Re: Updating R1
Post by: McStrav on January 07, 2006, 12:01:16 pm
Hey guys, you're doing amzing work and I'm jut now getting back into FS2, but I'm having a wee problem,

I don't know if it's just me but when I downloaded the 7zip files and try to open them I get an error message saying that the archive is not supported or something like that
Title: Re: Updating R1
Post by: Woomeister on January 07, 2006, 02:19:38 pm
Make sure you extract INF_3Patch.7z.001 to INF_3Patch.7z.005 into the same directory, then use INF_3Patch.7z.001 to extract them all with 7zip.
Title: Re: Updating R1
Post by: McStrav on January 07, 2006, 05:23:16 pm
Actually the problem was my fault both patch 1 and 2 were only about 300kb while the others were about 4 megs or so, that coulda been my problem right there lol
Title: Re: Updating R1
Post by: Depth_Charge on January 08, 2006, 12:21:16 am
hey ah...i've been running into another problem...now i don't know you guys seen this, but i can't even get going on teh f_shockwave.pof....i mean several time these errors comes right up.....and can't get back into the game...
Title: Re: Updating R1
Post by: Shadow0000 on January 08, 2006, 02:16:27 pm
I prefer to keep with R1 for the moment, since INF R2 (or INF SCP) won't be compatible with R1 it means that R1 will be left probabily forgotten, and since models, data and missions were wiped out I feel I little sorry for it, so I wanted to do an update job were it was really needed (SOL: A History we'll be next probabily).

What I would be really grateful is if someone can send a link to the released models that will be used in INF R2, for example the Ezechiel, I believe it was released, so it won't hurt if I add to R1, after all there are lot of unused ship in the main Campaing but can be used for Custom Missions or dependant Campaings. (I remember the link was in the INF SCP Additional Content, but I can't find it)

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

A - In the Interface I left the Old Static Anims: of the Arrow and the Stinger, I known that before I post the release, I'll fix that. Or I'll asing the cross.ani, probabily not, 2 slots are nothing.......

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

Quote
Depth_Charge
hey ah...i've been running into another problem...now i don't know you guys seen this, but i can't even get going on teh f_shockwave.pof....i mean several time these errors comes right up.....and can't get back into the game...

Can you be more specific, you need the f_shockwave.pof that DaBrain's made, in the new ones it's a red f_shockwave. Be sure to check that you have the f_shockwave.pof in the data\models folder, and the f_shockwave.tga in the data\maps folder.

You should see it in the Shocker and in the swarm type Stinger, in Fighter/Bomber/etc. explosions, in most Sub-Munitions explosions (Defender and Firestorm, etc).

Problem: Yes, I don't know if it is a distance problem or another of the slot problems, but yes the f_shockwave sometimes it's not generated (I mean the Model, the Blast works OK)

The Shivan Swarm of Death is a really interesting missile, it was only used in Capital Ships, but I add it to fighters and Bombers, after all it's a different weapon to somewhat caracterize Shivans, also to balance the fact that it's primaries are really weak, and they have the Tractor Primaries, and a really powerful Shield eater.

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

The Texture Maps:

Old Icelus (A) vs. the one in the SCP Patch (B):

A1 - Have lot of maps which makes really easier to replace textures...that means it uses Hi-Res Textures with excellent Shine and Glow effects.

B1 - It haves the Hi-Poly Flaks (***)

The thing is if you get the (A) the texturing is really different and the difference is really noticeable, but low poly Flak Turrets (Low Poly means, FS Retail Flak Turrets):

(***) I never really like the Flak Turrets used in the new Phobos and the new Icelus, The Flak is standing in a big base in the air, this Causes 2 problems:

1- "Here I am Flak", not only it's really noticeable, but you can't probabily not miss it even if you are blind...

2- The Big Real Problem, because of the base, and the Hierarchy that a normal Barrel possess, you have an angle small, where you can shoot any bomb at it in a downside-up angle where the Flak won't be able to defend itself. This gets even worse if you stay or try to fit below, the turret is indefense.
What I really mean, there should not be any space in a turret base, which should be clipeed with no air-space to the Hull Ship, like normal Flak Turrets, that way there is no place where you can't hide from the Flak where you're firing at it.

Because of that I'll choose (A). Maybe someday I'll use TrueSpace 3.2, convert the HTL Hecate to COB, rip the HTL Flak Turrets (Sub Object), and replace it in the Model, so we can get to see some big scary Flak Turrets
I believe it should not be too difficult, but it may be at the same time, considering my Exp at 3D Modeling is 0.

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

When I have time I'll finish downloading TrueSpace 3.2, there is a problem with my ISP and it's working at 21,6 Kb (if 56 Kb wasn't ultra slow, then that's it), plus I was a little sick a few days ago, that's why I don't post).

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

Quote
hey i dl the release, and put back inferno on.....and i'm alittle confuse bout the fz..........i extract teh files from the winRAR....and they come up asinf_3patch.7z.001 001files......do i put them in the inferno file mod or i need to do something else before that???

I know this question would be innevitable:

A - The files inside the *.ZIP are still compressed in 7-zip Format (*.7z), but the 001/002/00x is because it's a Multipart compressed File

B- You need 7-Zip at least v4.28  (current is 4.32) to uncompress the files. It's free and it doesn't contain spyware, available for download at www.7-zip.org

C- Why 7-Zip and not WinRAR. In most cases it compress better than WinRAR, plus it's free.

My favourite question:

Q: Why then, the files are re-compressed again using WinZip (*.Zip Format)?

A: The answer is simply, how many of you know the law that says that any uploaded file needs to not be encrypted or have a low level encryption, in another words the state should be able to easily see what's inside (read it). Plus some characters limits......blabla

The thing is that since they're no gods, they can only check 1 Level of Encryption, otherwise they should be de-encryopting until they reach sub-atomic proportions. That's the job of the *.Zip it allows the check while hiding the real Encrypted File, for me it doesn't really checks anything, it just bother your uploads.....

7-Zip Format is not a "Low Level Encryption Format", main difference with WinRAR is that it uses a lot more of Memory (RAM and CPU) to compress files.
That's why I can't really upload it in 7-Zip Format only, in not in a single file because my ISP is awful (hope they catch this line when it goes throught it's server, probabily they don't even know how to read english anyway)

I would like do that but I can't, if someone want to re-pack all in a RAR file and upload it in some site and post the link here, it would be a lot help...
Title: Re: Updating R1
Post by: Woomeister on January 08, 2006, 02:29:28 pm
A lot of R1 ships are either upgraded and still used, or will be converted as additional mods if requested and if I want to do them.

I'd recommend using a split up self extracting 7zip file next time, then you won't need to break it up using winrar and it will extract itself for those who don't have 7zip.
Our next release uses a self extarcting 7zip archive since it cuts the filesize down by over 50mb.
Title: Re: Updating R1
Post by: Depth_Charge on January 08, 2006, 06:19:19 pm
I prefer to keep with R1 for the moment, since INF R2 (or INF SCP) won't be compatible with R1 it means that R1 will be left probabily forgotten, and since models, data and missions were wiped out I feel I little sorry for it, so I wanted to do an update job were it was really needed (SOL: A History we'll be next probabily).

What I would be really grateful is if someone can send a link to the released models that will be used in INF R2, for example the Ezechiel, I believe it was released, so it won't hurt if I add to R1, after all there are lot of unused ship in the main Campaing but can be used for Custom Missions or dependant Campaings. (I remember the link was in the INF SCP Additional Content, but I can't find it)

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

A - In the Interface I left the Old Static Anims: of the Arrow and the Stinger, I known that before I post the release, I'll fix that. Or I'll asing the cross.ani, probabily not, 2 slots are nothing.......

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

Quote
Depth_Charge
hey ah...i've been running into another problem...now i don't know you guys seen this, but i can't even get going on teh f_shockwave.pof....i mean several time these errors comes right up.....and can't get back into the game...

Can you be more specific, you need the f_shockwave.pof that DaBrain's made, in the new ones it's a red f_shockwave. Be sure to check that you have the f_shockwave.pof in the data\models folder, and the f_shockwave.tga in the data\maps folder.

You should see it in the Shocker and in the swarm type Stinger, in Fighter/Bomber/etc. explosions, in most Sub-Munitions explosions (Defender and Firestorm, etc).

Problem: Yes, I don't know if it is a distance problem or another of the slot problems, but yes the f_shockwave sometimes it's not generated (I mean the Model, the Blast works OK)

The Shivan Swarm of Death is a really interesting missile, it was only used in Capital Ships, but I add it to fighters and Bombers, after all it's a different weapon to somewhat caracterize Shivans, also to balance the fact that it's primaries are really weak, and they have the Tractor Primaries, and a really powerful Shield eater.

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

The Texture Maps:

Old Icelus (A) vs. the one in the SCP Patch (B):

A1 - Have lot of maps which makes really easier to replace textures...that means it uses Hi-Res Textures with excellent Shine and Glow effects.

B1 - It haves the Hi-Poly Flaks (***)

The thing is if you get the (A) the texturing is really different and the difference is really noticeable, but low poly Flak Turrets (Low Poly means, FS Retail Flak Turrets):

(***) I never really like the Flak Turrets used in the new Phobos and the new Icelus, The Flak is standing in a big base in the air, this Causes 2 problems:

1- "Here I am Flak", not only it's really noticeable, but you can't probabily not miss it even if you are blind...

2- The Big Real Problem, because of the base, and the Hierarchy that a normal Barrel possess, you have an angle small, where you can shoot any bomb at it in a downside-up angle where the Flak won't be able to defend itself. This gets even worse if you stay or try to fit below, the turret is indefense.
What I really mean, there should not be any space in a turret base, which should be clipeed with no air-space to the Hull Ship, like normal Flak Turrets, that way there is no place where you can't hide from the Flak where you're firing at it.

Because of that I'll choose (A). Maybe someday I'll use TrueSpace 3.2, convert the HTL Hecate to COB, rip the HTL Flak Turrets (Sub Object), and replace it in the Model, so we can get to see some big scary Flak Turrets
I believe it should not be too difficult, but it may be at the same time, considering my Exp at 3D Modeling is 0.

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

When I have time I'll finish downloading TrueSpace 3.2, there is a problem with my ISP and it's working at 21,6 Kb (if 56 Kb wasn't ultra slow, then that's it), plus I was a little sick a few days ago, that's why I don't post).

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

Quote
hey i dl the release, and put back inferno on.....and i'm alittle confuse bout the fz..........i extract teh files from the winRAR....and they come up asinf_3patch.7z.001 001files......do i put them in the inferno file mod or i need to do something else before that???

I know this question would be innevitable:

A - The files inside the *.ZIP are still compressed in 7-zip Format (*.7z), but the 001/002/00x is because it's a Multipart compressed File

B- You need 7-Zip at least v4.28 (current is 4.32) to uncompress the files. It's free and it doesn't contain spyware, available for download at www.7-zip.org

C- Why 7-Zip and not WinRAR. In most cases it compress better than WinRAR, plus it's free.

My favourite question:

Q: Why then, the files are re-compressed again using WinZip (*.Zip Format)?

A: The answer is simply, how many of you know the law that says that any uploaded file needs to not be encrypted or have a low level encryption, in another words the state should be able to easily see what's inside (read it). Plus some characters limits......blabla

The thing is that since they're no gods, they can only check 1 Level of Encryption, otherwise they should be de-encryopting until they reach sub-atomic proportions. That's the job of the *.Zip it allows the check while hiding the real Encrypted File, for me it doesn't really checks anything, it just bother your uploads.....

7-Zip Format is not a "Low Level Encryption Format", main difference with WinRAR is that it uses a lot more of Memory (RAM and CPU) to compress files.
That's why I can't really upload it in 7-Zip Format only, in not in a single file because my ISP is awful (hope they catch this line when it goes throught it's server, probabily they don't even know how to read english anyway)

I would like do that but I can't, if someone want to re-pack all in a RAR file and upload it in some site and post the link here, it would be a lot help...

alright i got the 7-zip working out and put it into the fs2 folder.....and as for the f_shockwaves.pof.........guess i need to get either the low or medium textures.....i wonder why i didn't go through from the vp files.... :confused:
Title: Re: Updating R1
Post by: Shadow0000 on January 08, 2006, 10:18:10 pm
I Re-Upload/updated the INF_3PatchUpdate1.zip, so download it again please:

http://www.fileh.com/Shadow00000/INF_3PatchUpdate1.zip
 
Fixed this in the Shivan Support:

Ships TBL: Add it after the last Shivan Bomber/Fighter, where it should be.

INFShips-shp.tbm: Just removed from here, since now it is in the TBL. Changed to the correct name, not SBS (I don't know what I put that "B") it should be "SS".

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

Thanks Woomeister, the Self-Extranting idea is really OK, but I never go with something like "we use ZIP because it's the most popular format", if no one ever try to teach, then probabily most people will never learn......

I have Norton AV, and it can de-encrypt lot of compression formats, specially ZIP and RAR, but 7-Zip is not near, specially since the encryption is updated from month to month mostly.

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

Depth_Charge: yes, as I say in the 1st Post of this Thread you need, and how to choose I little better:

What you need:
 -Any of the CVS 2005-12-29 (or newer, when released). Forget it, using an older one won't work, that means it's the only one for the moment that will work.
 - All the Main and Normally SCP known mv_xxxxx.vp
 - I would recommend, for the ones who want more quality, that you download the FSPort Hi-Res textures. Since the Shaitan and the Scorpion are used INF, those Hi-Res Textures (maps) are not in the SCP Media VPs.
Quote
- DaBrain's 3D Shockwave, and the f_shockwave.pof and textures
- For the Impact Decals (which crash at most missions), I used the ones in the decal_data.zip. Here at this thread (2nd post), http://www.hard-light.net/forums/index.php/topic,37214.0.html

Two-side Problems (D3D 8 vs OpenGL):

Quote
1 - Super High-End Shockwaves:

D3D: it will drop your framarate to 5 FPS or even less every time a shocwave is created...
OGL: Works OK, if you have a 256 MB Graphic Card, don't drop the FPS

2 - Ambient Light (stars.tbl):

D3D: It's working here ? (mostly the Green and Violent is used in INF).
OGL: Here is way too intesive and masive...

A sun of the desired colour should make the Ambient effect with the right intensitive, otherwise the ambient colour mostlry makes the textures colours all violet or another colour...

3 - Enviroment Mapping (as a consequense, and the Use Alpha...):

D3D: works OK
OGL: you won't get the reflects in the ships, only light is refeclted (-shine textures), but no Background is refelcted for example in the glass of the Cockpits. This effect is very important when you're inside Subspace, but in normal free space it's not critical and somewhat unoticeable

As I say this is most for testing, feel free to give your opinion/feedback/bug report (I don't have really find any noticeable bug...)

Here is the Thread to the Link of DaBrain's Shockwaves:

http://www.hard-light.net/forums/index.php/topic,36983.0.html

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

Excellent, I am going crazy, it seems that I add the Arrow and Trident Interface in the Update 1, well at least now it's true:

What's updated: "so many things that I probabily forget them"

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

The Maps are somewhat boring me, so I check if this was working ok:

(http://i29.photobucket.com/albums/c254/Shadow0000/Vindhyachal-SBeamTiny.jpg)

It isn't really a big deal, specially with the "Beam doesn't pierce Shields", which I always keep activated, it only attacks big ships, it's reload time is long, and it is not really near of dealing the damage a bomb can deal (Specially a Shivan Ultra Bomb, they have almost the same DMG as the Executioner).
A Keres (Infelite) using 2 Rippers, that's more devasting (for Ships that don't use shields, only)....

NOTE: I don't modify any Flag in the ships in the TBL or TBMs, it's the common, normal, and vanilla released Vindhyachal that comes with INF.

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

I think I am going to test 2 Massive things, better try to implement, I don't really find anyone asking it specifically for Inferno, but if I succed in any of the two probabily it would look really good (it's Beam related)
Title: Re: Updating R1
Post by: Woomeister on January 09, 2006, 03:46:02 am
Enviroment Mapping isn't supported in OGL yet, it's best not to use it except in D3D.

Heh it's quite amusing that you have R1 in latest builds but R2 only works correctly in September builds :D
Title: Re: Updating R1
Post by: Shadow0000 on January 09, 2006, 11:45:41 pm
Woomeister, why R2 don't work with newer builds, I mean:

Amazing would be if Inferno R1 (SCP Patch) would be broken in newer CVS Builds, but I also have a clean FSSCP + INF R1 (SCP Patch), and it works OK, I don't catch any problem (yes, without the SCP Patch, it's totally broken).

The only CVS Changes, that I have to do with the Update I released, where with some TBMs, some symbol changes, like "=" for ":", but no others.

What's really amazing, is that I didn't broke it in the process of update (I don't and I can't test LAN and Internet Support, so........I want to believe it still work)

Q: hey, you liar Shadow0000.......

It's funny, but the 1st time, before the release of the update, yes I broke lot of things that I was supposed to update, no it's not that funny it's more like:

:confused::what I broke ?  (then...) 
:mad2: ah...Another bug, I'll find you.... (next...) 
:mad: dammit bug, If I'll known your adress you would be already dead
:shaking: (finally shaking) I promise, someday I'll find you, and I swear I'll have my revenge......

Woomeister, does it happen the same to you with R2 ?

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

$Max decals:
Defines: Maximum number of weapon decals on a ship
Implemented before FS_Open 3.6.5
Syntax: Number, of decals on ship
Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.

Even so I can't stop he bug from happening, specially at mission 13, it's not the Nemesis, it's not the Tanen and definitevely not the Asarte Debris, I don't get what generates 170 Decals so fast, it can't be fighter or bombers, so.....boggus here....., because I limited to 10 the Max Decals of both Ships, and my decals start Generating like crazy until they go to 148 or 178 and then Crash, I believe this limit was going to fix the problem, but not......

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

I'll be able to to change the EA Thrusters to White in the -shp.tmb, But I really can't for 2 reasons:

A- There is no Feature to change the ThrustersGlow
B- I don't have the Primary Thruster Ani sample, the thruster01-01.pcx and thruster01-01a.pcx that are stored internally, so I can't modify them........

Another Failure (I get the 0th place in this, for the moment)

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

"generate icon" generate the HUD Icons for Ancients/Iblis/Diablo, another thing that it didn't really work.

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

Ultra Alpha effect (it's really incompleted), I shouldn't be posting this here really, because it looks pretty bad, at least it's not what I really was trying to do it's near, but it's not exact (Video, AVI, 2,16 MB, Time: a few minutes, even less)

http://www.fileh.com/Shadow00000/PlasmaBeams.avi

F.A.Q (read before start complaining):

Enconded using X-Vid v1.1.0 Beta 2, last version is v1.1.0 Final, at (www.xvid.org), download it at the official page. Also comes with newer versions of K-Lite Codec Pack, v2.67 is the lastest, at (http://www.free-codecs.com/download/K_Lite_Codec_Pack.htm)

Yes, I know, it's beam it not perfectly centered, the Beam Glow should be some meters forward, the Video is totally de-coloured (because of the quality), and finally there is no sound, and finally it's so big that it covers half of the Warlock and the other half, just, hope you're not there in that half.........(anything else, as I say, it Ultra Alpha Prototype, but I can't post an Image, the effect is only appreciated in movement...), this beam should be a able to attack perfectly forward and have both a radius warmup warmdown, FireWait and LifeTime really High, otherwise.......it would be pointless, you should already know this, but the thing is, "if you step in front of a Gigas, you're totally fried".
I use 2 torrents to envelop the Main Beam, but it could be one in a single way....(more like a drill). Aside from that The 1st and 2nd torrent Intersection should be inverted, for example 1st is left Beam in front and the 2nd is right Beam in Front, going front and backwards, simulating the 3D Beam at some point.....
Um....it's the Plasma Beam, but where I see it, I don't really remember, a lot of things comes to be via Anime and via game. Maybe Armored Core (Game), yes I remember Plasma was a lot more innestable than Laser Beams, but it's also more powerfull, but Plasma as always is an Energy Eater. Also it's the Drake Slave Beam from Slayers (Anime Series, and some games).
Now with this I can make those multi-colour rotating beams, where I see it?, a yes G-Darius, I should post a photo of that game (later).

Um...actually the Rotating Beam should be making a increasing energy in the RedBeamGlow that should be increasing in Size in the front of Gigas, like a Charge, and then URed or an UBFRed fires vanishing everything in it's path. But this is really hard, especially since there are........explain later, this post will be too large

I'll try to explain this later, but the Sathanas Subpace Rift isn't really suited to destroy anything as we see in the Sathanas FMV, it doesn't do "damage"...but for a Planet/Star Destroyer it's really OK...
Title: Re: Updating R1
Post by: Wanderer on January 10, 2006, 01:45:30 am
I'll be able to to change the EA Thrusters to White in the -shp.tmb, But I really can't for 2 reasons:

A- There is no Feature to change the ThrustersGlow
B- I don't have the Primary Thruster Ani sample, the thruster01-01.pcx and thruster01-01a.pcx that are stored internally, so I can't modify them........
Primary ani is the same as the retail thruster effect. In most recent builds place <none> to species_defs.tbl if you want ot use only the SCP thrusters (should fix those retail thruster appeareance probs). In ships.tbl there are fields for Thruster Effects (http://www.hard-light.net/wiki/index.php/Ships.tbl#Customized_Thruster_Effects). And from what i understand the Thruster bitmap 1: is the same as ThrustGlows in species_defs.tbl so setting different Thrusterglow is relatively straightforward but the change of the 'retail-like' thrust ani is bit harder to do. See more info from this thread (http://www.hard-light.net/forums/index.php/topic,37620.0.html).
Title: Re: Updating R1
Post by: Woomeister on January 10, 2006, 04:06:17 am
Woomeister, why R2 don't work with newer builds, I mean:

Amazing would be if Inferno R1 (SCP Patch) would be broken in newer CVS Builds, but I also have a clean FSSCP + INF R1 (SCP Patch), and it works OK, I don't catch any problem (yes, without the SCP Patch, it's totally broken).

Because in DEC builds it crashes once you try to load a mission. Though the latest JAN build only constantly crashes with mission 2, though the debug build won't load any mission. I get this message using a debug build:
(http://inferno.hard-light.net/debug.jpg)
This is supposed to signify a memory overwrite error or something on those lines. This doesn't happen with my last Direct sound CVS build in September so we're using that build for now. Of course the species_defs won't work in newer builds and our difficulty table is replaced by the new ai_profiles table, so the mod won't work on recent cvs builds.

Title: Re: Updating R1
Post by: Psychonaut on January 10, 2006, 11:36:42 am
What i couldn´t see were the fighter shockwaves. But that´s not an inferno problem. It´s something with the newer scp-builds. I´ve tried several times till i found the solution.
All you have to do is to specify the shockwave count. So it looks like this:

$Name: GTF Cyone
           +nocreate
$Shockwave Speed: 85.0
$Shockwave Count: 1
$Shockwave Model:  f_shockwave.pof


That´s courious, because before you only had to set the shockwave speed and the system automatically produces one shockwave. You only had to enter the shockwave count if you wanted to see more than one shockwave.
Now i have to edit every mod-ship tbl or tbm by hand  :rolleyes:
Title: Re: Updating R1
Post by: Shadow0000 on January 10, 2006, 10:33:14 pm
Psychonaut:

Thanks, that must be the solution:

A- Missiles f_shockwaves works OK, I see in the Shocker and others without the Shockwave Count

B- Yes, that's the solution for Ships, the Shockwave Count 1, as I say before, when I start doing the update the f_shockwaves work OK, they were there after the Ship explode, however it seems that as I advanced in the Update also I advanced with newer CVS Builds, and there the Shockwaves vanish.......

I don't want to get happy until I test it, but I think it should work, thanks, Psychonaut

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

Wanderer, I was using the Customized Thruster Effects already from that DOC, what I mean is, for standard drive and AfterBurner:

ThrustersAni:
Bitmap 1/1a: Glows as seen from Rear
Bitmap 2/2a: The cone, the one that uses Lenght, missing without the Species_def in newer CVS Builds
Bitmap 3/3a: Glows as seen from front

ThrustersGlows: No feature.................at least not present in the DOC

Thanks for the Thread Wanderer, I see if I find something

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

BIG Thread: Um....i would really like to do a SHIP.TBM changing the ARMOR types, however without an Armor.TBL with some examples I can't do a thing. I am not too sure, but having different and stronger Armor would prevent specially INF Ultra Super Capitals from having HIT POINTS: 99999999999999999999999999999999999

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

I test the Chimera Gun Points and Missile Points, and it's okay as there are, so I won't change any...

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

Well....again: "maps are boring me", to the important now, I am re-checking Dockpoints and Dock Paths, I see there are lot of ships without DockPoints (big ships) and Dock Paths (of course), I'll add to the ships that don't have any DockPath and....but the problem is this

(http://i29.photobucket.com/albums/c254/Shadow0000/JotunProblem.jpg)

When the Support Ship dock the Jotun, won't the Turrets try to fire at the enemy and of course "bye bye, support", I don't test this, but I don't need much imagination to see what could happen.
With the Vindhyachal it somehow would be same, but the Beam turret Firepoint shoot truly forward from the Turret location, so the Support Ship should be safe (I hope...)

Other the Self-Destruct dock of the SOC Orc, in the FS1 Retail Ships, the dock of the Shaitan was something like that, even if the ship doesn't just collide until self-destruct, it will dock weird..

Won't it be best if the Support ship dock by one of the flat sides, there is lot of place there.....

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

Oh.....G-Darius section, there are games or series that will inspire anybody probabily more than this game, but the inspiring thing is that the gameplay of G-Darius is excellent, effects/collisions everything......(like in many games, you just need to pay attention)

(http://i29.photobucket.com/albums/c254/Shadow0000/QueenFossilBeam.jpg)

Queen Fossil Main Beams, do you see the Small Particles around the beam, I didn't catch that until now, another interesting effect.

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

Another good one, believe me I want to do this even before see the idea in G-Darius:

(http://i29.photobucket.com/albums/c254/Shadow0000/WeaponCharge1.jpg)

(http://i29.photobucket.com/albums/c254/Shadow0000/WeaponCharge2.jpg)

That's a Charged Primary, I would be really happy to see that kind of feature in FS2, I mean, weapons like with a Flag "Charge", with Charge Time, that consumed a lot (or all) of the Power Output of the the Ship, and then Fire another really more powerful version of the shoot, for example a Beam (it would be like a Weapon Replacement, like a summon/call to another entry in the Weapon.TBL, diferent everything, not only damage)

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

Read the image (it's self explanatory, and it's at it happens it should happen in reality, [no Beam over Beam]):

(http://i29.photobucket.com/albums/c254/Shadow0000/BeamCollisions.jpg)

(......Far away dream.....). As anyone can appreciate trhough all those pictures G-Darius maybe a little old, but it haves everything and more Beam Glows, Beam Particles (while charging), Beam torrent Lighting/particle, Beam Collision (this make this game almost unique), and the Primary Charge. And I only take that from the Opening and 1st Stage.......the Increadible thing is how the Gameplay is so advanced, I mean, it's an Arcade game (there is another thing/Image that I don't post that makes it even more exact than FS2, but I won't make this longer........for now)

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

Aside from that, my Main purpose with the Beam either Lightining/Plasma/Section Particles, is to give some life to the Beam, I add colours to the Beam Sections, but even so....it's still like

Section 1: Beam Core: White Line/Another Colour (Static)
Section 2: Main Pure Colour: Blue/Yellow/Red/etc (Static)
Section 3: Light Section 2 Colour: Blue/Yellow/Red/etc (static)

That's what I mean, it's just and "static line" line, like saying hey, "you know, I won't hurt if you give some life, so I can be appreciated more". The "Flicker" just move (flicker) the static line, but it's still a Static Line, it doesn't change what it is......The important thing is not the Quality, but the Form change/rotation and the Movement in specially in 4th/5th Section, it's like you can say "incredible, for once, I can see the Beam flow", with the actual there isn't any real flow, way too static

I have seen, and also missed, lot of this things through Game and Anime Series mostly, however if I see a normal/real life Laser, yes it's like FS2, so it's normal the effects are still like that......

--------------------------------------------
Title: Re: Updating R1
Post by: Shadow0000 on January 14, 2006, 11:34:28 pm
Update (again)

Double-Post (sorry, I hope I won't go the prison for this), It's in a different file, because I want to make sure I didn't brake the balance changing the Hell Storm X, it needs some testing in Mission 14 (thanks), read below for specifications about that change:

[LINK REMOVED, THIS PATCH IS ALREADY IMPLEMENTED]

-------------------- OLD History Section here (it means you can get really bored reading, but remember: it's not my job to entertain people) --------------------

I was thinking of use the $Arm Distance: for the FireStorm other missiles are really OK, but if you accidentally keep pressed the Secondary fire key, then magic, "Suicide" (and even in Very easy), not only that, but you go to hell with your own squadron, also Assigning the Dinky Shockwave with it's Low Damage.

The Hall of Failure: (Whoa...I think I'll make this place my home), there is no way I can set the Dinky Shockwave & Damage for Sub-Munnitions, since the delay of the explosion is 0, I mean it would be, "if FireStorm Fail, you Fail too", but Sub-Munnition are not intelegent enough to understand that......it will remain the same

I think we should start using +Attenuation: For Beams, I am not too sure about this, I mean not from start of the Beam (Total Damage) to the End of the Beam (0 Damage), I mean, yes, but in space, energy doesn't really lost massively, after all there is no atmosphere that weaken or consume the surface of the Beam. As I said before with the Armor.tbl, it's hard to choose right.......but yes I think it's not the Same to being hitted by the URed from 10m (instant death) than from 25000m, so it's bothering me...., somewhat this should somewhat make Weaker Beams have a more near Damage of a Big Beam, for Example a BFBlue/BFSilv, having a damage more of a SBFRed if hits from a few meters, that would mean that I would need to increase the Damage of all Beams in order to equilabrate the Damage Attenuation, after is like represent the +ShrinkFactor with lessen Damage...

One of the other problems, are the Beam max range 30000m is not the real range where a Beam should dissapear in Space, the problem is that Beam travels automatically to the Hit Point, that kills the Head of the Beam, plus if there is a way to make Collision Between Beam, beams should have a Travel Speed:, otherwise there is no point to really make a collision

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

Ah...this is a good one, was bothering me since I really catch the Hell Storm X wasn't a Multi-Warhead Missile (Spawn "",x) Flag, but was a $Swarm:, it's because of the GTVA commentary, damn, do the GTVA is always wrong...I am starting to feel something like go Gigas kill everyone.....

To the real Point, The Hell Storm X is a Swarm Capital Bomb, now we have 3 Swarm in Normal Fire-Mode, and 6 in Dual-Fire Mode. Now, how many have noticed that the Hell Storm X comes all togheter, I mean, if you are going to make bomb after bomb, then why the Hell don't you make a single bomb that has the power of six...

The Point is, if you destroy one, normally the others are destroyed by the Hell Storm X Damage which as being a Capital Bomb is big, enough to destroy another of the same Type, so there should be a like a machine-gun or a vulcan-cannon, one after the other (but not the same axis) having enough range between them so if one is destroyed, you don't lost all of the launched ordenace,

This can be done using the $Swarm Wait:, which have to be really accurate, the range needs to be exact, otherwise a distance too big between missiles could seems like it's another ordenance while it's still the same.........

Using the "Cycle" flag which Cycle through Firing Points, I'll make the line Axis be different, not much, but enough to not be one after another...better, using a "Corkscrew" Flag would be intereting, with Fire Delay, yes, I can Imagine it, a proud name for missile called "Hell Storm" (X), all twisting, rotating, like evading all of your shots, and saying "What?, do I move too much, you are missing me, you need to practice more, good luck next time, boom!!!", rotatory axis in a slow missile, umm....hope you like to aim...and you aim really good....

This sometimes get even worse, when the 1st Hell Storm X explodes, destroying the ones that come a litte behind, this don't bother now, because there is no $Shockwave Damage, and $Shockwave Damage Type:, but I am sure if those would be used, the damage would be lessen a lot...

This isn't as worse of what happen with some Ships, I think it's the Bahka or other, where you would fire a Bomb that has a fixed speed of 75, then if you where going to 90 with AfterArburner and Launch it, boom, it automatically collides with you.....

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

WHAT'S UPDATED:

- mostly fixing Dockpoints and Paths (Well, I learn about the SCP existence in October, I don't have enough time to learn everything of the changes since the retail anyways...):

OrcTer: Fixed the wrong Dock that was intersected in the Hull of the Orc, it seems someone leave a "-" symbol
Add Dock to: Alcyone (new), Akrotiri (new), Androgeos, Ehreos, Gigas (new), Phobos Advanced, Pyrgos (***), Sai (**), ShivNode1, ShivWorm, Vinaashak, Cairo Extension, Iblis, Hara (Pandy), VasFR01-INF, SSD Lucifer, and AFighterNew (It lack of subsystems/Gun-Missile Points/Etc., I don't add it because, I think it's a little umcompleted in the Desing, compared to the others Ancient Models)

(new) : means the Models that comes with INF SCP Patch, Old models will be probabily long forgotten (by me, at least)

***Primary-wep.tbm:

 - Mostly Turret Laser Lenght, and specially Laser Head & Tail Radius are the equal, since the Bitmaps is already like a head and Tail there is no need to simulate it (it was looking deformed, I change it). I check this in the TBM that comes in the Media v3.6.7 Update 3, that was I didn't add it before to the TBM....
 - Corrected te Firestorm Range to 840m (why I wrote 2400m anyways?)


***Secondary-web.tbm:
 - Added, the FLARE bitmap, a Yellow emp_shockwave to the EMP Advance which was laking the difference between hey "I don't do damage, I sabotage subsystem momentarly", still, I just changed the Colour, A EMP Shockwave would need Lightining generating almost from it's center and spreading as second passing by to the end of the Shockwave, so it's need an EFF/DDS, it means a lot of work, like Lightnimg Arms or Forks (as sometimes can be appreciated, specially when Lightining travel sky-to-sky without ending hitting the earth itself). Why I added it Yellow, just to Difference, usually (not really) Lightining can be seen as Light Violet, I mean more like a Plasma Storm, but I don't add it Violet, because Plasma in Lightining form could do both EMP and Damage (imagine it's a very concentrated lightining)
 - Added the "Intelligent" (just, a different) Hell Storm X (better No Dumb, Hell Storm X)
 - Added the w_shockwave, Blue Version of the F, since Ship explosion is Red, then Shockwave is Red, I changed this, beceuase when you kill a Ship using a Shocker or Stinger the Explosion meshes and you reallly ask "Do the f_shockwave is working correctly"....., Bomb EFF Shockwaves are in Blue Colour, so...same colour
 - Set the Pandy's (Hara, why it's Pandy ?) to and Pyrgos's Mass to 50,000,000 (the Gigas has 32,000,000, so it's Okay), otherwise you would see a Sathanas colliding the Pyrgos, and the Pyrgos would move, now it should remaing still when it's collided

***Ships.tbl:

- (Transmission Start) Alpha 1: Commander?, we have deviced a SJ Signature, confirmed, AI Signature. (Transmission End) [AI Pyrgos, on station]

***Weapon.Tbl:

- Removed the $Swarm: 3 of the Hell Storm X for Swarm/Corkscrew compatibility issues, no, placing a $Swarm: 0 in the TBM doesn't fix the compatibility, I have no other Choice

WARNING: at Mission 14, is probabily you need to work harder against the Hell Storm X, I removed the Dumb Chain Explosion, where you destroy one (the 1st mostly) of the Hell Storm X and all the other near explode, I can't believe Earth wasted so many resources, so now it's a more "intellegent bomb" in every possible way, better check yourself and say me

INFShips-shp.tbm:

- f_shockwave.pof fix, by setting the Shockwave Count to 1 (it seems that in newer CVS Default Count is 0 if it's not Shockwave.pof). Special thanks to Psychonaut.....
- Raised the SI Hara from 10,000,000 to 20,000,000 (the same as the Pyrgos) it have more HP and Armor than the Gigas, that's an Installation, as I say "Armor", so.......the Armor.tbl it's still chasing me in my mind....

(**) Not like with the Orc I tried to do a Random or Proximity Dock, I added 2 Docks to have some Simetry, so:


***Does the Sai Docks are right, or wrong ?

The Orc Docks:

Number of Docks: 2
Spline per Docks: 1
Dock01-01
Dock02-01

The Sai Docks:

Number of Docks: 1
Spline per Docks: 2
Dock01-01
Dock01-02
Refenced the Spline to each Path, one is 22 and the other is 23

I believe this means if the Ship is Directed to Dock01, the ship will choose the nearest one, or something like that, Hope I didn't brake something. I can assure this is the exact difference but I don't wanted 2 Docks, I mean if not 1 then why 2 it could be 3/4/5/6 or whateaver have some place left......(Do is this how the the BSG Dock were Made?, I mean an Area common Dock with Multiple Points, and then Another Docks with Multiple points, or do those are thousands of single Docks?)

(***) The AI Pyrgos leaves the imagination to anything:

A- Havin lot of Dockpoints Outside (like a bee) and Inside for a Full Fleet of Ancients Ships, (like the BSG Base Star)
B- Having the Core Inside (like the Karnak)
C- Lot of AAA Beams and Flak (even FighterBays) inside to protect the Core (Use the force Lucke, not, you should need more than that)
D- I see there is a way to make Turret Animated, but isn't there a way to make a Fighter Bay Door Animated ??, and be able broke like the Engines, like it slide (not rotate), the problem is that the Pyrgos is so big that it could hold a SD, however the entrance is really small conpared to the Storage. The point is, it's so big it could even have a Fighter Bay for Cruiser/Destroyer and even a few SD (depending on size), but there needs to be an alternative way of enter, one bigger, but that normally reaming closed, until the Fleet launches and then the door open then close...blablabla, If there were so many Missions that were just used for the Sol Gate, I think there should be at least the same for the Pyrgos, it can hide a whole planet inside, well...a fleet, OK...I mean, it's so big inside, you can make a real fight or a mission in that place (remembers me to one of the Final mission in Ace Combat 3).
The Fighters Bay could be a Path Outside-Inside, of course the Poly COunt of a thing like that could be massive, but it would make sense, the Ship come from the Hangar Inside (Hangar...with that Space you can anyone can build a small City), the point is, like the Karnak with Multiple ways inside, but using the FighterBays, though it should be closed until someone destroy it...or until it opens momentarly. I think even when this ship is abandoned by Ancients it should have an IA sleeping mechanism, the Lucifer have one in Derelict, so why not...?
 
(****) Finally, some Docks in some Ships specific ships (...SJ Sathanas...), are placed in a place that is somewhat hidden and covered, however if you try to Dock another SuperCapital or anything, it will probabily collide until one or the other explode. So, this compatibility Issue can't be fixed until someone test all the possible combinations, and report what of the 2 ships is the one with DockPoint (NOTE: I am not "Someone", I am "Shadow0000", thanks, I also rarely do a Mission with Docked Capital or SuperCapital ships)

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

What's would be updated next probabily:

The Ships POF Name, to the Ship Name, it makes finiding a Ship in a POF Editor really harder, different names really bother, but for the moment being I leave they like that, I mean, the respect I feel for it's creator stop me for changing the names (anyways why the Hara, is called Pandy, Pandy doesn't seem a Shivan name anyways, neither Zodiac, neither Angelic, neither Demon).

It's not like INF uses only 10 Ships, it's really confusing to search all ships.....

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

The Ehreos's Side Flaks problem is still there, the problem is not the Z Axis, but that the Turrets look to it, to be OK, it should be, Turret looking to X Axis, and also set at X Axis. (Modifiying the Z Axis in the TBM correct the problem)

I just don't bother really adding a Good Tech Title, Description, and Anims (repited ones) for the Shivan or Ancient Weapons, I hope this doesn't brake anything, of course if some add a flag like "in_tech_database", but I don't want to invent a description for Shivan/Ancients Weapons, and with the Anim Limit problem, it's like, "remain like that, no one will know" or "so be it"......
Title: Re: Updating R1
Post by: Starks on January 15, 2006, 02:59:16 pm
This thread is too confusing... What do I download if I want everything...

Why is everything broken up? Can someone make one big zip file?
Title: Re: Updating R1
Post by: Shadow0000 on January 15, 2006, 08:59:37 pm
Quote
This thread is too confusing... What do I download if I want everything...

Why is everything broken up? Can someone make one big zip file?

Read the 1st Post of this Thread (it's an easy challenge, more than something confuse). As I wrote above, I recall I am not "someone", I am "Shadow0000", I have an Dial-Up Connection that works wrongly at 21,6 Kbps (it should be 56 Kbps, but it's not). So, even when I want to do a Big File I can't, try to understand me, then I'll understand you,  (there is no one more than myself that can help me with that problem, so...), there are other people that already download and apply the Update succesfully...

You need the "MAIN RELEASE", and over that apply (overwrite) with the "Update Nº1", and after it, apply (overwrite) with the "Update Nº2"...

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

Old Screenshot, Section Here (yes, I am bored):

The Basic Idea for the Gigas charging effect, it didn't work,  a group of beams is going forward while the other goes backwards:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0219.jpg)

The Old Plasma Beam effect:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0226.jpg)

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

The Pyrgos, an AI over Super Juggernaut Class:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0244.jpg)

Size Comparison:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0246.jpg)

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0247.jpg)

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0248.jpg)

The Warlock Entering the SD/SC bay:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0249.jpg)

(http://i29.photobucket.com/albums/c254/Shadow0000/screen9999.jpg)

Get out of there, is gonna blow with all us inside:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0296.jpg)

The Gigas......:

(http://i29.photobucket.com/albums/c254/Shadow0000/screen0295.jpg)
Title: Re: Updating R1
Post by: Woomeister on January 16, 2006, 03:53:15 am
the Sathanas Subpace Rift isn't really suited to destroy anything as we see in the Sathanas FMV, it doesn't do "damage"...but for a Planet/Star Destroyer it's really OK...

Oh that's because in FS Open a beam won't render past 30km and the damage doesn't get applied if the target is further out than 30km from the turret. We had to develop a work around for the current release versions.
If the target is within the play area, the subspace effect should hit it and destroy it.
Title: Re: Updating R1
Post by: mr.WHO on January 16, 2006, 09:05:43 am
OMFG  :eek:  I feel soooooo smaaaaaaall.

Nec Hercules contra plures, or should I say nec Alpha 1 contra Giantus Instalationus  :D

BTW Woo Does this AI is a part of you Ancients pack?
Title: Re: Updating R1
Post by: Woomeister on January 16, 2006, 11:05:16 am
The Pyrgos? no it isn't.
Title: Re: Updating R1
Post by: Murderous Species on January 16, 2006, 02:59:36 pm
How do you destroy that? It appears stronger than a Gargant!
Title: Re: Updating R1
Post by: Woomeister on January 16, 2006, 05:23:02 pm
You don't destroy it, that's why it has no debris.

It would destroy all fighters in the area if it did go boom anyway.
Title: Re: Updating R1
Post by: Shadow0000 on January 17, 2006, 06:01:24 pm
Woomeister:

Yes, I know the problem, I am still experimenting with it

This is what I catch using my eyes and Logic, from the Sathanas SubSpace Rift:

Why not a Beam, to destroy a Sun (the explanation why Shivan uses it)

A - It's not a Beam, a beam usually a Laser or Plasma type, what do you think that of extinguish fire using fire ??. Remember Sun is mostly a Hi-Level concentration of Plasma, yes it can be done, but you would need an energy and heat superior to Sun's Energy itself, in order to make it unstable. (this would lead to Debris and Break appart)

The easy way:

Collapsing a Star (and it's core): How many of you know or can recall how a Sun Collapses, it's so simple that I can't believe a SuperNova can make that massive energy surge...

A - Stars is mostly (90%+), composed of Hydrogen, with the past of thousands (maybe millions) of years, the structure becomes to change, the Hydrogen start turning into Helium, when all of the Hydrogen particles becomes Helium, the Star becomes unstable, blabla, by the thousands of nuclear explosions, the sun becomes unstable, and then "magic", you got a Nova or SuperNova (depends on the Sun size, usually the larger it is the more possibilities of SuperNova chances it haves). Nova is a partial Star collapse, a halved SuperNova, while SuperNova is a full collapse.

In another meanings, I think the Shivans used a SubSpace weapon in order to Transport materia, to eaither the Star's Core or a Planet's Core, the weak, but ultra covered part of planet or star.

So, Why to bother destroying something that is destined to be self-destructed, they only accelerated the proccess that take incountable years, even so the materia needed could be massive (70+ Sathanas do the work).
Think of it like a Virus that changes the Structure of it victim (a Human), from it's inside to the outside, why bothering attacking the outside where is protected, if you can attack it weak inside, spreading more and more, until the victim structure changes, and collapse............

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

I guarantee that's how it works, but well.....is less fantasied and more logic than a Beam, or SubSpace Rift. If it would have been a SubSpace Rift, do a Star would have slowly do a natural accelerated collapse ?, or would just be scuked and lost in somepoint in the SubSpace.........
Title: Re: Updating R1
Post by: SadisticSid on January 17, 2006, 06:51:50 pm
Large scale subspace weapons don't suck the star into oblivion or anything. One explanation is that they alter the gravitational field of an enormous object; in a star's case, either inhibiting nuclear fusion or collapsing the star inwards until it detonates in supernova. The same technique can cause planets to collapse inwards unnaturally until the strain on matter shatters molecular bonds, causing a massive explosion. It's also the reason why subspace weapons are totally ineffective on almost every feasible artificial construct - ships and space stations don't have nearly enough mass to be affected by it.

Another explanation is that they cause a partial resonation of an object which causes it to enter subspace momentarily, or at least start to. The transition back to normal space (which occurs because the object can't enter subspace completely - it has no subspace drive) is extremely violent, ripping it apart.
Title: Re: Updating R1
Post by: Shadow0000 on January 17, 2006, 07:26:16 pm
Quote
Large scale subspace weapons don't suck the star into oblivion or anything. One explanation is that they alter the gravitational field of an enormous object; in a star's case, either inhibiting nuclear fusion or collapsing the star inwards until it detonates in supernova. The same technique can cause planets to collapse inwards unnaturally until the strain on matter shatters molecular bonds, causing a massive explosion. It's also the reason why subspace weapons are totally ineffective on almost every feasible artificial construct - ships and space stations don't have nearly enough mass to be affected by it.

Seems better than the 2nd, logically

Quote
Another explanation is that they cause a partial resonation of an object which causes it to enter subspace momentarily, or at least start to. The transition back to normal space (which occurs because the object can't enter subspace completely - it has no subspace drive) is extremely violent, ripping it apart.

There is no rip apart, the star collapses........and that means that the quantity of energy needed to make the a star collapse that way, will be higher or lower depending on the star size........

The energy would be so massive, that I believe it would be less energy consuming doing an Anti-Matter weapon, not only that but the problem with Anti-Matter is that you need to know what Matter are attacking in order to produce an Anti-Matter, maybe against Ship it would be useless, since they're composed of multiple kind of elements, but a Star, it's mostly Hydrogen (or Helium, depends on it's ages). When anti-matter and matter collides,  they convert into pure energy.............

I think an anti-matter weapon was nearly impossible, but seeing the SubSpace Rift it makes me feel like it's as simple as a flamethrower..........

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

Another one (not from me):

Quote
A subspace rift is a type of subspace anomaly that forms when a region of space where the fabric itself is weakened is subjected to high levels of warp energy. Until 2370, the existence of a subspace rift was entirely theoretical and dismissed by the Federation Science Council until it was proven at the cost of a scientist's life.

When a subspace rift forms, tetryon radiation levels in the vicinity increase rapidly and the high-energy distortion waves produced by such a rift have deleterious effects on a starship's shields and prolonged exposure to the waves will result in a catastrophic hull failure. Warp drive is rendered useless due to the dangerous effects of its use within a rift - using warp drive within a subspace rift can not only inflict heavy damage on a starship but it can also expand the rift further. However, it is possible to travel at super-light speeds within a subspace rift if a starship's warp engines are saturated, engaged and disengaged before entering a rift. Taking such action will neither inflict heavy damage on a ship nor expand the rift further.

The Enterprise-D encountered the first subspace rift formation in 2370 on a rescue mission to recover the USS Fleming in the Hekaras Corridor after Hekaran scientist Serova caused a warp core breach on her ship to prove her theories about subspace rift formation. (TNG: "Force of Nature")

This is what I mean: (in the my question, won't a rift is do this?)

Quote
In the video game Star Trek: Invasion, it was discovered that before the invasion of the Klingon homeworld by the Hur'q, a powerful fleet of the Hur'q was sealed in a subspace rift. The rift was reopened in an attempt to have the Hur'q rule once again in 2375, but their plot was foiled by the USS Typhon.

A seal, like sending someone to another dimention, but even when it can, it doesn't need to destroy the bombarded ship...........

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

Anyone can check this page:

http://personal.davidtulga.com/sct.htm

Maybe it's not a Subspace Rift, but stay momentarly between 2 planes (like the SD Lucifer), some other deeper plane then comes back to the Normal Space, like that Violent Zone, if something a part of something would be exposed to that kind of space it would collapse in a few moments, but a Warp Drive to a kind of Space that deep would need to be really powerful...........(70+ Sathanas are powerful ????, well, may not be too much for Alpha 1, but for Space I don't know)

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

Quote
You don't destroy it, that's why it has no debris.

True it has no Debris, but if Shivans can "destroy" (collapse) a star, then why not?, it a million time smaller.

Quote
It would destroy all fighters in the area if it did go boom anyway.

A - The Vindhyachal would survive if it's far away (not close to it)

B - I hate this, why explosion is set by size?. I hate that philosophy "Everything explode", people explode, trees explode.........

A explosion range and intensity must be set by the Fusion of a Ship's Energy Core (and carried Weapons), it means size is nothing, since the Pyrgos has no Core and Weapons (for now....) it doesn't have any Shockwave, only a explosion. In another way of say it, the Power Output and recharge and weapons damage and ammunition, should determine the size of it's Shockwave

In any case, Gigas's explosion, would make a explosion enough to kill everything on Moon's surface..........
Title: Re: Updating R1
Post by: Spicious on January 17, 2006, 11:50:31 pm
The easy way:

Collapsing a Star (and it's core): How many of you know or can recall how a Sun Collapses, it's so simple that I can't believe a SuperNova can make that massive energy surge...

A - Stars is mostly (90%+), composed of Hydrogen, with the past of thousands (maybe millions) of years, the structure becomes to change, the Hydrogen start turning into Helium, when all of the Hydrogen particles becomes Helium, the Star becomes unstable, blabla, by the thousands of nuclear explosions, the sun becomes unstable, and then "magic", you got a Nova or SuperNova (depends on the Sun size, usually the larger it is the more possibilities of SuperNova chances it haves). Nova is a partial Star collapse, a halved SuperNova, while SuperNova is a full collapse.
Supernovae are caused by magic? :wtf:
A nova is a halved supernova? :wtf:

I think you should try reading this (http://en.wikipedia.org/wiki/Stellar_evolution) before continuing.
Title: Re: Updating R1
Post by: SadisticSid on January 18, 2006, 05:45:13 am
Seems better than the 2nd, logically

Quote
Quote
Another explanation is that they cause a partial resonation of an object which causes it to enter subspace momentarily, or at least start to. The transition back to normal space (which occurs because the object can't enter subspace completely - it has no subspace drive) is extremely violent, ripping it apart.

There is no rip apart, the star collapses........and that means that the quantity of energy needed to make the a star collapse that way, will be higher or lower depending on the star size........

I was talking about planet-scale objects being ripped apart there by the violent transition from subspace to real space. I like the first theory though - and that's the one we'll probably use in our canon, if at all.
Title: Re: Updating R1
Post by: starfox on January 18, 2006, 12:25:37 pm
I don't really get how to install all the updates....
 :confused:

I really want to try this out, so could someone familiar with 7z-format give a little more advice, please ?
Title: Re: Updating R1
Post by: Depth_Charge on January 18, 2006, 04:55:34 pm
hey one question guys....ok i dl the new patch and something happen.....the 3rd mission when trying getting the station back or hq.....but anyways... the Independence starts firing on friendly fighters and the transport ship trying to capture the station but... they all ended up dead.....so any suggestions or ideas???
Title: Re: Updating R1
Post by: Shadow0000 on January 18, 2006, 09:19:06 pm
Quote
Supernovae are caused by magic?

It's a joke, you don't ever hear something like 2 guys talking:

A: .....But What caused this ?
B: I don't know, maybe "Magic" ?
A: Liar, "Magic" doesn't exist ?
B: That's because scientist still don't discover it......
A: (Ironic face) Yeah sure, what you say........

It's used as "I don't know" just to hide ignorance..........

Quote
A nova is a halved supernova?

My Question: A Juggernaut is a smaller version of a SuperJuggernaut ???

My Answer:

Quote
Nova and Supernova, two kind of explosives phenoma happens in some start. A Nova is a Star which increases enormously his glow in a sudden form and after decreases it's glow slowly, but can continous to exist some time. A SuperNova shows the same behavior, but the explosion destroy or change (***) in a deeper form the star. The SuperNovas are more rare than the Novas, that can be frequentely seen in Space photographics

(***) It's mean it's a severe, probabily core related, the thing is that it becomes unstable........(a change in the composition of a Star, is like Cancer it humans)

 Maybe Nova doesn't really make an exact explosion, but makes a Heat increase process, it's glow becomes it's stronger, and any sorround thing around it is vaporized.........it's a halved SuperNova
 

To tell you in a inexact way, a fictional example, the Imagine having a Nuclear Core, the Core becomes unstable and explode in one massive energy surge. Depending on how much is the Size of that Core, the Fusion will destroy (consume) all of the Core (the Star), this is more like a SuperNova, while a Nova will remain Debris, a part of it seems to be left unactive...........in other words the Star doesn't explode with it's maximum force......

I know how a SuperNova happens in theory, yes a Nova it's that (and a UltraNova it's fictional, I don't known if it is possible). Talking about SubSpace is even worse than talking about Anti-matter, Anti-matter only works if you know the exact matter XXXXXX to be attacked with Anti-Matter XXXXXX, in any case a Ship could change the composition of it's energy Shield and probabily by ignored by the Anti-Matter passing by (a Planet or a Star can't change it).........in real world Anti-Matter has been discovered (and already produced), while SubSpace is still 100% fictional or theorical.

Technically a Big Crunch effect could be possible, that's far away from every possible thing for even UltraNova, Anti-Matter, and SubSpace. However, the concept seems really simple.......

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

Quote
I was talking about planet-scale objects being ripped apart there by the violent transition from subspace to real space. I like the first theory though - and that's the one we'll probably use in our canon, if at all.

1st seems locagical:

70 Sathanas star pulling part of the Star slowly into SubSpace......has the Sathanas start to go away, only 4 remain, and the intensity of the Rift start fading, that automatically pulls the Star back to Normal Space, making it collapsing in Normal Space, and not SubSpace......

In any of both of those theories, the SubSpace Rift could be useless, the Star becomes unstable because it doesn't have a Warp Drive, so if you attack a Ship, it only has to go through it, in the worst problem, you would loose that Ship in current Mission. The Ship wouldn't go back to Normal Space and be safe, and even maybe could do a nano-jump.

That should be true.......that's what I wrote, "maybe it's not a SubSpace Rift, but something to a deeper Space, like the Violent Zone", if that would be true, then the Warp Drive doesn't matter, it would be destroyed....

By the number of Sathanas used in Sathanas to destroy Capella's Star, I bet that kind of weapon has a re-charge time really big......but considering the Gigas, it could be possible to fire at a moderate rate.........

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

Quote
hey one question guys....ok i dl the new patch and something happen.....the 3rd mission when trying getting the station back or hq.....but anyways... the Independence starts firing on friendly fighters and the transport ship trying to capture the station but... they all ended up dead.....so any suggestions or ideas???

I am sorry, I'll check, but I bet it was working OK...........until a change something I don't notice..............

Quote
I don't really get how to install all the updates....


I really want to try this out, so could someone familiar with 7z-format give a little more advice, please ?

My connection is back to 44 Kb, so maybe I can do it........but I am creating planets for S:AH, and my Vinaashak Mission, um.....if coordinate limit is extended I can make a mission with a 3D Mars, and Shivans attacking from every single side, with a HyperSpeed Jump in order to rapidly defend every face......the goal is that you can't, so you have to think.............a Mission like this would really need an INFERNO BUILD.......

I am working on this here, sorry I am still learning (we all are, but I mean I am new at this):

http://www.hard-light.net/forums/index.php/topic,37721.0.html

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

Stellar evolotion, I prefer to ignore that for now, let's just do planet's, moons, asteroids, comets and stars.

Actually a Quasar would be look really good, but it's really complex, it's somewhat a White Dwarf and a Black Hole, it's just a Sphere, with a 3D Shockwave that rotates to simulate the whirpool effect.

But Quasar would be a lot more complex, they just like Four (or just one big shockwave texture), that goes inwards and outwards like four whirpools, I don't really wan't to think about this, it's too complex.......

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

Here is the damn explanation, you can consider it "my stellar evolution", because Wiki Pedia say things by 1/4 making a really confusion, it so easy to understand that you can teach your pet...

(http://i29.photobucket.com/albums/c254/Shadow0000/StellarEvolution.jpg)

Title: Re: Updating R1
Post by: Depth_Charge on January 19, 2006, 08:50:55 am
hey not a problem....i'm just givin you a heads you. i'll continue to find if theirs any other problems with the new patch along the campaign

[ Edit ] - ok i don't know where to find this problem but i'm on the mission when the SSD Diablo first appear.....ok the entire blockaid begins to fire each other including the shivans ships as well...when they come out.......if i can help you guys where to find the source, but i don't know how......never good at these stuff.....but again i'm giving you a heads up what i'm seeing
Title: Re: Updating R1
Post by: Shadow0000 on January 19, 2006, 11:23:52 pm
Quote
each other

What's "each other", do you mean, they are all Hostiles to every Ship, I mean they attack the next Ship to them ?

I'll test it, I am sorry, if I brake that, I don't really now how (yes....it would be a IA FRED2 Problem.....)

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

Quote
hey not a problem....i'm just givin you a heads you

Don't worry, it's really OK, your question make myself not go offtopic, and it's good to try to understand things a little...

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

I am bored so.............EXAMPLE of FS2:

NOVA: a Heating Up in a Star, the SuperNova SEXP that why see at Capella Mission, everything starts to go White, until we are Vaporized

SuperNova: the one in the Sathanas SubSpace Rift FMV, it's a explosion

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

Here is the explanation, I enjoy writing and translating this, so don't offend......a maybe wrote a little ironic because of some ironic in FS2 phenomenas:

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

(http://i29.photobucket.com/albums/c254/Shadow0000/StellarEvolution.jpg)

My source (before calling "Magic") Explanation of the Stellar evolution Picture, for everyone's reference (I am included.......):

When Interstellar Gas and Dust of a Nebulae are condensed (1), a ProtoStar is created, which emits streams of materia (A). This continues to condensate by gravity at the same time it's heating up. When the temperature of the Core of the ProtoStar reachs 10 Million degrees (10,000,000), a series of Nuclear reactions starts (2), and a new star is created. Later, the bark of the star suffers an expansion that follows of heating up at the same time (3), which gives place to the formation of a Red Giant, of Diameter between 10 and 100 times the Sun (B). The evolution of the Red Giant depends on it's mass. If it is less than 1,4 times the Mass of the Sun, the Star is unstable, it launches external layers to the Space (5), and it creates a Planetary Nebulae. Next, the Star contract again (6) and transforms in a White Dwarf, an Star of the Size of the Earth (C). This tiny Star cool downand gives place to a Black Dwarf, that by it's low temperature, doesn't glow. If the Red Giant is too big, it produces Iron and other Heavy Elements, it increases it's size (4), and transforms into a SuperGiant. Later it explodes and releases materia (A2) in the Space. If the Star explodes completily (8), evolves to a SuperNova (D), if only the external part explodes (7) (E), a Nova is created.
Depending on it's Mass, the SuperNova creates a Neutron Star (9) (F) (G), or a Black Hole (10) (G) if the Core of the Desintegrated Star has a Mass enough higher.....

A/A2 - Between the Collision of a Matter-XXXXX and the Anti-Matter-XXXXX, both are destroyed, and in the process a fraction of pure energy is created, which is materia.....
That's why an Anti-Matter Beam can have a SuperNova Signature.........

B - Sun's Diameter:

C - Earth's Diameter: 12,400,000 (approximate)

D - Does that explain a "SuperNova" and a "Nova"

E - External Part means, not the "Core", there is no Core Fusion at all...

F - Pulsar related

G - The Vinaashak can resist a Planet explosion, but it's shield even if it resist the SuperNova (it should be possible), won't resist the Gravity neither of the Neutron Star, or the Pulsar, and not to talk about Ok Hole.....

Variable Star (a Star that changes too much it's glow it's called a Variable Star):

The most spectacular ones, are the Novas and SuperNovas. The Novas can reach to glow up to 200,000 more times than the Sun only loosing a 1/100 or 1/1000 fraction of the Sun's Mass, at velocities above 960 Km/s. Some Novas repit too many this process, until they lose enough mass to not be able to continue it.....

The SuperNovas have a similar Name, but is a phenomena more cathastropic and not frequent. Represent the Real Explosion of a Star, it glows for a few days equal to a 100,000 Million (100,000,000,000) Times the Sun's Glow, before vanishing completely. They leave remains that expandes and are seen like shining clouds of Gas (or Nebulaes)

Finally comes the Neutron Stars and the Pulsar (but the Pulsar concept is really more complicated than that and not really precise).
Also I don't I don't wrote the explainations of the Quasar

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

A summary:

P.D.: People who normally gives a "magic" explanation of a scientific based theory, is attemping to stop a Cathasprope of filling all a whole Thread or Post with a concept........but it's good to share some info, specially since I trying to do planets stars and others. I think a Black Hole would be pretty easy to do, it's just Saturn witha Rotatory ring.......Earth Model is a nightmare........
Title: Re: Updating R1
Post by: mr.WHO on January 20, 2006, 07:50:01 am
eeww... very interesting discussion but it's an "updating R1" thread and it's going into offtopic way.
Title: Re: Updating R1
Post by: Shadow0000 on January 20, 2006, 10:44:56 pm
Quote
eeww... very interesting discussion but it's an "updating R1" thread and it's going into offtopic way.

I can't make what I don't understand, understanding things is the normal way in order to represent them, in other way of say it, it doesn't really matter if you post a ScreenShot or any idea of a Series/Movies or Games, it's okay until you have a point, and it's FSSCP possible to do..

I mean this:

Original:

(http://i29.photobucket.com/albums/c254/Shadow0000/globe_east_2048.jpg)

Modeled:

(http://i29.photobucket.com/albums/c254/Shadow0000/Earth_No_Bump.jpg)

It's using Low-Res and Low-Colour MAPS (or MID), that's why it looks with a little lack of Colour, it can be easily fixed when I get the good ones.

With Bump Map (if it is implemented.....):

(http://i29.photobucket.com/albums/c254/Shadow0000/Earth__Bump.jpg)

You can't create using only your eyes, you have to use your mind....I wan't to represent most of universe phenomenas, and try to break or pass over most of the FS2 Retail boundaries (planet's were never used), that's the 3DS MAX Model I made, it only uses features that are available in FSSCP (except for the Bump Map Texture.......for now it's not supportted)

Specially since this is S:AH related, I need a to have some feedback.............

For example the Earth Atmosphere and Cloud Section should need a gravity effect, like the Armageddon Missile, it should pull you down until you touch the Solid Earth and then Boom.........it's not only modeling.........

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

Plus, I need and I want to do something more massive that the Sathanas FMV, it's very much like it, but with the actual effects, it's almost impossible....until I think a little

Alpha Effect?, Sun Corona, a Fixed Poof, very much like a Nebula, but with a Core (Size 1,77 MB / Low-Res):

http://www.fileh.com/Shadow00000/SunCorona.gif
Title: Re: Updating R1
Post by: SadisticSid on January 21, 2006, 09:43:46 am
Personally I'd like a little more choice with nebula graphics - Lighty's ones are fantastic but few in number. Just uniformily recolouring them would make be cool.
Title: Re: Updating R1
Post by: Shadow0000 on January 21, 2006, 11:44:02 pm
Quote
Personally I'd like a little more choice with nebula graphics - Lighty's ones are fantastic but few in number. Just uniformily recolouring them would make be cool.

As I write in the Readme, I bind each INF Nebula to one in the SCP with the same Colour, except for:

A - Orange Purple Nebulas which are now that pink or fuchsia

B - The Grey ones (with a little Orange), which are desaturated Nebulas, I edit those to match colours

I believe you are requesting something more like a feature, than a update

I appreciate it, but.........I don't really know, I wanted to do something really like an Update......something like having INF R1 + SCP Patch and in another dir INF R1 + SCP Patch + this current Update, and be able to notice the differences, but noticing it's like the same....

That's why I tried to match Backgrounds, there is that multi-coloured nebula, that are lot of nebulas one over another, and it looks really good, at least not from FS2 Retail.......

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

Quote
Just uniformily recolouring them would make be cool.

Do you mean, if I re-colour some, like I do with the Grey Nebulas, so we have a more wide choose of nebulas for missing Colours? (Like Brown Nebulas, and some other colours that are missing ?)
Title: Re: Updating R1
Post by: SadisticSid on January 22, 2006, 05:48:29 am
Quote
Just uniformily recolouring them would make be cool.

Do you mean, if I re-colour some, like I do with the Grey Nebulas, so we have a more wide choose of nebulas for missing Colours? (Like Brown Nebulas, and some other colours that are missing ?)

Yes, that's what I meant.
Title: Re: Updating R1
Post by: Shadow0000 on January 22, 2006, 08:48:45 pm
The IFF bug that happens at Mission 06, Kismat and Diablo arrival, it's caused by the CVS 2006-01-16, I'll suggest to anyone that don't make my mistake and keep the CVS 2005-12-29, the one which I do the Update, that should be free bug, that way we can determinate if the Bug was caused by me or by a bug in the CVS Build change........

This bug won't be corrected until a new CVS Build, so I suggest to everyone that wait, it doesn't mean I don't take of it if I need to do a change in the TBL or TBMs, it means until there is no a concrete explanation or solution to it, it's better wait.......

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

Quote
Yes, that's what I meant.

It's really easy to do, the problem is were to change those Nebulas. I know the common answer, it's where there are repited colours, I am sure there must be a ton of green and blue nebulas......

I'll see, I am still not too sure, and for some reason.....not it's not some reason, I get a little frustated because the model of the Earth won't work in FSSCP, and so I'll start updating S:AH probabily with 2D Backgrounds.

The 3D models were the only thing that really stopped me from updating, I was waiting, but since Earth it's the most difficult model, the other doesn't really matter, I can make them, but if there is 3D Planets I don't want to not use a 3D Earth, so the thing is or every Planet 2D or every one 3D..............(maybe I'll ending doing both version)

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

What I was wondering if I could use a Animation Code, to make the GVD Apothess Stabilizer Rotate faster every time it fires, like a warning, and then go Slow, there is the Sub_type: animation Code which should work.....

The problem is that the Apothess Stabilizer isn't the Sub-Model that shoots, and there is no "Link" in the 3D Model, like a Barrel, I mean I can't bind the action of the Turret to another Sub-Model.

So theorically it's possibly, but not with the current Model.........

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

I see there is a $Door: Animation Code, which is used for Arrivals and Departures of Fighters Bay, this could be used for making Heavy Armored Door on the Pyrgos, that open and close everytime it's launches Fighters Bomber, and even Cruisers, also like Engines like a Destroyable SubSystem, so a small ship or Cruiser can fit throught it....

It's would be just like FS1 Karnak Station, but with an Hangar inside........and of course 10 times more massive

I still don't really know how to model.......well yes....at half, but having port problem and others which makes the process harder, anyways......

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

EDIT HERE:

What's left to be Updated (by me):

A - Mission 06 Fix (I'll have to use NotePad and test the Mission, I can't trust in the IFF in recent FRED2 Builds)

Update: This happens with all missions that have the +All Teams at War Flag, half of the INF uses it, so....it was like that in INF R1, it's a Code change, of course I'll take care of this, it just needs to be removed...it won't modify anything in INF.

The All Team at Wars, was originally used in FS2 to set Unknown and Neutral status to attack Hostiles status, but this has changed, now everyone can attack everyone....(lock aspect seeker missiles, fire anti-super capital bombs against your own fleet, etc.)

B - Added the +burn time: to the -wep.tbm, I never do this because I don't have any example of duration, and it can't be perfectly proportional, and with the Decal Crash it would be useless, but it needs to be there......

C - Yellow Nebulas ?:

It's the only colour that is missing, there are some dark oranges which are not brown but I don't really believe it's too much difference.

D - MOD.INI, the INFO window that appears at the Launcher...........

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

Possible, but probabily not:

E - Replace Texture MAPS:

There are some that just change names, other colours, there are others that are maps blended over another, but it's boring me to compare the Maps, there are a lot, I can do it, the problem is that I can't really edit a Map or Model just as I found a Map match, I have to write all of the 350+ Maps that are used in INF and then make something like a database, then start working, that way it won't become a real mess, but in the meanwhile take so much notes is really bored...., it's just too repetitive...........

Plus I am sure there will be new Maps released in R2 which will end replacing R1 Maps, it doesn't mean I can't do it, but I will have to re-check it over again......

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

No actual or partial feature for this:

F - The EA White Thusters Anims and Glows:

There is a feature, but the $ThrustersGlows: can't be changed only the 6 $ThrustersAnim:

G - The Diablo and Iblis shield:

I have already activated the Shields for the Diablo and the Iblis in the Update, however the Mesh is really far away from the Model which ends in lot of errors.
The "surface_shield" feature works excellent, but there is no ShieldHit Decal for the moment, so.......

The right process for the moment would be to do the copy the detail-x of the Model, and use optimize to get polys below 400 or near the Level the games support it, and if that isn't enough delete and modify the Shield Mesh.

(Anyways the Diablo at full power it's really impressive, not like the one we fight at Mission 07, of course the Warlock isn't at full power, but even so......with the shield it fits really easy in the Super Destroyer and above).
Title: Re: Updating R1
Post by: Darius on January 26, 2006, 10:29:17 pm
What release of Fred2 did you use to edit the missions? I can't seem find a version that works. The latest Inf-build has a problem with IFF's, as stated before.
Title: Re: Updating R1
Post by: Shadow0000 on January 31, 2006, 12:36:05 am
I used the CVS 2005-12-29, but it can be that I ended editing it with a later version, the Standard Version, well, the Standard Optimized (P4/SSE2) version of FRED2.

Anyways the only thing that is needed, is to remove the "+All Teams at War" Flag, I have done it, but I don't know if I that brokes something else...so, I have the fixed missions, but I don't upload it, because I am seeing lot of problem with the Patches....and it is really small in size to justify an Update...

I won't do a Self-Extracting 7-Zip for one reason, I hate EXE Files, well not, I hate most kinds virus, and usually most of them corrupts EXE, if someone download the File having a Virus, it will corrupt the EXE, and when the User who haves the Virus try to decompress it, 7-Zip will make the CRC Check and fail. And again someone will make a post asking "What I done wrong?"/"Files corrupted ?"/"etc.". So, it's not a real solution...I believe I have no other choice than surrender to RAR Format...

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

Here (Missions Fixed, I won't post this in the 1st Post not for now):

http://www.fileh.com/Shadow00000/missions_fixed.rar

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

I don't really know what will happen with the Update, I take those notes in the other post, but I believe I'll start modeling......
I wan't to do some unusual models for FS2/FSSCP universe, they will probabily use a lot of Animation Code, it's not only the Model, but if I really wonder if it will be partially possible, it will be better that I stop wondering, and doing and testing it....
Title: Re: Updating R1
Post by: Frenetic on February 14, 2006, 01:19:47 pm
could someone plz write me a list of what i need to play this release??
Title: Re: Updating R1
Post by: SLICK2K6 on February 28, 2006, 05:26:35 pm
I am having a problem with getting this to run. I think I have everything in the right place. I extracted the 7zip file to my inferno mod folder. here's what I get:

Error: Can't open model file <f_shockwave.pof>
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Model\ModelRead.cpp
Line: 1748
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: Updating R1
Post by: Shadow0000 on February 28, 2006, 11:03:00 pm
That's strange, but it is not caused by my update. Remember, I done it to work with the CVS 12/29 and the Media VP v3.6.7. So maybe if you are using the Media VP v3.6.8 Delta, there is a Pegasus entry in one of the Ship TBMs in the Tables folder of the mv_core.vp which writes a wrong entry in the Ships.tbl.

Anyways, a Shockwave doesn't use a space as an entry, but it is a Model, and maybe there is a Model Limit in quantity, so I can only suggest that you try with the Media VP v3.6.7 and the CVS 12/29

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

I can't really update this and upload a RAR file until everything becomes more stable, I mean until the Media VP v3.6.8 final is released, if anyone noticed the INFTurretAngleFix-shp.tbm is now throwing lot of errors now that the "inital" spelling is fixed.
Title: Re: Updating R1
Post by: tamshiwen on March 01, 2006, 03:23:17 am
can't get inferno to run, i'm getting this error. what am i missing?  the instructions aren't exactly the clearest.
Error: icons.tbl(line 16:
Error: Required token = [#Start], found [:] .

File:\fs2_open\code\parse\parselo.cpp
Line: 606
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: Updating R1
Post by: tamshiwen on March 01, 2006, 03:33:36 am
nevermind, found the answer in another post.  needed the infern1 patch.
Title: Re: Updating R1
Post by: SLICK2K6 on March 01, 2006, 01:32:34 pm
Never mind. I ended up extracting the w_shockwave (I think it was for the shocker missle) and renamed it f_shockwave and placed it in the data/models folder. now, when a fighter blows up, there is a shockwave, but it looks cool, so it's okay.
Title: Re: Updating R1
Post by: Shadow0000 on March 01, 2006, 10:16:35 pm
I wonder why I do that, the f_shockwave comes in the pack that DaBrain made, so it's not a type mistake made by me.

The "W", means Weapons Shockwave, DaBrain 1st pack seems to have a blue f_shocwave, then the last one has a red f_shockwave. I just used the Red Shockwaves for fighters explosions and the Blue for weapons, since the Cyclops explosions is Blue I decided to make the the Missiles colour blue, and because the Explosions of ships is Red then the Shockwave is red too.

Considering a Ship has a Core Reactor or generator, etc., it should be Blue for Ships with reactors especially, Blue for energy weapons, and Red for explosive ammunition weapons.......but it doesn't really matter at all, it's not defined that much to say it which is right or wrong.
Title: Re: Updating R1
Post by: SGGWD on March 10, 2006, 03:28:23 pm
Installed Inferno + InfernoSCP + all files from the 1st post and got some problems.

Warning: $Default IFF not specified for species Terran in species_defs.tbl!  Defaulting to Friendly.
File:c:\fs2_open\code\species_defs\species_defs.cpp
Line: 381

Warning: $FRED Color not specified for species Terran in species_defs.tbl!  Defaulting to (0, 0, 192).
File:c:\fs2_open\code\species_defs\species_defs.cpp
Line: 424

Warning: $AwacsMultiplier not specified for species Terran in species_defs.tbl!  Defaulting to 00.
File:c:\fs2_open\code\species_defs\species_defs.cpp
Line: 469

Warning: Couldn't open texture 'HVasuden_Bitmap' referenced by weapon 'Vasudan Huge Turret'
File:c:\fs2_open\code\weapon\weapons.cpp
Line: 2132

Warning: Couldn't open texture 'Alouqua_Bitmap' referenced by weapon 'Alouqua'
File:c:\fs2_open\code\weapon\weapons.cpp
Line: 2132

Warning: Model 'Sai.pof' has 4 dockpoints in model file; models must have 2 dock slots per dock point.
File:c:\fs2_open\code\model\modelread.cpp
Line: 2331
Title: Re: Updating R1
Post by: Shadow0000 on March 10, 2006, 10:10:21 pm
I have the impression you're using a Debug Build. Use a Release build, named "r" after the date (not "d"). That Debug Warning are already fixed, I'll have already the final version, which fixes everything, it's even in a VP with a Mod.ini. But I need to Upload it 1st, it is 100% free of any errors or bugs that were there or just caused by me, compatible with the last CVS Build at the moment (CVS 2006-03-06)
Title: Re: Updating R1
Post by: SGGWD on March 11, 2006, 07:57:06 am
I have the impression you're using a Debug Build. Use a Release build, named "r" after the date (not "d").
You're right, so these error messages aren't important.
The reason I switched to a debug build is a tech room crash of the GVC Sai with the release builds.
Title: Re: Updating R1
Post by: Shadow0000 on March 12, 2006, 01:17:08 am
Quote
so these error messages aren't important.

An error is something wrong that needs to be corrected to work OK. Which makes it not being important is the fact that the "r" (release) Builds just don't complain about it. That means it doesn't really affect gameplay, but it's not something to be ignored just because it isn't important...

Quote
You're right, so these error messages aren't important.
The reason I switched to a debug build is a tech room crash of the GVC Sai with the release builds.

Damn, yes I posted the Spline experiment I used with the Sai, but since the Sai is not more in the FINAL RELEASE of the Update, it won't bother.
As I said above, something that doesn't bother needs to be fixed, but at this moment I don't want to do it, for something that no one will ever notice...and if someone want it fixed it maybe an excuse for "Hey I am just making a Campaing and the Sai is giving me problems", it's like the Shivan playable and Support Ships, there is no reason I care making it perfect until someone has a real point...it already, is anyways.

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

FINAL RELEASE!!!

That's why I make a FINAL RELEASE fixing everything since last version (of my update):

1 - No more SCP Debug or Release Warnings.
2 - Compatible with the CVS 2006-03-06 and MediaVP v3.6.8 Delta (the lastest for the moment)
3 - It's compressed in a single *.7z File (no more multi-part) for easier installation
4 - The Main file is inside a VP (INF_1Patch.vp)
5 - 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.
6 - Removed all unused Ships in INF R1 to allow Sub-MODs to be added using TBM (Modular Tables)
7 - Added an AI Profiles TBM that sets $shockwaves damage small ship subsystems: YES. This should make a further balance to make Ships with Mass below 10,000 (Shockwave's Mass) to be disrupted, specially for balancing Ancient's Fighters and Bombers, which has no Shield (there should be some difference in Solar Wars)
8 - Make DXT1 DDS versions for the Cyan and Silver Animated Beam Glows (a lot of less memory usage)
9 - Added the Alpha Channel for the Asteroids Background for the TGA version, and the Green overlay for the PCX version, now in Mission 13 (and S:AH) the starts can be seen in the black areas around the asteroids (and not over the asteroids as it was before)
10 - Added the MOD.INI file (Campaign Description/Website/Forum) and Background Bitmap
11 - The Decals now seem to work OK with the +burn time: XX and all
12 - Fixed the Dockpoints and Paths for EA playable Ships (Claymore / Claymore Mk.II / Ganana / Peregrine / Stentor). This will help a lot in Sol: A History where you have to wait an enternity for the Support Ship to dock and rearm you.
13 - Changed the dNeb02 for Yellow Nebulaes. (a little Nebulae change, where I made mistakes in the replacement of the NebulaXX by NebulaYY, as explained in the README)
14 - Fixed the $Team IFF problem that I caused in Mission 06.
15 - a typo error for the Claymore Mk.II, it was "+Type: Assualt" (now "+Type: Assault") (**)

(**) I can't believe I remember that...

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

What's it not (and it will be not by me alone):

1 - MAPS replacement to allow DDS Hi-Res shine/glow Textures and the Old Models Turrets replacement (like with the Icelus/Phobos). I can't make this alone, and a lot of this will be probabily done for INF R2, so there is no real point I waste time in this, while I could try updating and adding 3D Planets to Sol: A History and Solar Wars - Chapter 1

2 - Armor.tbl: at the moment I can think of 5 type of amunnition, things Solid, Explosive, Energy (Laser), Plasma, Anti-Matter (again probabily added when R2 is realeased)

3 - The SOC and EA as different species from Terrans, this would allow to have different Support ships for each one (come on, the SOC using the same Ship than the Terran GTVA, what do the SOC do with the money, loose gambles?, the same goes for the EA), the Ani/Glow-Thrusters to be managed differently and OK, the HUD to be customized to match each one, (the IA for SOC to be better than normal pilots?), and the IFF to be easily changed from status (Friendly, Hostile, Neutral, Unknown, Traitor). It may have other uses, but I can't think of more, by the moment.

4 - Fix the 3D Thruster problem on the geometry of some ships: while I can port the Models and weld the repited wrong extra polys, for some reason I have loss in the UV Maps, and a major problem where the Models lost it's scale. It only happens with model files that are in POF, strange, my models work totally OK when I port them to FS2.

As always go to the 1st Post of the Thread to download it, read all the 1st post for Instructions of the Installation and of course, the files you need to play it.

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

Again, I wonder if I should report this in the HLP FS2 Campaigns Forum, I need victims...(testers) for this Update, and some opinnions which should help me finishing the Update of Sol: A History - SCP

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

There are some points that I do not really like about S:AH and Solar Wars: Chapter 1, which I would really like to discuss (but this Thread at least maybe not the place), specially with S:AH because I like it, that means I didn't really get a good impression over Solar Wars: Chapter 1, did I mention that it has 3 Missions which are almost the same, same ships/weapons, same enemies, only different commentaries, that takes a lot time and you're just sited there paying attention, aside from minor differences, If my ship would have had a Self-Destruct device I would have used it at the start of the 2nd repited Nebula mission.
Title: Re: Updating R1
Post by: CaptJosh on March 12, 2006, 04:27:33 am
The links to the hi-res stuff are dead.
Title: Re: Updating R1
Post by: Psychonaut on March 12, 2006, 11:08:30 am
Nice work Shadow.

This should really be highlighted!!!!!!!!!!!!!!!!!!!!!!!!!!

Can´t wait for sol:ah. Any release date?
Title: Re: Updating R1
Post by: Shadow0000 on March 12, 2006, 08:46:09 pm
Quote
The links to the hi-res stuff are dead.

Wow...you're fast, while I finished editing the 1st post, and writing and remembering the Changes the Main Release was already done uploading, but I wanted to warrant that the Multi-File 7-Zip were gone (it was in 2 parts), so I upload it an hour later. It's now there

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

Quote
Nice work Shadow.

This should really be highlighted!!!!!!!!!!!!!!!!!!!!!!!!!!

Thanks. And well, as I say it would be nice to see some testers or some ideas, I believe I have covered everything in the update, but that makes it boring. As I say I don't know if I should post this in the FS2 Campaign Forum.

Quote
Can´t wait for sol:ah. Any release date?

Yes, I'll do it, it would be a little dissapointing to make a big update for 14 Missions that can be used for thousand of missions an Sub-MODS, even when those missions are excellent.

Sadly there are major problems, which mostly will be ignored:

A - I don't really share some thoughts specially about last Mission specially, were just a 2 year old Kid would loose 3 JCD Majesty (even a normal FS2 Orion) against a Nemesis which has no real ship coverage.

2 FS2 Orions/ Majesty against a Nemesis at the same time is more than enough to destroy it without even loosing none of the 2 Orions

Uncertainly:

B - At the Moment I have 26 Planets/Moons, all sperhicals except Mars's Moons, Deimos and Phobos. I am afraid that there will be not enough Entries for Adding the Moons

C - I have Models for the Non-Spheric Moons, however except for Deimos and Phobos, they are untextured

D - Sadly, the way the Backgrounds were placed in S:AH is totally unrealistic, and the Moons are barely visible from it's Planet (Campaing 4 - Mission B2). The only way you could see both really big is to be in the near the Moon and not the planet, but still it's a really far distance.

Surely (the most important):

E - Even when The Maps (All) and Non-Spherical Models (most) have been made, there are a few models that are Texuture MAPed.

F - The Time I require to even download those Hi-Res Maps, and even to upload is really big, I can't make anything about this, time will take care of this.

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

G - A Saturn Model with Rings modeled. While I can make it, and don't have any specific on the start/end/diameter of the rings, which is done with a cylinder, it's simple.

If someone can help me with this, it would be helpful. Remember I don't need Saturn information, I need info about it's rings specially "Sizes" and references to model it.

I also have loosed the Saturn Ring's cylindrical Textures because the site that host it went down, there are 3 pages posting it and the 3 re-derict to the same broken page. The MAP was taken or made with an image taken form the Cassini.

--------------------------------------------------------------
 
The problem is that it also uses "Alpha" (read below)

The most troublesome is the fact that the SCP Engine seems to not support "Transparency" (or "Alpha") Textures (Maps). That is used for making most of Clouds and Atmosphere of Planets, Saturn's Rings also, which give the planet a not "SOLID" looking. Earth is an example:

SOLID (1 Sphere / 1 MAP with Cloud included):

(http://i29.photobucket.com/albums/c254/Shadow0000/EarthSolid.jpg)

Popular Earth Model (3 Spheres / 3 Maps [Earth, Clouds, Atmosphere):

(http://i29.photobucket.com/albums/c254/Shadow0000/Earth_No_Bump.jpg)

Of course, with a Modeling program you're supposed to use Bump Mapping for Earth and Cloud Textures, which gives more volume to both, aside from the good shadow effects.

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

S:AH, this is old and already posted in the wrong place (this is also the wrong place, where should be the right ?):

(http://i29.photobucket.com/albums/c254/Shadow0000/JCD_Majesty_001.jpg)

(http://i29.photobucket.com/albums/c254/Shadow0000/JCD_Majesty_002.jpg)

I believe I don't have to explain the ScreenShots...

Title: Re: Updating R1
Post by: Mehrpack on March 13, 2006, 11:08:51 am
hi,
i search a little bit in the archie of the solarsystem of the nasa.

http://photojournal.jpl.nasa.gov/catalog/PIA07631 - picture / infos of the rings A and B.

http://photojournal.jpl.nasa.gov/catalog/PIA07613 - picture / infos of ring C.

http://photojournal.jpl.nasa.gov/catalog/PIA07610 - picuture / infos of ring B

http://photojournal.jpl.nasa.gov/catalog/PIA07604 - rings

http://photojournal.jpl.nasa.gov/catalog/PIA07591 - rings

http://photojournal.jpl.nasa.gov/catalog/PIA03561 - temp of the rings

Source: http://photojournal.jpl.nasa.gov/targetFamily/Saturn or http://photojournal.jpl.nasa.gov/target/S_Rings


http://ciclops.org/view.php?id=293 - picture of saturn and the rings

http://ciclops.org/view.php?id=227 - picture of saturn and the rings

http://ciclops.org/view.php?id=205 - picture of saturn and the rings

Source: http://ciclops.org/index.php?flash=1


information over the rings:

http://spaceplace.jpl.nasa.gov/en/kids/cassini_make3.shtml

http://saturn.jpl.nasa.gov/science/rings.cfm

http://saturn.jpl.nasa.gov/multimedia/images/image-details.cfm?imageID=1669


i hope thats helpful, i overfly only that pages (not enough time), thats the reason why i post so many links.
but i hope theres the informations and images that will you help and need.

Mehrpack
Title: Re: Updating R1
Post by: Paladin1 on March 13, 2006, 04:01:56 pm
I'm runnig into a problem here  :eek2: I have all the needed files installed and in the correct directories and when I fire up the campaign and try to start I get this error message
Error: Can't open model file <f_shockwave.pof>
File:\fs2_open\code\model\modelread.cpp
Line: 1779
[This filename points to the location of a file on the computer that built this executable]
 and the game crashes....
Title: Re: Updating R1
Post by: Shadow0000 on March 13, 2006, 08:35:26 pm
I forget to list something that I can't done:

- Fix the 3D Thruster problem on the geometry of some ships.

While I can port the Models and weld the repited wrong extra polys, for some reason I have loss in the UV Maps, and a major problem where the Models lost it's scale. It only happens with model files that are in POF, strange, my models work totally OK when I port them to FS2.

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

Quote
i hope thats helpful, i overfly only that pages (not enough time), thats the reason why i post so many links.
but i hope theres the informations and images that will you help and need.

Mehrpack

Wow that is a lot info, thanks a lot. Saturn's Background (2D) is the worst one, the light hits the planet and an area of the rings gets dark (shadows), that why I making it 3D, the Alpha in the Rings isn't something really noticeable, specially at the distance your ship is from the planet.

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

Does anybody here know how the Leviathan/Fenris NamePlates are made with PhotoShop, the steps to make the Transparency specially, I can make others, but since it seems to be really simple (I don't really see anyone asking) I can't figure out. I'll ask this in other in the Update forum, or I'll figure out misself, seems like an Alpha Mask, I can't figure it out how to do it using Layers, like with the Faustus and Orion NamePlanets.

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

I have this picture, I need to find a bether one for S:AH, I mean, a completed one (this is cuted), one that is complete. This should  be replaced also for INF R1 (Solar System Missions only):

(http://i29.photobucket.com/albums/c254/Shadow0000/thesun.jpg)

I don't know if this would look OK, I believe so, the Glasses on ships Cockpits should be anti-glare, anti-explosion, anti-anything, so it should look like this when seen behind a glass of ship's Cockpit.

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

Other of the problems I have is "ambient_factor 0", otherwise there is no day/night face on the planets, but this look horrible for ships, is absolute darkness from any point that has no Sun/Star, I wonder if this could be forced for a fixed model, like a planet, it really need it.

I am still thinking what to do, if 3D planets or just Backgrounds. Backgrounds are harder to find, usually have less Res, has a Fixed Shadow which bother a lot, and if they are too big they get easily deformed. And at some point they can cost more than a 3D model.

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

Quote
I'm runnig into a problem here  I have all the needed files installed and in the correct directories and when I fire up the campaign and try to start I get this error message
Error: Can't open model file <f_shockwave.pof>
File:\fs2_open\code\model\modelread.cpp
Line: 1779
[This filename points to the location of a file on the computer that built this executable]
and the game crashes....

I have the impression you are using the Media VP v3.6.7 which has no f_shockwave.pof, if that the case you should download the Media VP v3.6.8 Delta, it is listed as "What you need:" (Requeriments) in the 1st post.

There is also a 3rd option, the chance I have done this update using the Media VP v3.6.7, and that I have guess that the Media VP v3.6.8 Delta has the f_shockwave.pof. And yes it is, I have provided some file fixes for a MVP that I don't even have.............

As I say it will take me a lot of time to download the needed files for updating S:AH, and I don't even have the Media VP v3.6.8 Delta.
Title: Re: Updating R1
Post by: CaptJosh on March 13, 2006, 09:56:26 pm
I have 3.6.8 myself, which didn't help, even after altering mod.ini to point to the correct directory. I ended up extracting and editing the tbm in question so that the bombers got w_shockwave and fighters got nothin.
Title: Re: Updating R1
Post by: Mehrpack on March 14, 2006, 09:39:36 am
[...]

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

Wow that is a lot info, thanks a lot. Saturn's Background (2D) is the worst one, the light hits the planet and an area of the rings gets dark (shadows), that why I making it 3D, the Alpha in the Rings isn't something really noticeable, specially at the distance your ship is from the planet.

hi,
no problem.

yeah but you say you have lost the texture map for the rings.
so i search for so images too, so that you can rebuild that map.

mhh doesnt know that with the alpha ring.

Quote
-------------------------------------------------------------

I have the impression you are using the Media VP v3.6.7 which has no f_shockwave.pof, if that the case you should download the Media VP v3.6.8 Delta, it is listed as "What you need:" (Requeriments) in the 1st post.

There is also a 3rd option, the chance I have done this update using the Media VP v3.6.7, and that I have guess that the Media VP v3.6.8 Delta has the f_shockwave.pof. And yes it is, I have provided some file fixes for a MVP that I don't even have.............

As I say it will take me a lot of time to download the needed files for updating S:AH, and I don't even have the Media VP v3.6.8 Delta.

in the medias are no f_shockwave.pof more.
the fighter shockwaves are removed of the media`s, because it chance the balance of the game if exploding fighters rouble the player.

but its work if you copy the shockwave, and rename it to f_shockwave.
i was to lassy to search for the orignal release of dabrains shockwave where is the right f_shockwave.

Mehrpack
Title: Re: Updating R1
Post by: neoterran on March 14, 2006, 09:27:42 pm
Hello, the shockwave pof problem is confirmed. I'm a newbie and I'm not sure how to fix it, but i would like to be able to play the updated inferno too. those nebulas in the old one just don't cut it !  :ick:
Title: Re: Updating R1
Post by: Shadow0000 on March 14, 2006, 10:17:31 pm
I'll probabily don't use 3D Models, while the SCP has lot of incredible features and has improved a lot compared to  FS2 Retail, it somewhat lacks features for adding planets, and possibly the sacrifice in performance won't be enough good to be appreciable for players, the only excellent 3D adventage that is present at the moment:

1 - Dynamic Lightning/Shadows (but is ruined by the ambient_light 0 problem)
2 - Exact proportions and distances (Planetary Moons sizes, etc.)

Also the package will end being really big, at this moment without NamePlates and 2D Backgrounds is 18 MB (in 7-Zip Compressed).

Maybe in the future this will be done...(I have already learn how to do it so, I am more than satisfied with only that)

Also my connection isn't enough good to get the already available Hi-Res Maps, though is more like "Insane Hi-Res Maps available", have someone see the 1 GB Earth Map it is available ?. I don't really know but I believe it has 128Kx64K of Res.

Anyway once I get a Hi-Res or Ultra-Hi-Res Map I need to re-convert it to DDS, max Size for a Single DDS Map is 4096x2048, so don't start screaming, is much less than the memory used by the Super-High-End Shockwaves.

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

The old Saturn Model, a try, before Mehrpack summited the right info, and not my imaginary like info (source: my imagination):

(http://i29.photobucket.com/albums/c254/Shadow0000/SaturnWrong.jpg)

This is using a old wrong Color Map for the Rings........

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

Quote
I have 3.6.8 myself, which didn't help, even after altering mod.ini to point to the correct directory. I ended up extracting and editing the tbm in question so that the bombers got w_shockwave and fighters got nothin.

Don't take it seriously, your machine and download are totally working the right way. It's my mistake for not having the Media VP v3.6.8 Delta.

Quote
but its work if you copy the shockwave, and rename it to f_shockwave.
i was to lassy to search for the orignal release of dabrains shockwave where is the right f_shockwave.

I pressume the f_shockwave.ddstexture is missing too, right.

The w_shockwave.pof has a Blue modified w_shockwave.tga, while smaller weapon's shockwave's are Blue, the f_shockwave is Red. I made this because I find hardly to difference a Ship's Shockwave specially when killed with weapons like the Shockers or Stinger, which uses f_shockwaves also. I don't really know how that can bother FS2 gameplay, the only difference must be the POF "Mass" which maybe makes your ship go rotate away more than normal.

At this moment I have this to update this:

1 - Fix Stiletto III +Description, it has a double entry, however the ";" is preventing from showing it I believe (harmless). (already done)
2 - Fix the Sai Docks, by deleting the 2nd repited Spline (harmless, is an unused model)
3 - Add the f_shockwave.pof and f_shockwave.dds Texture.

Unsure:

1 - Replace the Sun used in Missions that happens in Solar System with a realistic one, or either change it to the SunGold, which is more accurate than the SunWhite.

I used the SunWhite because the RGBI is neutral white, while the SunGold reflects Yellow Light, that makes me think: "If Sun light hit us in space, we would all look like The Simpsons". That means I would need to change the SunGold RGBI to 1.0, 1.0, 1.0 (White/Neutral)

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

Quote
but i would like to be able to play the updated inferno too

All people, momentarely do this, it contains the f_shockwave.pof/f_shockwave.dds, so you don't have to download the full Shockwave package:

http://www.fileh.com/Shadow00000/f_shockwave.zip

Unzip and Copy in the "Inferno" MOD dir.

I post FINAL RELEASE because I upload the a full 7-Zip file, I was hoping it would be FINAL and I wouldn't need to re-upload it again, but well....once I fix the problems I'll post it again. I am working with S:AH now, so it won't be too soon (also not too late).
Title: Re: Updating R1
Post by: neoterran on March 15, 2006, 01:36:26 am
Thanks, you saved the day, I got a chance to play a little of the updated inferno, and wow, does it look great, this is my first time playing it and i'll play it the nice looking way first !

The only thing that really sucks is that it requires the 3.6.8 Delta MVPs, because IMO, right now they have too many problems, like missing engine glows and such, and there is a freeze up problem with the latest builds on some machines (like mine) where the whole thing freezes, this doesn't happen with the 3.6.7 release build and 3.6.7 Media Vps everything looks awesome; but we can't play inferno like that.

Regardless, I can't complain, this mod, + SCP have really brought this game back to life in a major way and it is such a good game, there is nothing else that really captures the imagination and has such a good back story in this genre right now. GOOD JOB EVERYONE INVOLVED !!!

Title: Re: Updating R1
Post by: Shadow0000 on March 15, 2006, 02:39:37 am
Quote
Thanks, you saved the day, I got a chance to play a little of the updated inferno, and wow, does it look great, this is my first time playing it and i'll play it the nice looking way first !

The only thing that really sucks is that it requires the 3.6.8 Delta MVPs, because IMO, right now they have too many problems, like missing engine glows and such, and there is a freeze up problem with the latest builds on some machines (like mine) where the whole thing freezes, this doesn't happen with the 3.6.7 release build and 3.6.7 Media Vps everything looks awesome; but we can't play inferno like that.

Regardless, I can't complain, this mod, + SCP have really brought this game back to life in a major way and it is such a good game, there is nothing else that really captures the imagination and has such a good back story in this genre right now. GOOD JOB EVERYONE INVOLVED !!!

Thanks, to be more specific, what you surely 100% need:

A - Newer CVS Build which doesn't comply, probabily one about later Feb at least, one that has the "initial", the quotes problem fixed. You'll have to test:

Here for Febraury Builds http://fs2source.warpcore.org/exes/latest/February2006/

Here for March Builds http://fs2source.warpcore.org/exes/latest/March2006/

What you don't really need:

B - MediaVP v3.6.8 Delta

You can use the MediaVP v3.6.7, I am using them at the moment, but you need to have this:

1 - MediaVP v.3.6.7 Update 1, 2 and 3 (mv_100patch.vp, may cause some problems, not sure, can you tell me?)
2 - mv_core.vp (MediaVP v3.6.8 Delta, so the newer CVS Builds don't complain, 100% neccesary)
3 - DaBrain's Shockwave (v2, name Blue, available for at the FreeSpace Upgrade Forum, either Low/Mid/High/SuperHigh-End)
4 - JPWarp Maps (available at the FreeSpace Modding forum, I believe)
5 - MediaVP_fix file (contains some Aloqua Bitmap fixes. It was posted in some MediaVP Update post, a little after the Update 3 was released, I think the suppossed released data was the a day 28, check out for some Threads with that date at the FreeSpace Upgrade, the other older Update was with with almost the same name as that Thread but with date day 20, so if it is not posted in the 28 is in 20. If I make time later I'll edit this, delete everything and post the direct links

I believe those are the only changes from the MVP v3.6.7 to the MVP v3.6.8 Delta (the only changes that appear in INF, there are more but they have nothing to do with it).

Watch out, the DDS version of the Animated Beam Glows were never released as a separated package, so the Red and Orange Animated Beam Glow used for Shivans and Vasudans is still in ANI Format. That means it will cost you more memory. That's the reason I am downloading the MVP 3.6.8 Delta, I can make it myself as I do with the Cyan and Silver DDS Animated Glow, but it will start confusing people and messing things.

Anothers, not required by this INF Update, but in a future required for S:AH - SCP if you still are using the MVP v3.6.7

A - Model's which has fixed NamePlates problems (Fenris/Leviathan/others)
B - TurretAngleFix
C - HTL Lucifer, Ursa,  Medusa
Title: Re: Updating R1
Post by: Mehrpack on March 15, 2006, 05:08:34 pm
I'll probabily don't use 3D Models, while the SCP has lot of incredible features and has improved a lot compared to  FS2 Retail, it somewhat lacks features for adding planets, and possibly the sacrifice in performance won't be enough good to be appreciable for players, the only excellent 3D adventage that is present at the moment:

1 - Dynamic Lightning/Shadows (but is ruined by the ambient_light 0 problem)
2 - Exact proportions and distances (Planetary Moons sizes, etc.)

Also the package will end being really big, at this moment without NamePlates and 2D Backgrounds is 18 MB (in 7-Zip Compressed).

Maybe in the future this will be done...(I have already learn how to do it so, I am more than satisfied with only that)

hi,
oh :(.
but i you will use it, any time.

Quote
Also my connection isn't enough good to get the already available Hi-Res Maps, though is more like "Insane Hi-Res Maps available", have someone see the 1 GB Earth Map it is available ?. I don't really know but I believe it has 128Kx64K of Res.

Anyway once I get a Hi-Res or Ultra-Hi-Res Map I need to re-convert it to DDS, max Size for a Single DDS Map is 4096x2048, so don't start screaming, is much less than the memory used by the Super-High-End Shockwaves.

i search for you highresolution pictures of the earth:

http://visibleearth.nasa.gov/view_rec.php?id=58 ( earth as planet | 2560 x 1920 TIFF (14MB) )
http://visibleearth.nasa.gov/view_rec.php?id=174 ( earth as planet with moon | 3000 x 3075 TIFF (12.6MB) )
http://visibleearth.nasa.gov/view_rec.php?id=2430 ( 8192 x 4096 TIFF (31MB) without clouds)
http://visibleearth.nasa.gov/view_rec.php?id=2431 ( 8192 x 4096 TIFF (48.7MB) with clouds)

http://visibleearth.nasa.gov/view_set.php?categoryID=2356 - Important! Here is the Earth sperate in 8 Highresolution Parts (each part have 21600x21600 pixel!), of A1 to D2, from Januar to December.
Readme: http://veimages.gsfc.nasa.gov//7112/readme.pdf
So i have see, not every month have each part of the earth aviable.
i believe that per month only they parts are available which are chance to the other months of that year.
so you need to check the months per months for every single part of that giant image.

http://visibleearth.nasa.gov/view_rec.php?id=1438 (lights of the earth | 2048 x 1024 TIFF (1.2MB) )
http://visibleearth.nasa.gov/view_rec.php?id=2432 (only clouds | 8192 x 4096 TIFF (34.2MB) )

source: http://visibleearth.nasa.gov/view_set.php?categoryID=2363

Quote
The old Saturn Model, a try, before Mehrpack summited the right info, and not my imaginary like info (source: my imagination):

http://i29.photobucket.com/albums/c254/Shadow0000/SaturnWrong.jpg

This is using a old wrong Color Map for the Rings........

but doesnt look bad for an try out of imaginary :).

Quote
[...]
[here quoting doesnt work correctly]
[...]

ah, thx.

Mehrpack
Title: Re: Updating R1
Post by: Shadow0000 on March 15, 2006, 10:49:59 pm
Quote
hi,
oh .
but i you will use it, any time.

Thanks a lot for the Links, but my Hi-Res Maps/Backgrounds of the Earth comes from that Website, the Visible Earth, if you check the 1st post of this Thread you can see I was using the NightLights texture on the low-poly Earth, also the Hi-Res Landscape Map. The 3 Sphere Earth Model that I made (posted above) is using those TIFFs. I believe the Earth Backgrounds are newer and with more quality than the ones you posted from MODIS, mines are from Blue Marble 2004. Now it is Blue Marble - Next Generation 2005/2006, but is is taken by season, as you posted, my Landscape Map is somewhat neutral with the same Quality.

If you check here, those fits better for a Earth Map because the Ocean is Shaded (not the same colour):

http://visibleearth.nasa.gov/view_set.php?categoryId=2355

The Spheric Models have LOD0 only and have 5400 polys (75 segments), that's more than enough to enjoy a round shape using some MSAA/FSAA/SSAA/WhateverAA. Phobos and Deimos Models were original at 60,000 polys, but can be easily optimized to use 6,000 polys, both of Mars Moon's have a size like the Gargant (one 21K the other 30K), but probabily they have more Mass.

The Night face of the planet is impossible to be aplied with the SCP feature, I don't even know how to do it in 3D Studio Max, but I use Celestia for reference and it seems to be a Shader. Not only the Earth uses, Saturn also have a Map, the clouds at the poles are visible in the dark face. Titan as an example also have Clouds and a visible Atmosphere.

This is the only that can be appreciate to the Max with the SCP features, it's so perfect:

(http://i29.photobucket.com/albums/c254/Shadow0000/3DMoon02.jpg)

(http://i29.photobucket.com/albums/c254/Shadow0000/3DMoon03.jpg)

There is a Shadow over the left of the Moon, that should be darker to be more real, but that's how Shadows look with "ambient_factor 85". I'll regret for choosing 2D Backgrounds, it looks too good, it doesn't even have Bump Mapping, I can't resist, but well, while you see this greatly other planets will feel like "whoa!, I remember that, is the model I made for science class when I was 10.".

Not to say, I am having problem finding Hi-Res Backgrounds. There are, and there are not, some seems to be PhotoMosaics, Color Distorted, and many other bad things. I'll better make a Post with a Preview of each background, so people may see if they have see a better one.

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

The next Update will have major changes, it seems that I'll complete the point " - Made the GTVA, SOC and EA different Species".

I have done it almost, I have 1 Problem:

A - Testers. Please download this, Unzip and copy it in your "Inferno" folder, remember if it breaks something don't get alarmed you just need to delete it.

http://www.fileh.com/Shadow00000/Species_Change.zip

B - The only problem is the Icons.tbl, it's messing Icons at the Briefing, it's a condition that needs to be made when yo add extra Species.

If someone can explain me how does this is supposed to work with extra species, it would be of great help, the Icons.tbl itself doesn't say nothing, but the SCP exe complains about species without Icons.

(no I won't change the order of Species to match the FS2 order (1-Terran/2-Vasudan/3-Shivan), there must be a way of understand the icons TBL and making it work with any order of species.
Title: Re: Updating R1
Post by: Wanderer on March 16, 2006, 01:34:10 am
You must have one icon assigned to each of the icon types per species.. If the sum of the entries does not add up it will give errors and if it is otherwise wrong you'll get pretty fancy effects. You seem to have 8 fighter icons while having seven species and seven of all other icons
Title: Re: Updating R1
Post by: Woomeister on March 16, 2006, 04:04:26 am
In other words if you have this:

Code: [Select]
; ICON_LARGESHIP_WING
$Name: biconsolaris
$Name: biconsolaris
$Name: iconhighlight06

$Name: biconGTVA
$Name: biconGTVA
$Name: iconhighlight06

$Name: bicongigas
$Name: bicongigas
$Name: iconhighlight05

and you now have 2 additional species, you need something like this:

Quote
; ICON_LARGESHIP_WING
$Name:   biconsolaris
$Name:   biconsolaris
$Name:   iconhighlight06

$Name:   biconGTVA
$Name:   biconGTVA
$Name:   iconhighlight06

$Name:   bicongigas
$Name:   bicongigas
$Name:   iconhighlight05

$Name:   bicongigas
$Name:   bicongigas
$Name:   iconhighlight05


$Name:   bicongigas
$Name:   bicongigas
$Name:   iconhighlight05

You could just copy/paste other entries like that or make the icons match up properally with their species and ship class. The order of entries is the same as the order in species_defs.tbl

You also need to do the same with the debris section in the asteroids.tbl, and add flyby sounds to sounds.tbl, then you should have support ships and personas for any friendly species in the messages.tbl
Title: Re: Updating R1
Post by: Mehrpack on March 16, 2006, 04:50:39 pm
Thanks a lot for the Links, but my Hi-Res Maps/Backgrounds of the Earth comes from that Website, the Visible Earth, if you check the 1st post of this Thread you can see I was using the NightLights texture on the low-poly Earth, also the Hi-Res Landscape Map. The 3 Sphere Earth Model that I made (posted above) is using those TIFFs. I believe the Earth Backgrounds are newer and with more quality than the ones you posted from MODIS, mines are from Blue Marble 2004. Now it is Blue Marble - Next Generation 2005/2006, but is is taken by season, as you posted, my Landscape Map is somewhat neutral with the same Quality.

If you check here, those fits better for a Earth Map because the Ocean is Shaded (not the same colour):

http://visibleearth.nasa.gov/view_set.php?categoryId=2355

hi,
thats 3 months ago, i read and see every day so much, that i cant all remember. now if i see it, then i see that you use that material.
but why do you ask for a highres-map of the earth :confused: doesnt understand this  :confused:

yeah i doesnt notice that, that this images are plain and doesnt use for the oceans shades *smack my head*
to the seasons, i think its a big problem, download, down scaling, put together in the target map.
the colors are the same.

Quote
The Spheric Models have LOD0 only and have 5400 polys (75 segments), that's more than enough to enjoy a round shape using some MSAA/FSAA/SSAA/WhateverAA. Phobos and Deimos Models were original at 60,000 polys, but can be easily optimized to use 6,000 polys, both of Mars Moon's have a size like the Gargant (one 21K the other 30K), but probabily they have more Mass.

6k polys doesnt sound bad :).

the moons of mars are bigger asteriods, catch by the gravity of the mars, so i doesnt believe that they have more mass as so a ship with this dimension.

Quote
The Night face of the planet is impossible to be aplied with the SCP feature, I don't even know how to do it in 3D Studio Max, but I use Celestia for reference and it seems to be a Shader. Not only the Earth uses, Saturn also have a Map, the clouds at the poles are visible in the dark face. Titan as an example also have Clouds and a visible Atmosphere.

This is the only that can be appreciate to the Max with the SCP features, it's so perfect:

http://i29.photobucket.com/albums/c254/Shadow0000/3DMoon02.jpg

http://i29.photobucket.com/albums/c254/Shadow0000/3DMoon03.jpg

There is a Shadow over the left of the Moon, that should be darker to be more real, but that's how Shadows look with "ambient_factor 85". I'll regret for choosing 2D Backgrounds, it looks too good, it doesn't even have Bump Mapping, I can't resist, but well, while you see this greatly other planets will feel like "whoa!, I remember that, is the model I made for science class when I was 10.".

thats bad, but i havnt any experience with modeling, so i doesnt help you much.
but have you experiment with the ambient faktor ingame?
i mean you can write the right faktor in a ini, so that it use automatical, imho.

but if it not work, and you have any correctly looking moons or planets, why dont use them.
its bad if not all planets as 3D models aviable, but i think better as nothing.
only a suggestion.

mhh with 10, nice work.
how old are you today, if i can ask :) ?

Quote
Not to say, I am having problem finding Hi-Res Backgrounds. There are, and there are not, some seems to be PhotoMosaics, Color Distorted, and many other bad things. I'll better make a Post with a Preview of each background, so people may see if they have see a better one.

yeah to find good source is terrible, i doesnt think that the nasa only have mosaics of the most planets in our solar system.

Mehrpack
Title: Re: Updating R1
Post by: neoterran on March 18, 2006, 01:55:44 am
Everything is pretty fine so far, i've played up to the battle with the independance and the diablo (not too far)

The biggest problem for me in testing the new inferno is the fact that the newest CVS builds from late february and march are not stable, they lock up (freeze). I don't have this problem with the older 3.6.7 Release build and a set of patched up 3.6.7 Mediavps.

I guess I'll just wait to play Inferno until the latest builds fix this freezing problem.

And before anyone asks, it happens in either open gl or direct3d, and i have no problems with the earlier builds so I can rule out my graphics card as a problem source.
Title: Re: Updating R1
Post by: Shadow0000 on March 18, 2006, 09:19:14 pm
Thanks for all the support. Now that I know how to fix the icons.tbl problem, I just need to either get or made the Planets backgrounds, the 8-bit PCX conversion are the harder. With that I can finish and post a new Release, mostly which helps S:AH, but there are a few changes to INF too.
This time the size of the Release will be bigger, I am included 8-Bit PCX and 32-Bit DDS of Planet's Backgrounds. Those backgrounds are both used in S:AH and Solar Wars, so there is no point in packaging them along with S:AH, I would ended packing twice, one for S:AH and another for Solar Wars, and since INF takes place in the Solar System, it is not really out of place.

Quote
You must have one icon assigned to each of the icon types per species.. If the sum of the entries does not add up it will give errors and if it is otherwise wrong you'll get pretty fancy effects. You seem to have 8 fighter icons while having seven species and seven of all other icons

I am incredible, I fail to realize when I am doing a minor mistake which breaks....well, I was doing that, originally there are 3 Type Icons for each Species, that means 9 nine Kind of Icons. So I was just cloning the Terran Icons for the GTVA Terran/SOC/EA, the Vasudan icons for the GTVA Vasudan/HoL/Ancient and the Shivan remains untouched.
But as Woomeister wrote is true I write 8 Species, while I have just 7...

This is no secret, there are 2 Main reasons to split the species like this:

1 - Support Ship: that way there won't be 3 Allied species using all the same Support, it can take a while to rearm all the 3 Fighters/bombers of the Terran/SOC/EA

2 - To allow me to set the S:AH FS1 and FS2 Ships to Species: GTA, that way I can set the Centaur to be used as in FS1, and then later use Eos with the EA Fighters/Bombers.

Quote
You also need to do the same with the debris section in the asteroids.tbl, and add flyby sounds to sounds.tbl, then you should have support ships and personas for any friendly species in the messages.tbl

That's already included in the expiremental TBL aboves, many thanks to the Debugger for alerting (and bothering) me for those entries. As I made with the Icons I cloned sounds to match Species....

Quote
but why do you ask for a highres-map of the earth  doesnt understand this 

Ups...I asked for Hi-Res Backgrounds, not for MAPS, but now that you said it, sorry if I did it, I have the Hi-Res Maps.

When I ask about Hi-Res, it means more like Hi-Colour also, JPG/DDS is not, TGA/TIFF/PNG are used mostly as non-quality loss formats for Textures, and I have seen some images which are 3000x3000 which people thinks is Hi-Res, but the planets are really blurry, the images where originally taken with that size but they seem to be like that originally.

I also have failed to find Hi-Res Backgrounds of Venus and Mercury, Neptune (512x512x32), Pluto (512x512x32), Pluto Background seems really strange, the Texture Map and 3D Model are really different from the Background...

For Venus and Mercury I just take a screenshot (2048x2048x32) to the Model I have, afterall as I say most times the Texture Maps are in better quality than the Backgrounds.

The only 3D Model I'll use is the one of the Moon, used only in Missions where the Background were scale was really big, just 2 Missions (one showing each side of the Moon). I may use maybe Mercury too, but I am not too sure.

For Moons: there is no Mission which happens around a Saturn's Moon in S:AH.
Jupiter's Moon are named in the Briefing of Campaing 4 Mission B2, I was actually thinking that I could use some Camera Viewpoints, place the Resolute and others with the wortest LOD as possible, everything in order around each of Jupiter's Moon, so we could take a least a look at the Moons, and change the Camera facing near each of the Moon as they report, but when they report happens at half of the Mission, it would be somewhat hard...(this probabily won't happen anyways)

Quote
how old are you today, if i can ask  ?

I am actually 19 years old, near 20 by now, but not yet. And no I didn't do a Saturn model when I was ten....

Quote
Everything is pretty fine so far, i've played up to the battle with the independance and the diablo (not too far)

The biggest problem for me in testing the new inferno is the fact that the newest CVS builds from late february and march are not stable, they lock up (freeze). I don't have this problem with the older 3.6.7 Release build and a set of patched up 3.6.7 Mediavps.

I guess I'll just wait to play Inferno until the latest builds fix this freezing problem.

This is one of the reasons why I sometimes I don't refine the update, not only the Crash as it was before with Decals, but just a few past CVS have the TBM entries changed, and FRED2 just was deleting every "Initial Orders" to ships.

Well, I believe the Decals are not causing it, try without the Impact Decals Flag, the Decals crash was happening mostly at the Mission 07 and 13, just a few seconds and the game crash, I was also playing S:AH and yes the CVS just freeze for some reason, but it's too ramdonly and rarely, so.....
Title: Re: Updating R1
Post by: CaptJosh on March 18, 2006, 11:46:52 pm
I had to ditch the subspace node pof file. with it in there, the node didn't show up in briefing when I clicked on it, and I didn't want to chance that it wouldn't show up in play.
Title: Re: Updating R1
Post by: Shadow0000 on March 19, 2006, 12:37:28 am
That's strange, I am seeing the SubSpace Node, both the INF one and the SCP one, that's really strange. I don't know I'll take a look but it doesn't seem to be happening to me at least...
Title: Re: Updating R1
Post by: CaptJosh on March 19, 2006, 03:07:35 am
Well, I don't know. Maybe the mod.ini file isn't working right. I didn't get f_shockwave either. I ended up changing the tbm so that bombers had the warhead shockwave and fighters had none.
Title: Re: Updating R1
Post by: neoterran on March 19, 2006, 03:16:12 am
There was a problem with the Diablo vs the Independance mission. 1.) If the Olemus dies, then you still see it broadcast "Okay see you later Indepenance..." after it is dead. 2.)End briefing gave BOTH SOC Admiral is happy beause you saved Olemus (i didn't  :nervous: ) AND "we lost the Olemus" messages, which isn't right. I think Olemus was the name of the ship, sorry if I didn't get it right.

I was doing all right until the Sol Gate where I got a couple of crashes to desktop. Once just a CTD and the other gave a Freespace error message. But probably to do with the CVS (3/6 non-optimized) and not Inferno. I'll probably keep playing it, i got addicted, even with the instability  :lol:

Inferno is cool ! I only got into it last week, but so many new ships and so many big ships and interesting battles ! But it's harder than many mods....  :(

Shadow, please let us know when you update the download so we can redownload it and update our files correspondingly. It might be a good idea to post dates... too many "final" non final versions :drevil:
Title: Re: Updating R1
Post by: Mehrpack on March 19, 2006, 10:25:10 am
Ups...I asked for Hi-Res Backgrounds, not for MAPS, but now that you said it, sorry if I did it, I have the Hi-Res Maps.

hi,
do i unterstand that right, that you mean with backgrounds: total view of the planet, maybe with one or more of his moons?
and maps = near shots of the surface of the planet.

but i see, that my englishskill need some training *g*
but no problem, i had my fun and find nice maps of the earth :D.

Quote
When I ask about Hi-Res, it means more like Hi-Colour also, JPG/DDS is not, TGA/TIFF/PNG are used mostly as non-quality loss formats for Textures, and I have seen some images which are 3000x3000 which people thinks is Hi-Res, but the planets are really blurry, the images where originally taken with that size but they seem to be like that originally.

yeah, because the jpeg losing a lot of quality and if you saved the picture in another format with no lossless compression again the quality arent really good.
but if you does find only a high-res with hopefull a low compression, then there no much other chose.

Quote
I also have failed to find Hi-Res Backgrounds of Venus and Mercury, Neptune (512x512x32), Pluto (512x512x32), Pluto Background seems really strange, the Texture Map and 3D Model are really different from the Background...

if my memory correctly only a voyager probe have passed pluto and neptune and make near-range shots, but the resolution is really limited for the pictures and the picture-material of the probe that put together to a greater picture looks sometimes strange, because the probe moving if they make there shots.
maybe the nasa have some pictures corrected in the color and sun lighting, so that i look different.

Quote
but no high-res of venus, mercury
For Venus and Mercury I just take a screenshot (2048x2048x32) to the Model I have, afterall as I say most times the Texture Maps are in better quality than the Backgrounds.

and if you tried to put together the maps, and replace in the background the planet?
the only really difficault is to corrected the different maps in the color and light   :nervous:.

Quote
The only 3D Model I'll use is the one of the Moon, used only in Missions where the Background were scale was really big, just 2 Missions (one showing each side of the Moon). I may use maybe Mercury too, but I am not too sure.

For Moons: there is no Mission which happens around a Saturn's Moon in S:AH.
Jupiter's Moon are named in the Briefing of Campaing 4 Mission B2, I was actually thinking that I could use some Camera Viewpoints, place the Resolute and others with the wortest LOD as possible, everything in order around each of Jupiter's Moon, so we could take a least a look at the Moons, and change the Camera facing near each of the Moon as they report, but when they report happens at half of the Mission, it would be somewhat hard...(this probabily won't happen anyways)

aha, i have think about the modells and here aonther suggestion.
you have the 3D Models, why not reduce the resolution and use the modells for the befriefing only.
so the player can hit in the befriefing the planets and see the 3D model.
maybe as an optimal packed, if that possible.

Quote
I am actually 19 years old, near 20 by now, but not yet. And no I didn't do a Saturn model when I was ten....

23 going to 24 here *g*.
mhh *scratch* and i had think, ah ...

Mehrpack
Title: Re: Updating R1
Post by: Shadow0000 on March 19, 2006, 09:12:08 pm
To all players, remember to download:

A - The HTL Moloch (appears at INF Mission 06). Look here http://www.hard-light.net/forums/index.php/topic,36647.125.html

B - The DDS Version of the Animated Beam Glows (DXT1 Version). The Red and Orange ones are used in INF R1. Look here http://www.hard-light.net/forums/index.php/topic,38935.0.html

My Animated Cyan and Silver Beams Glows are already in DXT1 Format, so...I'll compare either quality or size (# Level of Mipmaps) if there is something that can be done.

I'll update the TBMs to match the spell names that are now used, since I see it was changed...

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

Actually the Main Problem with S:AH, regarding FS1:

1 - The easier: I don't know if to add at least for the Player the Apollo and the Athena, I know:

A - The Apollo has been replaced for the Ulysses at the end of FS1
B - The Athena has been replaced both by the Medusa and the Ursa.

(probabily I won't do anything about that since it's comprensible why we don't see it)

2 - Main Problem, I need to port FS1 Weapons, that means:

A -  New entries bring back the orginal names, from INF "Avenger T2" to FS1 "Avenger".

B - Readjust the Gauges (fire rate/damage/etc.) of Weapons that exist with the same name (ex: Prometheus)

C - Add the extra weapons, that for some "magical" reason why weren't able to use in S:AH

The answer to this lurks between, "There is no Apollo and no Athena because we have money to build newer ships as the Ulysses/Medusa/Ursa, but we have paid with weapons, and ended with an non-existant weapon arsenal"

If you check the S:AH TBLs, you may see that both Medusa's and Ursa's Turrets are not working, just because both are using FS2 weapons (Medusa: Prometheus R / Ursa: UD-8 Kayser), while they should be using the Avenger for the Medusa and the Banshee for the Ursa.

Now the problems comes, where the Banshee was never ported from the FSPort to S:AH. So if I have to port one weapon, that justifies porting the other selectable Weapons (Synaptic/Harbinger/Flail/others). And since we have the Tsunami which is a very Advanced bomb (powerful to be specific), adding the others won't really unbalance anything....

Regardless of all that you will be able to use the "Hell Storm X" in S:AH with the Peregrine at least, the funny thing is that you can kill a Fenris or Leviathan Cruiser with just a few bombs, and if there is one behind the destroyed it can get hit too...
Campaing 4 Mission B1 is an scramble Mission (where the JCD Empress attacks the EA HQ), I don't really think it's fun or it could make any difference using the Hell Storm X, the Empress is just uncovered from every single point you fire...

Quote
But it's harder than many mods.... 

That's the idea, well it may depends of difficult, FS2 Insane Difficult is just Insane...

Quote
Shadow, please let us know when you update the download so we can redownload it and update our files correspondingly. It might be a good idea to post dates... too many "final" non final versions

Don't worry, the Final Release for the moment is unique, I won't ever post a new one without making an advise, I always post it, so, yes with the next release I will write the date (until someone prefer Post-Final Release 1/2/3/4/5, I am joking...no I won't do this)

Quote
hi,
do i unterstand that right, that you mean with backgrounds: total view of the planet, maybe with one or more of his moons?
and maps = near shots of the surface of the planet.

but i see, that my englishskill need some training *g*
but no problem, i had my fun and find nice maps of the earth Big grin.

Backgrounds means: 2D spherical screenshots of the planets (as taken from an camera, for example). The 2D (Backgrounds) goes into the "effects" folder of FreeSpace 2

Texture Maps: it goes into the "maps" folder. Usually planet's and moon's Texture Maps (or jus Maps) are called Cylindrical Maps. This is the Texture that 3D Models use.

Quote
There was a problem with the Diablo vs the Independance mission. 1.) If the Olemus dies, then you still see it broadcast "Okay see you later Indepenance..." after it is dead. 2.)End briefing gave BOTH SOC Admiral is happy beause you saved Olemus (i didn't  ) AND "we lost the Olemus" messages, which isn't right. I think Olemus was the name of the ship, sorry if I didn't get it right.

It's hard for me to see this, usually I win, and even if I loose I hit the retry buttom, so Bad defriefing is a problem.

Well, I can take care of point 1.), and for 2.) I don't know, maybe copy some failure Debriefing from another Mission, adding the line that we lost the Olemus, I want to fix, but not Mod too much.

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

EDIT:

Quote
There was a problem with the Diablo vs the Independance mission. 1.) If the Olemus dies, then you still see it broadcast "Okay see you later Indepenance..." after it is dead. 2.)End briefing gave BOTH SOC Admiral is happy beause you saved Olemus (i didn't  ) AND "we lost the Olemus" messages, which isn't right. I think Olemus was the name of the ship, sorry if I didn't get it right.

Try this, I am still not too good at Events, but I manage easily to undertand Visual Basic, so is just conditionals:

http://www.fileh.com/Shadow00000/INFC1A-07.zip

Please test, one loosing the Olemus and the other winning, works? (should)

This was the Problem:

If Destroyed Delay: (Conditional)
 - 28 (seconds)
 - Diablo (Ship Name)
Send (Event)
 - Message (blablah)
 - High (Priority)
 - Ship (Ship sending the Message)

So, I do this (there are multiple ways of do this):

 ** And:
     * Not: (Returns the opposite valour of the next Boolean result)
        * If Destroyed Delay:
         - 0
         - Olemus
     * If Destroyed Delay: (Conditional)
         - 28 (seconds)
         - Diablo (Ship Name)

Then if those 2 are true:

** Send (Event)
        - Message (blablah)
        - High (Priority)
        - Ship (Ship sending the Message)

PS: The SOC Debriefing for when you loose the Olemus is already there, and working fine, I don't really see any problem. Plus, the conditional to show it is very simply and should cause no problem.

If Destroyed Delay:
 - 0
 - Olemus

"The SOSD Olemus has been reduced to Debris.....blablah....."

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

I hope adding the FS1 Weapons don't break the Bitmap limits for the C block files, probabily will happen, but well, I'll start using repited icons.
Title: Re: Updating R1
Post by: neoterran on April 09, 2006, 11:16:16 pm
Okay, finally beat Inferno R1. Neat Mod ! But short ! Really short!

Now I understand why everyone is so excited about R2/SCP Inferno.

There were no further problems that I had with the game. Besides the one I mentioned above.

 Hardest missions were taking the Sol Gate and Fighting the nemsis above earth, for sure.

Title: Re: Updating R1
Post by: diceman111 on May 10, 2006, 12:10:06 pm
Hi

Ok well I have read through this post right now (rather quick thoug so forgive if someone has already posted this) And I want to play Inferno using SCP. Ok I have gotten the update in the first post put it in the inferno folder where R1 is installed (installer from the homepage) aswell as the patch from the homepage. I also have the mediavps in a seperate folder(freespace2\mediavps).
then I use the launcher and select the mod and everything is fine the inferno logo appears in the little window and the text appears.
Then when I press Run and everything is working fine until I select the pilot(or create a new one and then click choose) and click choose I get the error:

Error: Invalid ship type "GTF Ulysses" found in $Ship Choices: of campaign file
File:D:\C++\Freespace\fs2_open\code\Parse\PARSELO.CPP
Line: 2490
[This filename points to the location of a file on the computer that built this executable]

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

My settings are:
C:\Games\FreeSpace2\fs2_open_r_20060425_Kara.exe -mod inferno, ,mediavps -spec -glow -jpgtga -mipmap -nomotiondebris -2d_poof -missile_lighting -dualscanlines -targetinfo -rearm_timer -ballistic_gauge -3dwarp -warp_flash -snd_preload

Currently using the pack released by Shivan_SpS (15c).

any suggestions on how to fix this ( I bet its prob something really stupid that I have missed it always are  :D )


/Dice
Title: Re: Updating R1
Post by: neoterran on May 10, 2006, 01:40:35 pm
Sounds like you haven't updated it correctly, it's a problem with the table files.
Title: Re: Updating R1
Post by: diceman111 on May 10, 2006, 02:23:15 pm
Sounds like you haven't updated it correctly, it's a problem with the table files.

ok and how do I do that

/Dice
Title: Re: Updating R1
Post by: neoterran on May 10, 2006, 02:30:27 pm
post a screenshot of what your inferno directory looks like for starters.
Title: Re: Updating R1
Post by: diceman111 on May 10, 2006, 02:52:09 pm
post a screenshot of what your inferno directory looks like for starters.

Ok sorry for being a little short earlier, well heres a screenshot of my inferno map:

(http://img66.imageshack.us/img66/2197/inferno6rp.th.jpg) (http://img66.imageshack.us/my.php?image=inferno6rp.jpg)

/Dice
Title: Re: Updating R1
Post by: neoterran on May 10, 2006, 03:23:31 pm
yeah that doesn't look like my Inferno installation. I have the patch1 and patch2 vps and then i have INF_CBGTVA1.vp, INF_Core.vp, INF_EA.vp, INF_Enemies.vp, INF_GTVA_CH1.vp, INF_SOCVas.vp, and INF_terran.vp . I don't know what's up with the INF_Main.vp you have. You appear to have another version. Maybe someone else could shed some light ?
Title: Re: Updating R1
Post by: diceman111 on May 10, 2006, 03:34:54 pm
yeah that doesn't look like my Inferno installation. I have the patch1 and patch2 vps and then i have INF_CBGTVA1.vp, INF_Core.vp, INF_EA.vp, INF_Enemies.vp, INF_GTVA_CH1.vp, INF_SOCVas.vp, and INF_terran.vp . I don't know what's up with the INF_Main.vp you have. You appear to have another version. Maybe someone else could shed some light ?

Ok well thx for the help guys I think that I have figured it out I had only donloaded the main relese there where also akot of other files to download so I will download them and give it a try. (Dont ask me why I didnt think of this before......)
Title: Re: Updating R1
Post by: diceman111 on May 10, 2006, 03:41:59 pm
yeah that doesn't look like my Inferno installation. I have the patch1 and patch2 vps and then i have INF_CBGTVA1.vp, INF_Core.vp, INF_EA.vp, INF_Enemies.vp, INF_GTVA_CH1.vp, INF_SOCVas.vp, and INF_terran.vp . I don't know what's up with the INF_Main.vp you have. You appear to have another version. Maybe someone else could shed some light ?

Ok well thx for the help guys I think that I have figured it out I had only donloaded the main relese there where also akot of other files to download so I will download them and give it a try. (Dont ask me why I didnt think of this before......)
Nope that didnt fix it any other ideas guys
Title: Re: Updating R1
Post by: Goober5000 on May 10, 2006, 10:19:30 pm
This has been confirmed by karajorma as a bug in the SCP.  Use a different build.
Title: Re: Updating R1
Post by: Eugene on May 11, 2006, 12:07:34 am
Need help dl-ing Shadow's updates:
http://www.fileh.com/Shadow00000/INF_3PatchUpdate1.zip, and the 2nd one also.

No matter how many times I try this link, on a number of different days, I just get the file hosting company page with a "register" button at the bottom. No hint of Shadow's updates. I think maybe I need to register in order to get the file, but clicking the register button just loads the same page. Other files listed in this thread: no trouble at all. Just these two vital files.  :confused:

I must be doing something really wrong, since I don't see any one else asking this question. But please, put me out of my misery and tell me the obvious "secret"!

Thanks for any help on this!
Title: Re: Updating R1
Post by: jr2 on May 11, 2006, 12:13:26 am
Try going to www.fileh.com and registering first.  Then, login, and try pasting the link into your address bar and pressing enter after you've logged in.  I think that'd work.
Title: Re: Updating R1
Post by: diceman111 on May 11, 2006, 05:07:21 am
yeah that doesn't look like my Inferno installation. I have the patch1 and patch2 vps and then i have INF_CBGTVA1.vp, INF_Core.vp, INF_EA.vp, INF_Enemies.vp, INF_GTVA_CH1.vp, INF_SOCVas.vp, and INF_terran.vp . I don't know what's up with the INF_Main.vp you have. You appear to have another version. Maybe someone else could shed some light ?

Ok well thx for the help guys I think that I have figured it out I had only donloaded the main relese there where also akot of other files to download so I will download them and give it a try. (Dont ask me why I didnt think of this before......)
Nope that didnt fix it any other ideas guys

Ok well dont ask me how but I got it to work properly.

Title: Re: Updating R1
Post by: Woomeister on May 11, 2006, 09:33:45 am
I don't know what's up with the INF_Main.vp you have. You appear to have another version. Maybe someone else could shed some light ?
R1 was released as a single VP version and a multi VP version.
You should have either:
INF_CB_GTVA1.vp
INF_Core.vp
INF_EA.vp
INF_Enemies.vp
INF_SOCVas.vp
INF_Terran.vp

INF_2Patch.vp

or you should have:
INF_Main.vp

INF_2Patch.vp


You only need one version and don't need INF_Main.vp and INF_Core.vp at the same time as INF_Core.vp is included in INF_Main.vp.
Title: Re: Updating R1
Post by: neoterran on May 11, 2006, 10:10:55 am
and shadows' update is called INF_1Patch.vp and is 111 MB. So it's a bit confusing, but you need all of those to see Inferno R1 in all it's glory, and it is quite glorious, one of the best mods / ideas. We are all anxiously awaiting R2, even if it is delayed.

On another note, everything is due to look better very shortly as Taylor finally added Environment Mapping to the preferred OpenGL renderer. It hits CVS this weekend so any Builds after this weekend should be looking damn good ;0P
Title: Re: Updating R1
Post by: Eugene on May 11, 2006, 02:35:30 pm
Try going to www.fileh.com and registering first.  Then, login, and try pasting the link into your address bar and pressing enter after you've logged in.  I think that'd work.

Thanks, jr2 - sadly that did not work either. Exactly same result. Has anyone around here followed those Shadow updates links and been able to dl them? I've enabled cookies, logged in successfully at the fileh site - but no matter whether I follow the link for the update, or paste in the link address - no go.
Help!

Update - Now I get redirected (hijacked?) to a different web site: http://www.fusioncash.net/?ref=chad188 which is obviously not connected to the Inferno patch or anythign to do with legit dls as fileh seems to offer.

Is anyone dl-ing Shadow's updates? Getting them via fileh?? How???
Title: Re: Updating R1
Post by: Shadow0000 on May 11, 2006, 10:43:56 pm
Last night, I can't even register myself, but today works maybe some server problem, it should be working right by now.

Quote
and shadows' update is called INF_1Patch.vp and is 111 MB. So it's a bit confusing, but you need all of those to see Inferno R1 in all it's glory, and it is quite glorious, one of the best mods / ideas. We are all anxiously awaiting R2, even if it is delayed.

The 1st time I upload in a VP File, it was called INF_3Patch.vp, and remember to say:

Me (Shadow0000): The naming scheme is correct, last was "2", so now is "3", so OK I started uploading it
inner thoughts:
(conscience): Did you check that the "3" patch is "Loaded", after the "2" ? and not the opposite
(awareness): NO!!!!!!!!!!!!!, it cannot be possible.....
(reason): You're are really stupid, aren't you ?

Well, I have to upload it twice just for a "character", I somewhat feel relief when later the FSPort staff posted the same, I am not the only one who mistake that the evil Windows has an evil loading order (it's inverse, that's plain evil which OS work like that ?)
Title: Re: Updating R1
Post by: neoterran on May 12, 2006, 09:16:23 am
That reminds me I need to check Freespace out in Windows Vista to see if that loading order thing is different
Title: Re: Updating R1
Post by: mr.WHO on May 12, 2006, 10:14:31 am
Speaking of Vista.
-Does all games that run on Win XP will run on Win Vista (like FS SCP 2) ?
-How much RAM does Vista use?
Title: Re: Updating R1
Post by: Eugene on May 12, 2006, 10:56:58 am
Shadow, no matter when or how I try the link, or fileh direct, I get the same result. Just tried again before I leave for a week. Logged in to fileh and paste in the address for your patch - or click directly on the link in this forum - or log in first at fileh (successfully), and then click on our forum's link for the patch...same result. Very frustrating!

I'll check again late next week when I return. Maybe there is another way to obtain the two update patches?

Thanks for any advice or help.

Title: Re: Updating R1
Post by: neoterran on May 12, 2006, 11:16:51 am
Speaking of Vista.
-Does all games that run on Win XP will run on Win Vista (like FS SCP 2) ?
-How much RAM does Vista use?

1.) Not all programs that run on XP will run on Vista, it's a case by case basis, but most will.

2.) Freespace SCP runs without any problems

3.) Not sure about the sort order but it looks the same as XP to me.

(http://img.photobucket.com/albums/v207/ev0l/FreespaceVista2.png)
Title: Re: Updating R1
Post by: Shadow0000 on May 15, 2006, 12:23:33 am
Quote
Shadow, no matter when or how I try the link, or fileh direct, I get the same result. Just tried again before I leave for a week. Logged in to fileh and paste in the address for your patch - or click directly on the link in this forum - or log in first at fileh (successfully), and then click on our forum's link for the patch...same result. Very frustrating!

I'll check again late next week when I return. Maybe there is another way to obtain the two update patches?

Thanks for any advice or help.

Which Internet Browser are you using ?. It works OK for me, I am using Firefox v1.5.0.3, otherway can you try copying the URL into a Download Manager program ?

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

I have heard there are some troubles with source codes with Vista, don't know some problem regarding API 32 support, and the way DX manages the Shaders, it seems that a lot of code from DX7 used in DX9 will be trown away or something like that. If it is true, it means that Microsoft is trying to burn the last remants from Win9x and so...again it's not something critical I remember everytime a new Visual Studio or so is released all source codes that were buil with older versions need a porting in order to work with the new one...
Title: Re: Updating R1
Post by: Eugene on May 18, 2006, 03:15:23 pm
Thanks, Shadow! I am using the latest version of Windows Explorer, on Win98SE.
Title: Re: Updating R1
Post by: Shadow0000 on May 18, 2006, 10:45:21 pm
I am afraid that your post don't tell if you were able download it, can you download it ?

Here is the Official Website for Firefox (Mozilla): http://www.mozilla.com/

I can't remember now a free download manganer, but you can try with DAP or FlashGet, both are free (but with adds, publicity, etc.)

DAP: http://www.speedbit.com (take care, DAP is famous for crashing, for being full of adds, and for being rejected by most sites)

FlashGet: http://www.amazesoft.com (works perfect for me, it hasn't been updated in a year or so, it doesn't need to)
Title: Re: Updating R1
Post by: Eugene on May 19, 2006, 12:52:34 am
Sorry, Shadow - my oversight. No, regardless of the method I cannot dl either of those two update links/files. The rest of the Inforno files in this thread wrok fine.

Thank you for the links for other browsers or dl managers. Do you think Win Explorer has a problem with fileh? I might go ahead and try the amazesoft, or Firefox..although this seems so odd. I guess no one else is responding regarding whether they have no trouble - and use Windows Explorer/browser. Or have currently had any trouble dl-ing these two.

I'll keep trying!
Title: Re: Updating R1
Post by: Shadow0000 on May 19, 2006, 01:10:48 am
Try with Firefox first it's just 5 MB (not like that IE which is 50+ MB, a bunch of crap), Internet Explorer is very buggy, specially since it's really old, the one in XP (IE 6 - SP1) is from 2001, pretty old, and the newer IE 7 - Beta 2 is in developement, and imagine what can happen when Microsoft names one of it's products a "beta", if the polished products has a thousand of bugs...

I have tried also with Internet Explorer 6 - Service Pack 1 and the link works,  maybe you're using a old version ? (can you check which is it ?)
Title: Re: Updating R1
Post by: neoterran on May 19, 2006, 08:49:34 am
Just use Firefox, it's a little quirky, but it's the only real solid solution for browsing the web at the moment.
Title: Re: Updating R1
Post by: Eugene on May 19, 2006, 05:36:24 pm
I'm using v.6 on XP, Service Pack 2 right now at work. Just tried: http://www.fileh.com/Shadow00000/INF_3PatchUpdate1.zip
and got "Page not found"

http://www.fileh.com/Shadow00000/INF_3PatchUpdate2.zip

Same result! "Cannot find server."

 Not seeing any other issues dl-ing here or at home with Win98SE. It's very frustrating finding that these two links (only) don't work for me in two different locations on different machines and different OS. Very weird.

But will try Firefox just for the heck of it.
Title: Re: Updating R1
Post by: jr2 on May 19, 2006, 06:34:41 pm
@Shadow0000, add this one to your list and ditch the others. :)
http://www.freedownloadmanager.org/
Absolutely free, no ads, spyware, etc.
Title: Re: Updating R1
Post by: CaptJosh on May 20, 2006, 09:13:24 pm
I just use firefox and use the built in download management.
Title: Re: Updating R1
Post by: jr2 on May 21, 2006, 01:02:40 am
@CaptJosh, I would get the "FlashGot" plugin for Firefox, which allows you to use 3rd party download apps w/ Firefox.  You can configure it to allow the normal Firefox download as well.  The reason is that usually you get better speeds (sometimes even double!) using multiple segments during downloads, and the standard browser downloaders don't do that.
Title: Re: Updating R1
Post by: CaptJosh on May 21, 2006, 12:16:51 pm
I doubt I would notice any particular improvement with 7 megabit dsl.
Title: Re: Updating R1
Post by: Shadow0000 on May 21, 2006, 09:12:24 pm
Quote
@CaptJosh, I would get the "FlashGot" plugin for Firefox, which allows you to use 3rd party download apps w/ Firefox.  You can configure it to allow the normal Firefox download as well.  The reason is that usually you get better speeds (sometimes even double!) using multiple segments during downloads, and the standard browser downloaders don't do that.

I am also using it, DAP integration to Firefox is really bad compared to the IE integration, is a real pain...

Quote
I'm using v.6 on XP, Service Pack 2 right now at work. Just tried: http://www.fileh.com/Shadow00000/INF_3PatchUpdate1.zip
and got "Page not found"

http://www.fileh.com/Shadow00000/INF_3PatchUpdate2.zip

Same result! "Cannot find server."

 Not seeing any other issues dl-ing here or at home with Win98SE. It's very frustrating finding that these two links (only) don't work for me in two different locations on different machines and different OS. Very weird.

But will try Firefox just for the heck of it.

WTF...I deserve the Big-O, my mistake, I barely noticed this in your first post, now it's confirmed, some instructions to all the people:

1 - You don't need to install those Updates, I deleted from FileH, because they are already included in what wrongly I named a "Final Release", so those updates where for my first version of the patch...

2 - Everything needed is in the 1st post of this Thread, if I upload something, I'll always give the notice with a "new post" but I'll also add it to the 1st post

3 - Except for the 1st post, anything that is available for download can mean 2 things:

A - Already Implemented (is obsolete)
B - Experimental (just for testing, will also become obsolete in the future)

Now someone may ask why I didn't remove the links, well actually I was never supposed to delete from FileH, as if I'll later accidentaly submit a bug I could check where was it much faster than looking in all the whole pack, but I forget.

So always check the 1st post, and reading it feel sure you have everything, I am not the kind of person who likes to make people go page by page in threads with 200 pages just to see if there are downloads...some people does...however I make this because by now many people may have noticed that my post seems to have the lenght of a novel's page and I don't want to bore anyone (like with the SubSpace Rift theory which has nothing to do with my update)

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

It seems that FileH is down momentarily, I hope is back online soon...
Title: Re: Updating R1
Post by: jr2 on May 22, 2006, 02:51:25 am
I doubt I would notice any particular improvement with 7 megabit dsl.
...Wanna bet?  ;7  It can sometimes double the speed of the cable modem I use at the squad here.  Couldn't hurt to try, right?  :nod:
Title: Re: Updating R1
Post by: Shadow0000 on May 22, 2006, 03:07:17 am
56k user ask : " :confused: what's DSL ? :confused: " (just kidding...)
Title: Re: Updating R1
Post by: CaptJosh on May 22, 2006, 03:48:04 pm
A cable modem on what provider? If it's Charter cable, the best you have is 3 megabit down, 384 kilobit up. I know. I used to work tech support for Charter Pipeline.
Title: Re: Updating R1
Post by: Eugene on May 22, 2006, 04:14:38 pm
Shadow0000, you have solved the problem in a flash! Thanks for clearing it up - and very good news that all necessary updates are included at the top of the thread.

Small suggestion - would it make sense to delete or edit out those two outdated posts for these old updates?

Thanks again,

Eugene
Title: Re: Updating R1
Post by: Shadow0000 on May 22, 2006, 10:34:02 pm
Quote
A cable modem on what provider? If it's Charter cable, the best you have is 3 megabit down, 384 kilobit up. I know. I used to work tech support for Charter Pipeline.

What about newer ADSL2+ ?, they say it can deliver up to 24 Mbit/s, but as always it depends on distance...(I don't know where this service is available)

Quote
Small suggestion - would it make sense to delete or edit out those two outdated posts for these old updates?

Sorry for the confusion, I'll delete the links...

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

FileH doesn't work, and I can't do anything about it unless someone know a free file web hosting that lets you upload 100 MB if possible....
Title: Re: Updating R1
Post by: neoterran on May 23, 2006, 12:18:28 am
America has crappy High speed interent... most places have only 3 Megabit down connections... some places 6.... 24 or  100 Megabits haven't rolled out to homes yet... we ain't japan...
Title: Re: Updating R1
Post by: Shadow0000 on May 23, 2006, 12:41:22 am
Quote
24 or  100 Megabits haven't rolled out to homes yet... we ain't japan...

Don't worry ain't too, that's for sure (Improving service to make it worse than DSL, ta-da = ADSL  :lol: )
Title: Re: Updating R1
Post by: jr2 on May 25, 2006, 11:36:19 pm
Quote
FileH doesn't work, and I can't do anything about it unless someone know a free file web hosting that lets you upload 100 MB if possible....
http://www.filefront.com/
Help any?
Title: Re: Updating R1
Post by: Shadow0000 on May 25, 2006, 11:45:29 pm
I have registered there about an hour ago to upload the fixed tables for Sol: A History, thanks anyways is just what I was looking for...

Even so, I won't upload the files soon, be patient...
Title: Re: Updating R1
Post by: CaptJosh on June 15, 2006, 06:23:55 am
FileH appears to be down for the count. Has the final Inferno R1 update been uploaded elsewhere?
Title: Re: Updating R1
Post by: Shadow0000 on June 16, 2006, 12:03:46 am
No, it wasn't upload, I was going to, but with the release of the Media VP 3.6.8 Zeta I need to update to make sure everything is ok, but most important, with the release of SCP build v3.6.9 RC 2 it seems that now the Alpha channel is really detected, so I need to fix effects/maps transparency (remember the invisible nebulae problem, I am refering to that).

When I feel like, then I'll update it, fix everything, and upload it...
Title: Re: Updating R1
Post by: MetalDestroyer on June 28, 2006, 12:50:35 am
Wow, I was ready to cry when the links didn't work, when I saw your last post. So, I could at least try this update version of Inferno :D
Title: Re: Updating R1
Post by: Pnakotus on July 01, 2006, 07:18:11 pm
Same!  It just looks so neat, and making S:aH pretty is a wonderful thing to be doing. :)
Title: Re: Updating R1
Post by: Shadow0000 on July 01, 2006, 11:59:02 pm
Quote
Wow, I was ready to cry when the links didn't work, when I saw your last post. So, I could at least try this update version of Inferno Big grin

Yes, I imagined some people would happen to see that the links didn't work and end in a similar situation like Eugene, the true is that I left the links in the 1st page because I was hoping that FileH would come back, of course the chances aren't much less than winning the lottery.

Quote
Same!  It just looks so neat, and making S:aH pretty is a wonderful thing to be doing.

I have been really inactive on this since my last post, but now that there are plenty of new builds and features I maybe feel motivated to experiment.

Quote
with the release of the Media VP 3.6.8 Zeta I need to update to make sure everything is ok, but most important, with the release of SCP build v3.6.9 RC 2 it seems that now the Alpha channel is really detected, so I need to fix effects/maps transparency (remember the invisible nebulae problem, I am refering to that).

Since it's been time since I  downloaded the Zeta VPs, I noticed the following changes related to performance:

I have already modify *.TGAs to 24-Bit, and use RLE Compression, RLE compression basically makes the size of the image smaller without losing quality (8-Bit PCXs were already using RLE Compression).
I have trown the *.TGA maps used for the shockwaves, and maked DXT1c with the "-quality_highest" this resulted in more quality and better performance than the previous DDS (Using NVDXT 8.22, the last I believe, I download it recently but there is no version in the installer, neither in Nvidia website).

It's really hard to tell if to use DXT1, DXT3 or DXT5. For example the DXT1 doesn't support Alpha Channels, this is a requeriment for -shine maps. However as an example the Crossbow (Harpoon) texture results pretty distorted with DXT1, it seems DXT3 is used in the Zeta VP, I make the same for the Arrow and Trident (**).

(**) Before someone points it, the EA's Trident missile uses the model as the GTVA's Arrow, the Crossbow model (Harpoon), since the EA's is sequel to FS1 and has not any reference at all to FS2, it should be using the model of the Interceptor, it was using it originally in INF, but at the time I changed it I didn't notice. And because there isn't a high-poly Interceptor I choose to use the Crossbow with the different textures.

There are other changes, and bugs introduced with the Zeta VPs, mainly graphical, is the addition of the Yellow Bitmap for the Flaks. I have seen the Thruster Glows were removed, this maybe due to prevent those bitmap collisions, anyways the 2D glows will still be in there, I won't remove them, I have seen games like PainKiller which uses 2D glows for the main weapon, and as you start rotating, the bitmap rotates to face the player, and it just has the same problem, maybe if it were some kind of 3D artifact that wouldn't happen.
Title: Re: Updating R1
Post by: neoterran on March 15, 2007, 10:52:56 pm
almost a year later, any chance you 'll return to this work, shadow0000 ? It all needs to be redone :D
Title: Re: Updating R1
Post by: jr2 on March 15, 2007, 10:54:25 pm
:necro: