Author Topic: Inferno: Alliance Released!  (Read 85412 times)

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Offline Woomeister

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Re: Inferno: Alliance Released!
My enthusiasm just vanished. :( IT DOESN'T WORK! :( :( :( :(
I've followed the readme to the letter (I downloaded the INFSCP version with the HTL pack), but some ship or miss textures (like the Apollyon) or are completely invisible (like the Centaur and other FS1/2 ships).
For your information, I've added this to the mod.ini to use the Media VPs:
Code: [Select]
[multimod]
secondrylist = ,mediavps;
I've tried removing it, but nothing... :(
WOO, PLEASE HELP ME!!!!!!!!!!! :( :( :( :( :(

EDIT: maybe I've discovered why it doesn't work... I miss a lot of texture! And I don't know where to get them, since they aren't on any VP, neither INFSCP ones, nor Media VPs ones or INF:A ones.

If you've downloaded everything you should have the following in the INFA mod folder:
1_HTL.vp
2_INF_Core.vp
2_INF_Effects.vp
INF_Alliance.vp
Warble_FS1OGG.vp

All but the HTL one are required

Make sure they are in the root INFA folder and not the INFA\Data folder

Make sure you have the launcher setup or use the -mod INFA commandline. Then create a new pilot.

The Media VPs won't have any useable textures in them, so there's no point enabling those. The Media VPs may actually break something instead. Also don't use the INF R1 mod at the same time either :D

 

Offline AdmiralRalwood

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Re: Inferno: Alliance Released!
Holy cow! Downloading now...
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline mr.WHO

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Re: Inferno: Alliance Released!
DOes it stand alone (like TBP) or do I need Fs2 SCP to run it??

 

Offline Woomeister

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Re: Inferno: Alliance Released!
It needs FS2 SCP or INF SCP. It's not standalone.

 

Offline Snail

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Re: Inferno: Alliance Released!
It will be standalone when (if) INF SCP is released.

 
Re: Inferno: Alliance Released!
Wait a second; do I still need INF_Main and INF_2Patch? I've been playing INFR1 in SCP; do I need a new file now, or do I dump all the new files in the INFR1 folder?

Oh, and one more thing.

Would it be overkill to say Woo, and anyone else who works on this project, now owns my soul? *cough*

 

Offline mr.WHO

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Re: Inferno: Alliance Released!
What SCP build I need to run it? Can I have a link please?

 

Offline Dysko

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Re: Inferno: Alliance Released!
If you've downloaded everything you should have the following in the INFA mod folder:
1_HTL.vp
2_INF_Core.vp
2_INF_Effects.vp

INF_Alliance.vp
Warble_FS1OGG.vp
Are they needed even if I use it with INF:SCP?

EDIT: don't mind, I've mistaken the "SCP patch" for INF:SCP...
EDIT2: infact, now it's working properly...
« Last Edit: December 10, 2006, 03:02:16 pm by Darth DySkO »
My aircraft spotting website: GolfVictorSpotting.it

 

Offline Woomeister

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Re: Inferno: Alliance Released!
No they aren't, but you're not an INF staff member so you don't have INF SCP.

No as it needs INF SCP to run so it's not standalone, though you can run it on the next INF standalone release.

 

Offline starbug

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Re: Inferno: Alliance Released!
thank you,  thank you,  thank you,  thank you

:wakka:
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline mr.WHO

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Re: Inferno: Alliance Released!
Again, what Build/SCP version I need to run it without any issues? I haven't played Freespace for a year so I'm not familiar with new SCPs.

 

Offline Woomeister

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Re: Inferno: Alliance Released!
Any recent build should do. I used 3.6.9RC7 for my personal testing of it.

 
Re: Inferno: Alliance Released!
Great campaign.  alot different from Sol. but excellent campaign.   :D

 

Offline Woomeister

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Re: Inferno: Alliance Released!
Wait a second; do I still need INF_Main and INF_2Patch? I've been playing INFR1 in SCP; do I need a new file now, or do I dump all the new files in the INFR1 folder?
You need the R1 files to play the R1 campaign or any other mods that require them. INF SCP, INF:A and INF:A2 are not compatable with R1. INF SCP is standalone like TBP, you don't actually need FS2 installed to play it. INF:A requires either a FS2 install or the yet to be released INF SCP standalone mod to function.

 

Offline mr.WHO

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Re: Inferno: Alliance Released!
Noooooo, 3.6.9RC7 gives me such error:




HELP.

 

Offline Woomeister

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Re: Inferno: Alliance Released!
Since we don't include a modified string.tbl I'd guess something may be broken in that build. Try one of the recent CVS builds and see if it works with that instead. It should work with most builds from October beyond.

 

Offline mr.WHO

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Re: Inferno: Alliance Released!
It shows me same without INF:A :(

 

Offline mr.WHO

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Re: Inferno: Alliance Released!
I tried other CVS but same effect.

it say something about localize/language, does it matter that my FS version is non english (in older FSO I only need to override my root_fs2.vp with english root to make FSO working fine) ?

 

Offline Woomeister

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Re: Inferno: Alliance Released!
Hmm, I don't know you'd have to ask the SCP coders on how to fix that kind of problem.

 

Offline Goober5000

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Re: Inferno: Alliance Released!
Cool. :) I'm looking forward to playing this.  I just wanted to bring two items to your attention, Woomeister, regarding the mission music.

First of all, you can provide substitute music for people who don't have the FS1 music installed.  This is done using the Substitute Music box in the Mission Specs editor (for in-mission music) and in the Briefing editor (for briefing music).  The main box should be the default, FS2 music, and the substitute box should be the optional music.

Secondly, I noticed that your music.tbl is lacking the FS1 flags required in 3.6.9.  Put the following lines after $Soundtrack Name: in each mission music section:

+Cycle: FS1
+Allied Arrival Overlay: NO

This replaced the old, hackish method which just set the flags by checking for the prefix "FS1".  I've added them to the music.tbl page in the wiki. :)

EDIT: Also, you might want to include some stuff from mv_core... namely, the "apply-to-all" wing loadout button. :)
« Last Edit: December 10, 2006, 11:04:25 pm by Goober5000 »