Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: Woomeister on January 25, 2005, 12:03:00 pm
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The patch is now avaliable from the Inferno website. However due to lack of time not everything that was needed to be changed has been changed. However it should run fine and seems to be bug free, or at least has less bugs :D
Since it's technically unfinnished, I'll provide more tech support than I planned to. If something is not working, post in this thread.
But first remember to set up the -mod commandline, move your other Inferno VP files into the installation folder, and create a new pilot. That should kill most, if not all errors you may encounter.
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Does there are new missions in patch or those are old R1?
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Old R1, haven't had any time to make anything new for R1.
There's a little unfinnished extra in there though ;)
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Where I can find that intro movie (in readme it say that there is one) in .vp so I can extract and watch it??
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I took it out when the movie support was broken a while back. I didn't update the readme. The original patch was about 40mb but I cut some stuff from it to get it released.
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I'm in mission 4, no bug found so far.
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hey I am dumb and can't find it :confused:
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On the bottom of the R1 page in the downloads section :p
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...Wait a minute, theres an intro movie? I'd like to see that...
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Only the patch beta testers got to see it. I may release it later, but I won't be useable in game.
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Have only noticed one issue so far, sounds.tbl has 201 entries but max sounds in a standard SCP build is 200. It still loads fine in a non-debug build but will likely cause memory errors at some point during play. This from the sounds.tbl in inf_main.vp since there doesn't appear to be a new one in the patch VP.
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Hmm I must of only used an Inferno debug build when I was doing the main debugging since I didn't get that error.
Oh well I've ran through it several times and it has caused any problems so I'll leave it be for now.
At least we're down to a lot less bus now, it took me ages to correct all the stuff the debug build threw at me the first time :D
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IMHO you need to use an Iferno specific exe since they had to bump the limits for their own build.
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Originally posted by High Max
Woo, I'm running into some trouble. I upgraded to 3.6.5 and when I go to the campaign room and click on Inferno, FS crashes.
Did you make a new pilot?
The Earth shows up here in normal 3.6.5
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Originally posted by High Max
I'll try that. I'll have to play through the campaign again to get to a mission that has the Earth in it though.
You can use the -allslev commandline...
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it seems to work fine for me except i still get a massive framerate drop from 60 to 20 whenever something bigger than a corvette jumps in. but apart from that works fine. oh yeah none of the ships appear in the techroom apart from the retail ones, i am using open 3.6.5
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Originally posted by starbug
it seems to work fine for me except i still get a massive framerate drop from 60 to 20 whenever something bigger than a corvette jumps in. but apart from that works fine.
I'm guessing the normal fs2 ships also do that too?
Originally posted by starbug oh yeah none of the ships appear in the techroom apart from the retail ones, i am using open 3.6.5 [/B]
That sounds like a bug from not making a new pilot...
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One more: SSJ Gigas has 4 split planes but MAX is 3. Haven't tried this in a mission, it just hit the Assert() in the techroom, so I don't know what affect (if any) it would have on a non-debug build.
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Originally posted by taylor
One more: SSJ Gigas has 4 split planes but MAX is 3. Haven't tried this in a mission, it just hit the Assert() in the techroom, so I don't know what affect (if any) it would have on a non-debug build.
Is that what causes the "Null vector in vector normalize" error in FRED?
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Try a more recent build.
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3.6.5 does that. Some earlier builds do too. Not sure about more recent stuff.
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That's the Alt-Tab bug. We know about it; it's not fixed yet.