Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: Woomeister on February 18, 2004, 02:32:51 pm
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Ask your questions here and we'll try to answer them.
Don't ask "when will R2 be out?" since that's a pointless question :D
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Is the Gargant supposed to die?
No
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Directly from the teaser thread...
1) There will be faction specific weapon sets or only variants like subach/mekhu?
2) If yes, can you give us some details?
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1) The website says that the Icanus was rushed into service when the Gigas arrived in Sol. So, how does this happen if it can't fit through the Sol gate and Woo says the Sol gate isn't destroyed?
Hmm, /me wonders if the Gigas uses an unstable jump node such as from Deneb to Sol or Beta Aquilae to Sol, as seen in the FS1 command briefings. :nervous:
2) Does Earth get destroyed?
3) Does Sol get supernova'd?
/me hopes that the answer to 2) and 3) is "no", since I'm rather partial to both :nervous:
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Originally posted by PhReAk
Is the Gargant supposed to die?
No
Follow up: Does it? ;)
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Originally posted by Zarax
Directly from the teaser thread...
1) There will be faction specific weapon sets or only variants like subach/mekhu?
2) If yes, can you give us some details?
1. Each set so far is faction specific, but the Vasudans haven't been done yet.
2. Each faction has a complete set of guns, missiles and bombs which are unique to them.
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*smacks goob*
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Originally posted by Goober5000
2) Does Earth get destroyed?
3) Does Sol get supernova'd?
/me hopes that the answer to 2) and 3) is "no", since I'm rather partial to both :nervous:
2+3 Only if you fail to stop the Gigas :p
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1. Does Alpha 1 have to go lone in a mission to take out some Supercap's reactors, thus blowing it up?
possible reply- DAMN! our whole plot ruined!
2. Do we end up taking out the shivans once and for all?
possible reply- DAMN! our whole backup plot ruined!
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1) Will the EA join up with the GTVA
2) Will the shivans battle over earth
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Will we use ballistic ammo?
Will any craft use 3 primaries or 4 secondaries?
Will you start a game software house?
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SuperCoolAl
1. Alpha 1 won't be single handedly destroying massive warships :D
2. No
chris_2xtreme
1. Yes
2. Yes ;7
Zarax
1. Yes there's a few ballistic weapons
2. Only Shivan ones
3. Probalby not
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- So this is totally SCP stuff (as if anyone uses anything else nowadays..)?
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Standard SCP exes won't work due to ship limit being too small. An INF_Build of FS Open is needed to run it.
At the moment we are looking into using:
Ballistic weapons
Fighterbeams
Some of the other weapon modifications
Tertiary Weapons (If done in time)
Full species support
Cutscene support (both movie and in game)
Bumped limits
Persistant Variables
Misc new Sexps
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tertiarys come after everything else. it may be a bit. R3 perhaps?
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Did you manage to create realistic fighterbeams with loopsound?
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Are the ancients still in it?
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1 why GTVA fight with Shivans:D :p :p
2 How Gigas fly in to Sol ( he is to big for gate )
3 How meany mission will have R2
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Zarax - Our fighterbeams don't actually work correctly anymore and don't have sounds
Skaarj - Undecided at this time
c914
3. Since it'll be a combined ch 1 and 2, about 20-40 I'd guess.
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Why aren't you answering certain questions? :p
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Because I either don't want to, or can't answer them :p
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What new weapons will we see in Inferno?
From what we have right now:
- Plasma cannons
- EMP cannons
- Disruptors and disruptor missiles
- Shivan TAG beam batteries
- Bomber-only primaries
- Linear shockwave missiles
- Cluster flak
- Torpedo barrages
- Fighterbeams
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Erm... what's a linear shockwave?
And what's new about disruptors or disruptor missiles? We had both in FS1. :p
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Originally posted by Goober5000
Erm... what's a linear shockwave?
A monodimensional shockwave? :blah:
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Linear shockwave missile - a munition that lets off normal shockwaves several times during its flight to make the effect of a line of expanding shockwaves. Looks very cool and is pretty lethal too. :D
Disruptor missiles aren't new, conceded, and maybe I should call disruptors 'disruption cannons' instead. They have the same function, but the latter is an unguided primary weapon instead, and EA Raidens are armed with them (making them pretty dangerous to go up against in something slow).
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1) What new SEXPS will SCP give Inferno?
2) Will we be seeing Shivan space?
3) When do you plan to have the Ancients make an apperance, Chapter 2 or 3?
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1) Check the FSO readme and the SCP forum
2) Probably :D
3) Not sure if they'll even make an appearance any more, our Ancient stuff looks a bit dated compared to our new Terran, Vasudan and Shivan designs
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1) How many Chapters are there?
2) How many missions are in this campaign all together?
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Originally posted by SadisticSid
3) Not sure if they'll even make an appearance any more, our Ancient stuff looks a bit dated compared to our new Terran, Vasudan and Shivan designs
You can't scrap the Ancients! I'm looking forward to that!
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Originally posted by kane544
1) How many Chapters are there?
2) How many missions are in this campaign all together?
1. 4 planned
2. at least 15 per chapter, so 60 minimum probably.
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why did inferno release 1 screw up my fs2? :p
fs2 starts up, when i click to continue at selecting pilot, it "breaks to debug box thingy"
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because you probably are using a debug fs open, or didn't create a new pilot.
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Error: Could not load in 2_MainScreen-M!
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\MenuUI\MainHallMenu.cpp
Line: 922
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
that's what it says, guess i'll take a reinstall then :p
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Using v1.0 or patched fs2?
think this can be fixed by extracting the file to the interface directory, or by removing the mainhall table which should default it back to the normal mainhall.
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problem is: E:\ is not the harddisk :p
E:\ is the CD-rw station.
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Are you using the enviro-lighting build? i had that problem also when i used it, should be fine if you use a different build.
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Originally posted by Havock
problem is: E:\ is not the harddisk :p
E:\ is the CD-rw station.
Whoever compiled the exe your using had the source code on an E drive, it doesn't mean you need an E drive.
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I've had quite a few PMs, IMs and emails asking me general questions about Inferno. So for the newbies I thought I'd give a detailed explanation of the mod to date.
GENERAL
What is Inferno?
It's a mod for FS2! (as if you stumbled on to it by accident). Set about 30 years after Capella went supernova, Inferno is a non-canon campaign that deals with the end of one war and the beginning of another.
R1, R2, re-R1... errr, WTF?
Sometimes even I confuse myself with these things. R1 (release 1) was released in June 2003 and is still available from FilePlanet (http://www.3dactionplanet.com/hlp/hosted/inferno/R1.htm). It depicted the last month of a civil war with the Earth Alliance and the re-emergence of the Shivans. 'Re-R1' was originally going to be a separate redux of the R1 campaign with completely different missions, and while this is still in development, it will ship in the R2 pack instead. R2 will include the remake of this first chapter and the second chapter which will see the player fight the Shivans in the biggest war yet. The as-yet unplanned R3 will succeed this as the final chapter in the Inferno saga.
How many ships are in the modpack?
I just counted - 173 unique ships spread across four fleets - the GTVA Terrans and Vasudans, the Earth Alliance, and of course the almighty Shivans. Each has a complete inventory of fighters, bombers, warships, supporting craft and non-combatants. We add and remove entries on a semi-regular basis depending on what we feel has become obsolete, ugly, or unnecessary.
What's this big 'change' you keep talking about?
After R1 was finished we decided to scrap a lot of things and bring in completely new content of our own devising. All the weapons were removed and new ones added with more variety and less all-killing power. A complete rebalancing of every ship in the game is currently in progress as we build the missions of the next release. Warships, instead of being almost equally capable of killing fighters and each other, are now mostly equipped with specialised armaments depending on their role. Fast and maneuverable cruisers, for example, will have the best anti-fighter weapons available. Conversely, heavy destroyers will be equipped with platform scale beam cannons, massive railguns and plasma cannons.
Does Inferno utilise the Source Code Project's new features?
Yes! A specialised SCP build will be needed to play R2 when it's finished. We break the limits imposed by Volition in its original release, as well as using features provided solely by the SCP, and so our campaign is not backwards compatible. However, R1 *can* be played with the regular retail EXE or a regular SCP build (though there are problems in some missions).
What will be happening in R2 then?
First of all you'll get to partake in a more immersive version of the EA civil war. I always got the feeling that the war depicted in R1 didn't feel like much of a conflict. We've tried to address this in designing the new mission set. It'll be about as long as the original chapter, but with a few twists along the way. The all-new chapter featuring the war between the GTVA and the Shivans will see the most intense firefights and the largest battle we think possible while preserving gameplay.
Uh oh. Sounds like a supercap-fest. You sure the player isn't going to be sidelined?
No way! There are BIG ships in our modpack but they only show up in a few missions, and even then they're mostly just gigantic props to use in furthering the story. There'll be situations where you have to interact with them but you won't have to fly 10km to get from one turret to the other, we promise. ;)
Any chance I can help out?
If you're skilled enough, sure - we're always on the lookout for more mission designers providing you're capable of designing decent scripts. If you think you can make missions verging on the quality of Volition's, we want you. Contact me or Woomeister through HLP's PM system if you want to offer a demo of your skillz.
Effects artists are equally desirable. Although we've got adequate placeholders for our weapons right now, if anyone thinks they'd like to improve on what they see in our screenshots or trailers then get in touch.
We don't need modellers because our ship list is basically complete. Unless you have something extra special which you know'll make us salivate uncontrollably at the thought of putting into our missions, you should donate it to the other campaigns instead. :p
TROUBLESHOOTING
FS2 crashes when I try to play mission 8 of Inferno R1! What's up?
A ship in this mission can't be used with the SCP's regular builds because it exceeds the limitations for the HTL engine. Either download the Inferno SCP build or play it with the retail EXE (the latter is recommended).
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Oh! I've got a really cool mission for Inferno! I could FRED, then find out what happens in Inferno! *evil grin* j/k
But first, I've gotta find it... lol, 99 missions to go thru!
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What's the new Vasudan Fleet like? I've not been following any campaign too much, so I'm in the dark... I know of atleast 2 ships; Kurruk (wee) and Nefertem...
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They have
9 fighters
4 bombers
2 cruisers
2 corvettes
4 destroyers
2 carriers
1 flagship
several non combatants and stations.
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Question: What is the status of the mod? I'm sure you get asked that a lot, but I'm dieing to know (figuratively).
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Missions 1-6 are in early production.
Ships are mostly done, a few of the newer editions need final tables
Some weapons need final effects
Some balancing needs to be done
Weapon interface art and effects are the big things right now. After that it's just cb anis and other extra stuff.
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Sweet. Thank Woo.
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Just wondering are there any pictures for the ships at this site?
http://www.3dactionplanet.com/hlp/hosted/inferno/infv5/techdest.htm
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Will the GTVA be about equal to Shivan technology in terms of weapon and propulsion systems? If they aren't, then are they able to effectively counter the Shivan tech edge for once?
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Simple, semi-stupid questions.
What is that music you used?
And where can I get it, if at all possible?
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Depends which music you mean...
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For the ingame and main hall music in R1.
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Hey, that R1/R2/re-R1 answer was helpful. Thanks. :p ;)
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I liked release 1 of R1's main hall music. It rocked.
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To get even more specfic, the R1 Mainhall music and the battle music from the mission "Old Enemies".
I really want that music from Old Enemies...it'd be great stuff to listen to while I write.
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The Shivans have some nasty stuff that doesn't compare to the Terran weapons.
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The 'Hidden' track? I think I have 2 MP3s somewhere from it.
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Wait... Did you guys scrap the Ancient fleet?
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Yeah, several months ago.
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Yeah, the Shivans will always pwn the terrans and vasudans. they've got that subspace thingy... and something better...
BOSCH BEER!
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You have MP3s? How can I convince you to give me one?
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Well, hang on. How did you guys find the music in the first place? The music credits list artists who aren't members of HLP.
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Better question: Will the Vasudans have figured out how to make excellent cruisers? If they didn't, then are they going to be like the Aten class was in FS1 (aka, the weakest)?
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The guy who made the music was a member of HLP. He was making music for a few campaigns, but then he got a professional job IIRC.
That track was for Hidden Terror, when it was cancelled I got a hold of it and converted it to FS2 style format.
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The Selket should be far superior to the Aten and Mentu.
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...soo...*points at above question*
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Are any theories about what the Shivans are going to be revealed?
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Wait and see :)
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Originally posted by Woomeister
That track was for Hidden Terror, when it was cancelled I got a hold of it and converted it to FS2 style format.
Wait... Hidden Terror was cancelled?
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Originally posted by Ransom Arceihn
Wait... Hidden Terror was cancelled?
When it was cancelled in 2001 (After DC's HD crashed) then Inferno got that music but now HT is re-Started again..
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Yeah, I also got the Chimera, Scylla, Hara and Succubus at that time as well.
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the R1 mainhall music, that's from FS1, right? or, like a different version of soem of the briefing music?
and, where did u get the 'Definite' track? that's really good music for those big battle-type missions
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You're quite secret last days, can you post some screenshots and new trailers?
I finished R1 about 23 times, and something tells me that new R2 will be at least three times better :D
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It's quiet because most of the time the forums are down when I try to access them.
Just to post this I had to wait over 3 minutes for it to work.
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Where can i get the Inferno SCP Build?
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I posted this on the other FAQ thread but it can't hurt to ask again:
Where can I get an Inferno SCP Build?
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But they're both stikied. Now I have to read both threads to realize you're impatient. Just post once, someone will see it :)
The only Inferno SCP builds that I'm aware of are so outdated that you probably would choke if you tried using it. And I haven't actually seen them about in a while.
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I got one out of...somewhere...that was based on 3.6, so I could get past the mission that crashes becasue Open can't handle the mapping...
Try running a search on it.
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Originally posted by StratComm
And I haven't actually seen them about in a while.
That's because we used to bug Phreak to keep us updated :)
Now we have a more experimental build seperate from the SCP CVS code whch has more additional tweaks.
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http://www.hard-light.net/forums/index.php/topic,27233.0.html
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Its alright I'll just use retail.
Thanks anyway tho :)
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Who did them, so I know who to beg for permission?
And are all the Ancients ships listed in the R1 tables fully functional?
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Bobboau did the Phaistos, Kato and Zakros, the rest are ours.
They all should work but may not be fully balanced since they were never used.
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Will the final version have voices?
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Most likely not.
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You could actually edit that yourself. Just extract the Vanilla Explosion Files from the FS2 VP's and put them in you data/effects folder.
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Have you guys given thought to using Starman's advanced sentry guns in Inferno?
http://www.hard-light.net/forums/index.php/topic,27638.0.html
I know you said previously that you weren't using sentry guns, but his designs (especially the Shivan one) look very Inferno-esque.
EDIT: The pictures seem to be down in that thread. Here's the thread on Sectorgame...
http://www.sectorgame.com/forums/viewtopic.php?t=1257
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Originally posted by Goober5000
Have you guys given thought to using Starman's advanced sentry guns in Inferno?
Don't know probably not since we already have sentry guns.
I'm playing around with Bobboaus HTL Orion right now ;7
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Okay, maybe I misremembered slightly...
Originally posted by Woomeister (http://www.hard-light.net/forums/index.php/topic,0.msg494316.html#msg494316)
We have several sentry guns, except for the Shivans.
Shivans should still have sentry guns IMO. And Starman's Shivan sentry gun looks the best of the three, so that's why I suggested it.
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Shivan sentries were mostly used to guard cargo depots, which we don't plan on using for the Shivans. We don't have any missions (so far at least) requiring Shivan sentries.
The Terrans have 2 guns and a rotating RBC
The Vasudans only have 1 new gun
The EA have a multi-type platform
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Originally posted by Woomeister
Shivan sentries were mostly used to guard cargo depots, which we don't plan on using for the Shivans...
I think i remember you making a mega-freighter for the Shivans. i suppose you'll be using them. Failing that, the Gigas has room :lol:
I really liked the idea of the Shivans building depots and repair bases (they did it in Deneb on FS1 in support of the Lucifer fleet), it made you realise you were fighting more than just mindless animals (like other human V alien shows), you were fighting another race that could think and strategise.
Still, i suppose the Gigas has all that sort of stuff on board (sort of like the motherships on Homeworld 2)
...and a rotating RBC...
YES!!! No more slaving away trying to get the RBC's to aim right!! :yes2::):yes:
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Originally posted by T-Man
YES!!! No more slaving away trying to get the RBC's to aim right!! :yes2::):yes:
You still need to point it in the right direction, but if the target passes the RBC, it can turn around to retarget it.
The Shivans in FS1 needed those depots because they were pushing deep into Terran and Vasudan space, the Shivan fleet in INF has a very specific target. Once the Gigas arrives the Shivan fleet would act in a supporting role, letting the Gigas do the pushing through the GTVA and EA lines.
Since the Shivans wouldn't be holding territory creating depots wouldn't be as good an idea this time, since the supplies would be always moving towards the front lines.
The Iksura can store quite a bit of stuff too, and its best to keep those things moving due to their size, being ambushed in a depot wouldn't be a good idea for those :)
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I agree with the Shivans and their cargo, but i'm confused about the RBC.
Is it a turret on a platform? I had it in my head it was a single structure (like the old RBC) that could turn on the spot.
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It is.
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yeah it's a regular RBC that can turn.
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The Shivan nodes you'll encounter will be guarded, just not by sentries. The Shivans have some nasty pieces of work for intruders :D
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Nah no node collapsing ending. We might collapse nodes, but not to end the campaign ;)
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A quick upgrade for Shivan sentries, would be to take the Belial and add a turret on top of the red glow-dot at the center, and put a AAA beam there. Now that's a nasty sentry.
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That would be true evil.
On a different note, I suppose you all won't object if I do *swipes all the Ancients stuff out of R1* this?
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That's a problem, yes. It's solved by taking out the turrets themselves. Then, it doesn't matter how accurate they are.
Stilettos are your friend.
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Originally posted by ngtm1r
On a different note, I suppose you all won't object if I do *swipes all the Ancients stuff out of R1* this?
No objections :p
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Can we swipe ships that have been dropped from the Inferno lineup, such as the Eheros?
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As a general rule, as long as you ask, or give credit to the original creators of anything we've used in the mod, you can use it for your own campaigns.
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Originally posted by Moonsword
Can we swipe ships that have been dropped from the Inferno lineup, such as the Eheros?
You might not want that one though, the model is supposed to be a bit faulty...
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3) I also notice that the bigger the ship, the longer it takes to completely explode (like most cruisers and corvettes only give off 2 seconds of little explosions and a Sathanas gives off about 25 seconds of little explosions before the big explosion. How long does a Gigas and Gargant give off little explosions before the big one?
As a matter of interest, I blew up the Shivan Base that came with release 1 in a mission, and about 10 minutes later it was still blowing up. If a Sathanas takes 25 seconds, that thing probably woulda took 25 minutes.
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Originally posted by High Max
1) Will the site be updated soon Woo? I click on the ship links and it doesn't take me anywhere. Are you gonna wait until everything is finalized before updating? I think in another topic thread, you said you were gonna wait until it's all finalized. Also, I don't know if you still have an Inferno Archive section.
No plans for site updates yet, they take a lot of time to do.
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The time for a ship to explode is calculated thus:
6 + (4 * [explosion damage] / 1000) + (4 * [object radius] / 1000) seconds
This would be a good thing for the SCP to add to FRED.
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On a different note, I suppose you all won't object if I do *swipes all the Ancients stuff out of R1* this?
I personally would love to see an ancients campaign (that is good of course).
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Originally posted by High Max
2) How big is a Gargant shockwave:eek: Very big? [/B]
Never tried that one actually.
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I imagine the destruction of the Gargant would have an effect similar to that of the station where the Icanus was constructed. Namely, if you're in the same mission area, you're dead. Regardless of whether you're flying a Perseus ADV or a destroyer.
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The table entry isn't probalby set up for that though :)
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Originally posted by SadisticSid
As a general rule, as long as you ask, or give credit to the original creators of anything we've used in the mod, you can use it for your own campaigns.
It may seem a stupid question but can I release the model in a zip file with my campaign files, or do I just have to say "you need the Inferno files to play this campaign"?
I remember downloading Sol:A history, on its own about 25Megabytes, then realising I had to download 136 Megs of Inferno on a 56K connection
[moves off topic into rant] Then seeing the link on the Inferno site and seeing "The main files required to play the campaign." so I thought oh I'll download about 20 Megs, I should be alright, then getting about fifty error messages when I started playing the first mission!!!!![/off-topic rant]
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Sol A History was an INF addon campaign, and so was designed to use the main R1 release. If you want to use only specific ships you can extract them and use them seperately.
If you planned missions based on the INF mod and wanted it to be compatable with R1 you would release any additional files and put a 'requires INF R1' on it. Since you wouldn't want to redownload the files if you already have R1.
But if your making a campaign and say wanted to use the Warlock or something you would just extract the files you need and give credit to the author/maker :)
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Since the Gigas is so huge, if it blows up, it's gonna take a long time to blow up, just like the Sathanas. So you can probably jump out before it shockwaves.
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Has anyone defeated the Gigas?
Last time I tried it was 12 to 1 and Ent-D lasted 2 secs....
:D
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Originally posted by High Max
1) If the Gargant would have such a destructive effect on anything within the mssion area, does that mean that the destruction of the Gigas would have the same effect as the destruction of the Gargant?
2) According to what I've heard, Inferno will have at least one mission in which you aid in the destruction of and witness the destruction of a Gigas, so how is the player supposed to survive the shockwave of a Gigas exploding?
3) Also, Jetmech Jr, I did what you suggested and I am using the vanilla explosions for Sol a History campaign and it makes the campaign somewhat more enjoyable to me than when I played it last year and I didn't know previously how to use vanilla explosions for Inferno campaigns. However, I had to redownload the Inf core and EA pack because I deleted them a while ago and it only works if you have those Inferno additions. One problem though, the Earth isn't there like it should be. Do I have to download the Terran pak? Is the Earth in a ships table in the Terran pak?
I think so...TBH, whenever I play Sol: A History, I just plop all the INF VP's into my 'SAH" mod folder. Do you know how to use the -mod flags?
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Originally posted by High Max
But it would be cool to watch it blow up completely
Perhaps you can watch that in a cutscene after the mission? Like the destruction of Capella after the last FS2 mission :cool:
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And now, for something completely different.
After much struggle with a parser that wants its beams ordered differently from the others in the table, then changed its mind and wanted them the same, I have gotten the Ancients beams working (well, the ABeamTiny anyways).
Screwily enough, I can see a beam glow, but no actual beam. The beam does fire, though, because it will do damage.
Is it supposed to be doing that, or should I go whack the parser again?
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You might be missing the texture for the beam itself. In that case the beam would appear invisible.
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Originally posted by High Max
1) If the Gargant would have such a destructive effect on anything within the mssion area, does that mean that the destruction of the Gigas would have the same effect as the destruction of the Gargant?
No, only if any Gigas debris survives the blast should you start worrying about mass area destruction :p
Originally posted by High Max
2) According to what I've heard, Inferno will have at least one mission in which you aid in the destruction of and witness the destruction of a Gigas, so how is the player supposed to survive the shockwave of a Gigas exploding?
Since it takes a while for the shockwaves to start, you should be able to clear the area, even in the Jotun.
Total destruction takes over 5 minutes IIRC.
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as we agreed, but how do you get to titness the actual explosion? Will you have a little cutscene movie or something?
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Since I can only do simple cutscenes it'll be in game.
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Originally posted by High Max
Nevermind, I found the problem. I read a past topic on this forum and it said that the Earth is not appearing because it's out of the drawing distance if I'm using a FSO build that doesn't belong to Phreak. I'm using FSO 3.6 and HTL. I guess that is what is causing it. I can't turn off HTL because it will make the FSO jerky by having less frames per second. Kind of wierd it makes it jerky despite the fact that I have 512MB RAM and a 128MB Radeon 9800 along with an Athlon 2600+. However I have 98 and not XP and maybe that affects it.
Um, the HTL draw distance problem has been fixed for about a year now, since the early days of HTL incorporation. If you're using FSO 3.6, you should be seeing it no problem so the culprit is something else. My next suspect would have been your video card, but then I got to reading there that you've got an R9800, so no problems there. After reading your previous post, I am puzzled as to why you downloaded the individual packs, rather than the full R1 pack. Its possible that the earth.pof wasn't included in the individual packs (though I could be wrong about that). Either way, if you can find the earth.pof file, just plot it into your mod directory, ensure the table entry is there and references the proper pof file and it should work.
Later!
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The Earth model is in INF_Core.vp or in INF_Main.vp depending on the version.
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Someone did the ancients monologue in mp3 format, don't know who, or were it is though.
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I looked at "WIP..this time carrier" thread and saw that Inf team is intereted with C914 carrier, so It will be in inferno or not??
The hell with Telemus, this thing look kickass :D
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That's up to him... we could use it if he doesn't mind donating it.
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Telemus was dropped before R1.5 because it didn't fit through the Sol gate, so was quite pointless for us to use.
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Do EA still use Darknes corvett?
Can I add to it few polys?
Can I add few polys to Aesacus?
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Originally posted by c914
Do EA still use Darknes corvett?
Can I add to it few polys?
Can I add few polys to Aesacus?
Yeah the EA still use it.
Ask Styxx if you can modify the old Darkness model (the one Inferno uses) it'll be up to him.
The Aesacus, sure, if those two are made higher poly it just leaves the Tereus, Raiden, Ryujin and Eclipse as the low poly EA capships.
The Darkness and Aesacus are the lowest poly ones IIRC :)
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The Darkness and Aesacus are the lowest poly ones [/qoute]
thats right...alost like lindos had:D
I want too add more polys to them becoue desing of those models is very nice:nod:
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The Aesacus used to be a corvette untill I made the Phobos, it was dropped, then later shrunk to cruiser size, was supposed to be a torpedo corvette.
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Does vasudan and EA fighters/bombers will be flyable in R2/1.5 ??
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As far as i know, all the EA and Vasudan fighters and bombers will be flyable (unless they're not doing the EA or Vasudan chapters anymore). Only shivan fighters can't be flown.
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All EA and Vasudan fighters are 'flyable' but that doesn't mean you'll fly them during the campaign, but all the stuff is there for user missions with them flyable.
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I take it there isn't going to be a Vausdan version released. At least, not by you.
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Doubt we will.
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1) Don't know since we haven't done any work on the later chapter story
2) Umm, red I think :D
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It's uninhabited and does have another node leading further away from GTVA space. Quite some nasty stuff on the other side of that node :D
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Originally posted by Woomeister
Quite some nasty stuff on the other side of that node :D
*cough* Gargant *cough*
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I remember someting recently discovered about Formalhaut. IIRC, its still got a collapsing dust disk around the central star. I remember posting about it somewhere in this forum.
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IIRC: If I Remember Correctly
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If I remember corretly, GTVA was able to capture NTF ETAK device.
Does it will be use againt shivans somehow??
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Don't think we have plans to chat to the Shivans :)
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1) 3 planned since we only had 4 chapters because of the Ancients.
2) Yeah, we wanted it ready before 2005 but that won't be possible now. Definitely want ch1 and 2 out before Summer if possible.
3) Gargant won't be destroyed.
I may do a table next month, when the ship list is officially finalised.
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It isn't destroyed because even the Icanus can barely scratch it :p
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IIRC, didn't you do some math on the topic, with the Icanus' main gun reducing one of the Gargants turrets only by 1 percent?
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Nah think that was the hull damage to the Gargant after the Icanus was destroyed by it or something.
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I want to make use of some of the old stuff in the old Inferno (namely the SOF Chaos and the Ancient beam weapons). I have the single VP file version. Is there a way for me to extract stuff from the VP file? If so, may I?
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VPView will allow you to extract stuff from the VP file.
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They probably left it drifting somewhere near Jupiter after using an Odin-class superdestroyer packed with Meson Bombs to disable it...
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Mwahaha, good idea, if you don't a super weapon you have to use your brain.
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There's no Terran Gargant buster, the GTVA don't have that kind of tech :)
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of course you're assuming the gargant is used in an offensive role
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Well, even if used defensively it's still going to be a major pain in the rear.
And I recall some mention somewhere of the Gargant getting to Earth, so...
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The original plan for it was it to get to the Sol system, but I have a few ideas for it now.
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Originally posted by High Max
I saw a render showing the Gargant near Earth wiping out destroyers and also in Inferno, it showed the Gargant hovering over Earth as a background in the place where you can choose to go to the ready room, techroom, options, barricks, or campaign room.
Don't go by those renders for future story, those are just eye candy :D
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I would think it would be
I think it's something like Shivan hive, (main brains that controls other shivan ships in it's sector) or something like that.
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Not really. The Hecate is bigger than the Orion, but has the same amount of hitpoints.
EDIT: And I'm not sure if it does or doesn't, but I'm just using the Hecate and Orion comparison as an example.
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[On the topic of the Gargant]
Consider it like this; it's currently common belief that the shivans operate as a collective (like an ant colony or bee hive).
Now in FS1 you had the Lucifer commanding the fleet, and when it was destroyed, the entire fleet broke down.
I reckon the Gargant is the flagship of the Entire Shivan fleet (with the Gigas's as fleet flagships). Thus, if the Gargant was to somehow get destroyed, their entire race would devolve into anarchy.
It's important to note that the Shivans probably know as little of us as we do of them, so for all they know, we could have a way of destroying their flagship (like we did in FS1), even though we don't. So, the Gargant is left behined and used to defend Shivan space while the rest of the fleet mobilises.
This has the added advantage that the Shivan fleet always has falling back as an option, becuase the Gargant can always be mobilised to smash a blockade or enemy fleet that is hampering the retreat effort and then pull back into Shivan space before the enemy can mobilise an effective defense.
So in basic terms, the Gargant is a command centre, and makes sure the Shivan fleet can pull back if needbe, but is too important to be risked in an offensive operation so far into enemy space.
Besides, its too F****** big to be of any tactical use. I would rather have the Gigas...with a 6-Sathanas escort :drevil:
Sorry about the long post, shoot me later.
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Originally posted by High Max
I wonder if the SI Hara has the same hull strength as the Gargant. I know it's unarmed but since it's the same size, if not larger than the Gargant, then it probably has around the same hull strength, right?
Hara < Gigas < Gargant
The Gargant isn't the supreme Shivan flagship, as it isn't the largest or strongest thing in their arsenal :p (though it is campaign wise)
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:eek2: ....... no ****, a moon size Juggerrnauth :confused:
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Umm no :p
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I'd like to make a super uber massive Shivan station with destroyable parts, and tons of cool stuff, but I doubt I'll ever get time (nor a good design)
I'd have to find an excuse to use it though :D
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About 10% if we wanted more new stuff in it.
About 40% if it was just a campaign using the current mods.
Though that would depend on how the current campaign ends.
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err....small bug i found in the first release...for some strange reason, int eh mission where the Diablo first appears, it just sits there at 93% hull, totally invulnerabled, and does absolutely nothing. I tried to fast-forward to several minutes, but it never jumps out! nothing happens!
Any help please?
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WTF?
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Yeah i saw that bug. I think its because it sometimes fails to destroy the Ramayama while its passing, and i think it has to do that before it can jump out.
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Um, the Ramayana isn't destroyed in that mission, since its part of "Nemesis" later in the campaign.
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Oh yeah. I must be thinking of the wrong name. But i think its becuase one of the ships arn't blowing up when they should.
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It's because the Diablo fails to take down the two cruisers that are playing center field in the blockade, and it's only set to fire one beam volley. I think the exit cue is set on those cruisers' destruction.
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Then perhaps they cruisers should be destroyed by events that are triggered off the beam-fire events. This would ensure their destruction.
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Sorry if this is out of place, but will you guys split it up, like into 30 mb sections?. I have dial up and I have herd that the vp's will be over 100 mb and that would be hard for me to download..
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Hey Woo, I wish you guys wouldn't have gotten rid of the Shivan jump gate. Was there a certain reason why you got rid of it?
We don't need it.
Sorry if this is out of place, but will you guys split it up, like into 30 mb sections?. I have dial up and I have herd that the vp's will be over 100 mb and that would be hard for me to download..
We may not use VPs this time. There will be a split download once I figure out how we'll do it. I can't say on how big the chunks will be as that'll depend on the final filesize.
The split version will contain the exact same installer as the full version though. So there will be no slight differences like with R1.
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Originally posted by Woomeister
We may not use VPs this time.
:eek:
Please use VPs. It's a real pain to deal with all the loose files.
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Separate files is more fool proof though, in my experience.
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Well the installer will handle all that so you won't have to touch the files. If they are in a VP file it'll be harder to patch and replace things.
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Unless you have an installer that can create vp's on the fly... :drevil:
I swear! What is going on with the time on this forum?!!
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Seems the forum is a bit buggy right now...
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Just wondering, if I give appropriate credit could I please use some of your ships and weapons in a mod \ camp of my own?
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Yeah that's fine
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I don't know what they go to, since I've had my custom one since 2001 :p
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They go by posts, but if you've done something extremely bad then you are demoted to Annoying Über Troll or something. If you do something good/funny/You are popular You will get a custom name tag
i.e. Woo: Infryno Missile
My personal favourite is Grey Wolf 2009's saviour of Capella link.
The highest rank I've seen so far is orion. Usually people have a custom one by the time they've done that many posts.
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I've only seen rank as high as Sobek for 3000+ posts. I've never heard of anyone getting much beyond that before getting a custom rank. I'd guess either 5000 or 10000 posts before the next rank jump. I wonder how many posts it takes to reach Colossus. ;7
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WHat all do i need to d\l to get Inferno? I d\l'ed the core main one on: http://www.3dactionplanet.com/hlp/hosted/inferno/R1.htm
Do i need to d\l all the files below it, or are they included?
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You need to download either of the files under 'Single File Download:' or everything under 'Multiple File Download:' and if your using SCP you need the patch at the bottom too.
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another campaing with no voice over, what a shame.... no vale la penajugarla
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Well if you want voices for R1, there's nothing stopping you putting together a team and scripts to do them yourself :p
R2 won't have voices since there's no way for actors to commit to such a large project, plus you'd have another 100-200mb to download.
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Voices can be done later.
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Originally posted by High Max
But cutscenes would be nice, after R2 is released that is, an extra patch with cutscenes sometime down the road.
Nah if we did plan on doing cutscenes, they would be included from the start. I'm trying to keep this release so that 'major' patches are not needed. Something that large would be considered major.
Voice acting and adding new SCP features would be the only 'major' patches I'd consider right now.
As for cutscenes they are very unlikely as I would have to do them, and though I can make simple ones, it took me about a month to do the test Intro for R1. If I had to learn to do something more complex, it would take far too long.
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Woo, you might want to edit the first post in this thead, under the "Troubleshooting" heading, to include a mention of the R1-SCP-Patch.
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Originally posted by 2FB
another campaing with no voice over, what a shame.... no vale la penajugarla
Si no quieres jugarla, por favor no te quejes y vete ahora mismo. Gracias. :)
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What VP editor did the team use? I want to get a decent VP extractor and so i thought i'd see what the professionals use:D.
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Nowadays I use VPView for extraction. Modelview for general editing, PCS for paths/glowpoints, and if I need to make a VP file for some reason, I use VP Mage.
Oh and notepad for table editing :D
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Well 2FBs translates via babel fish as:
'it is not worth penajugar it'
So none of it makes sense :D
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pena and jugarla are different words...
"No vale la pena" can be translated to "it's not worth", so "it's not worth to play"
Vete escapes me, it can't be veto since it wold make no sense...
Btw, veto is an english word (ever heard of something being vetoed?), it's similar to forbid :)
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Well people who think mods aren't worth playing without voice don't get to play much :p
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Umm that's not an Inferno question :p
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OK question. In one of the missoins, where we First push to sol, to defeat the .. Darkness class cap, that "nanojumpe"s. Its on very easy, and i get up to the part where it jumps behind the independace, and i go to disable beams, its been like 5-6 times in a row now that it kills me with a beam b4 i get the first one taken out. My question is is it in fred, targeting you on purpose like "attack> Alpha 1" ?
When i get back to my other computer, sunday night, il try again if i have the patience. Lol... classic FS2 seen. Do mission perfectly, then boom, by beam.
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No it isn't targeting Alpha 1, it must really like you then :D
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Oh yeah. Anywasy i got a new stratagy, for next time i get to the computer with R1 on it. Tomorrow.. cant wait to get blasted agian. hehehe..
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http://dynamic4.gamespy.com/~freespace/hlp/category_show.php?cat=33
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Originally posted by High Max
Charismatic, load a Cylon fighter with one bank Snipers and one bank Hurricanes.
Just make sure you waggle, otherwise some Viper pilot might blast the felgercarb out of you. :lol:
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He said "it's not worth playing it" I said "If you don't want to play it, please don't complain and leave right now. Thanks."
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This might be have already been asked before, but why does the Inferno VP file completely override any other .vp files that i have?
Michael Blanchard (Descenter)
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FS2 loads them in alphabetical order. Any files that are missing in the earlier VP are loaded from later ones. Files that are in both are only loaded from the earlier VP. That's how mods work.
This mod won't work if it loaded the standard fs2 files from the sparky etc vps.
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New Questions:
1.How many Gigases are there?
2. How many Gargants are there?
3. Will we go into Shivan Space?
4. Any idea how the Gigas will get to Sol?
5. What year will R2 be released in?
Hmm, just checking something
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Originally posted by kietotheworld
New Questions:
1.How many Gigases are there?
2. How many Gargants are there?
3. Will we go into Shivan Space?
4. Any idea how the Gigas will get to Sol?
5. What year will R2 be released in?
1. :p
2. :p
3. Kind of
4. 1
5. 2k5/6
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You're never going to tell me that there are six gargants are you?
I Really hope I'm right with that
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There could be 2, 4, 5, or 20000, all you need to know is you face one only :)
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Phew, just one virtually invulnerable-Überweaponed-All Killing-planet Destroying Mega Monster to deal with. For a minute I thought we were in trouble.
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All comments like that are for R1, they don't apply for R2 :nod:
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If you really want Voice Acting then turn Microsoft Sam on in the Launcher.
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This is what Woo said in a thread a long time ago, "there aren't many Gargants in existance but there is more than one". With that info I can say that there would be no more than 10 if there is even that many. There are probably 40 Gigas's and 300 Sathanas's.
In my opinion, that would be a vast understatement.
Anyway, I've got 2 questions about things I encountered when dissecting the R1 VP;
1)when in the music folder, i found definitive and hidden, but I also found another set of tracks that weren't included in the tbl. They were labeled 2R. I listened to them and found that they were a tad low-quality but they were by far the most exhilerating and fantastic FS2 music I've ever heard! What are they doing there, though? why weren't they in the Table?
2) In the Voice-Special folder, I found 29 copies of the exact same file! They were all labeled 'yulyah' and featured a Vasudan screaming something. Explain, please?
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1. That track is Syphon, it had to be cut to add definitive as FS2 retail couldn't handle any more tracks.
If you want to use it in R1 missions using the SCP Patch, add this entry in the music tabe:
#SoundTrack Start ; SoundTrack 8
$Soundtrack Name: 9: Syphon
$Name: 2RAmb.wav 14.0 73500 ; * Ambience
$Name: 2RGArv.wav 1.8 105840 ; * Allied Arrival during Normal
$Name: 2REArv.wav 1.8 147000 ; * Enemy Arrival during Normal
$Name: 2RBat1.wav 27.8 147000 ; * Battle 1
$Name: 2RBat2.wav 23.8 88200 ; * Battle 2
$Name: 2RBat3.wav 22.8 88200 ; * Battle 3
$Name: 2RGArv.wav 1.8 105840 ; * Allied Arrival during Battle
$Name: 2REArv.wav 1.8 147000 ; * Enemy Arrival during Battle
$Name: 2RGoal.wav 2.8 52920 ; * Victory 1 ( goal completed )
$Name: 2RVict.wav 30.8 52920 ; * Victory 2 ( all enemies dead, goals completed )
$Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed
$Name: 2RDeath.wav 23.8 132300 ; * Player dies
#SoundTrack End
2. :wtf: There's only 17 files in voice/special, and most are misc Vasudan talk.
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That Vaudan talk really annoys me, "Drof-schneea uff schneea uff. Way a teehyah" and numerous variations of that. It gets so repetitive, try playing Shrouding the Light with voice acting on.
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Well it was either that or use the same beeping sound used in the Terran voices.
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1. That track is Syphon, it had to be cut to add definitive as FS2 retail couldn't handle any more tracks.
If you want to use it in R1 missions using the SCP Patch, add this entry in the music tabe:
Thank you! :)
2. There's only 17 files in voice/special, and most are misc Vasudan talk.
Hmmmm.... My download musta been corrupted somehow.
Edit: Btw, how many tracks can retail handle?
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Originally posted by Woomeister
Well it was either that or use the same beeping sound used in the Terran voices.
I'm not criticizing you for it, I'm just mentioning.
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Originally posted by KappaWing
Btw, how many tracks can retail handle?
The exact amount in R1 I think.
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:doh: Hmmm... I just realized how incredibly dumb my last question was...
So... Are you keeping that one Vasudan cruiser with the wing-looking things on the front (GVC Sai IIRC)? That was my favorite ship in Inferno.
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Out of the R1 Vasudan capships, only the Apothess, Asarte and Tanen remain, and the Apothess and Tanen are upgraded meshes.
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Did scrap the Het-ka?
It was my favoured design, with improved textures it would kick some serious butt imho (i especially liked the speed... it was the Bismark of the FS capships)...
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Originally posted by Woomeister
Out of the R1 Vasudan capships, only the Apothess, Asarte and Tanen remain, and the Apothess and Tanen are upgraded meshes.
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I always thought that the Het-Ka should have been the other way around... that is, back to front compared to how Inferno R1 has it. It has almost the same layout and features of the Osiris bomber.
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Well it is an edited Osiris bomber :D
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*blinks*
*blinks again*
Say what?
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To me it looks like a Typhon
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That's just because of the textures. Look at the spoiler thing on the one end, and the 2 prongs on the other end end. Its very similar to a backwards Osiris.
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/me is ashamed to hear it...
But still i think that you should have improved it and took it on R2 :D
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I made that ship using TS1 when I couldn't make models. Many years ago :D
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You told me that the Het-Ka was a :v: original mesh.
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Yeah it's the Osiris, slightly edited in TS1, then it had turrets added.
I didn't say the Het-Ka was made from scratch as an original mesh.
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Question: What are the Inferno naming conventions for the various factions?
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Would anybody be able to help me install Inferno R1 properly. When ever I try, either the weapons do not work, the missions dont or the models are not found. This occurs both from the full download or the seperate downloads
Pls help, it looks like a cool mod but i cant use it!
Thanx
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Make sure you have no other mods installed and there's no .tbl files in the data\tables folder. You need to create a new pilot to run it correctly.
If your using the SCP. Download the patch as well, create a mod folder (eg InfernoR1) and copy the Inferno VP files into that. Then run the game with -mod InfernoR1 added to the command line. Then create a new pilot.
See if that helps.
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Cheers mate. That's worked - My life is complete - well almost. lol :)
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If you really want Voice Acting then turn Microsoft Sam on in the Launcher.
Speaking of which this is now possible in the inferno builds, and the messages are being made compatable with it.
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:confused: :confused: :confused: :confused: :confused: :confused:
When I go to download R.2 It is does not show any links to download. Wut do I do.
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Its not released yet.
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Oh on a side note I can now confirm that it'll work on a system that has not got any other version of FS2 or FS Open on it.
Though at the moment you still need the FS2 music VP file.
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Sorry for Bumping, but since this is the FAQ thread...
What's all this about FRED and FSOpen builds for Inferno?
How many different builds will there be for R2? Does it depend on what your running it on (i.e Retail, Open, other)?
I'm really sorry but i'm a complete novice to builds (Is it bad that i still use retail? :nervous: ).
Sorry again for the bump.
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Inferno requires a bumped limit version of FS Open which has become known as an 'INF_Build' This includes many alterations such as increasing the ship limit to 250 and others such as the max spawn weapon limit. Inferno will not work on FS2 retail or the standard FS Open builds. Multiplayer is not avaliable in an INF_Build and is disabled both by code and through the interface art.
After the pilot code changes and some other major changes, we decided to produce a stand alone mod similar to TBP. We'll include a current INF_Build and an INF Fred build with the mod, and updates will be avaliable when we compile new ones. No additional files are required from retail FS2 or the FS Open media VPs. Any new files required from the media vps (such as new interface art for a new feature) will be added via patch to the mod.
Since we've ripped out all the FS2 maps, renamed them and optimised them for our use, no shinemaps, glowmaps, animated glowmaps or any other type of maps in the media vps will work. Any FS2 ships that use the standard tile maps that you want to use in mods will have to be converted to the INF map names to work. (This is why there's an archives request thread for stuff to port over, I'll do the basics for you beforehand)
Adding mods will be done via -mod directories and most mods (including all the ones I have planned) should be released in a VP file. Misc stuff like a single new ship can go in our default mod folder, anything bigger (such as SAH for R1) should make their own mod folder. No files in the data directory should ever be changed except by official patches. Mods should use .tbm files and not .tbl files to avoid conflicts with patches. All INF core mod files are stored in the data directory and not in a VP file to allow far easier patching and access for modders who need specific things (such as texture maps from ships) You won't need to download the entire thing again unless there was a major change to FS Open that breaks most of the core mod.
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How will this -mod thingy work? Will be just be able to "clip" the ships onto the tables in FRED as we need them, or will it require lots of cloned ships (i.e the same ship in different tables)?
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You'll install new ships into Inferno\Mods\
When you add a 'mod- mods' commandline the new ships will appear at the bottom of the existing ship list in FRED as they use modular tables, you won't be required to edit the ships.tbl at all. This prevents patching issues as these mods do not effect the existing ships.tbl entries and a ships.tbl patch won't effect the modular tables.
Removing the -mod commandline turns the extra ships off.
The only time a seperate mod folder would be needed would be for full larger user campaigns with mutiple files, which should still use modular tables and not edit the main table file.
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Will the new Inferno use mulit-species code?
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We have full species support for the EA and part Ancient support.
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Will sounds and music be among the possible mod additions? I heard that trying to add sounds trashed retail FS2.
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Well the sounds table is now unlimited, and the music table was bumped to around 30 tracks or so, so you shouldn't run out of space in those.
There was a limit of 200 sounds in retail and 400 in INF Builds untill the limit was removed.
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Yeah but sound effects would be added far less often than a ship entry, and ships would take up more memory. The only reason you would need lots of ship entries would be to combine every mod so it could be played by the INF standalone. But with the texture changes and model changes to retail ships, that isn't really possible without a massive size boost.
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Question i thought might be worth asking:
Does Inferno include that fix for turrets with mutliple weapons?
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We don't have any turrets with multiple weapons so it doesn't matter.
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Originally posted by Woomeister
We don't have any turrets with multiple weapons so it doesn't matter.
Oh. You did in R1 (the Darkness and Aseascus both have lots of multi-weapon turrets) so i just thought you might, and i remembered that a fix had been developed by someone.
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We changed that ages ago, all multi-barrel turrets have only 1 weapon entry now.
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Is there any way to get a list of weapons in R1, both shivan and otherwise? I'm just trying to fool around with mission editing a bit, and wanted to try flying a gorgon ^_^. Thanks either way.
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Tableview can parse the weapons table and produce a list of weapons.
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how do you make the background back to freespace2
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One thing you can do just to get a few voices is to extract the messages.tbl file from one of the FS2 VPs and put it in the /data/tables directory (which you may have to create), then extract the wavs in the personas folder of the voices vp file, stu_fs2.vp, and put them in /data/voice/personas. You'll at least get the basic background chatter from your wingmen, then. I did this just today. A quick and dirty shortcut to at least get SOME voices in there. :D
EDIT: I'm such a linux geek. I used / when it should have been \. :D
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Originally posted by CaptJosh
One thing you can do just to get a few voices is to extract the messages.tbl file from one of the FS2 VPs and put it in the /data/tables directory (which you may have to create), then extract the wavs in the personas folder of the voices vp file, stu_fs2.vp, and put them in /data/voice/personas. You'll at least get the basic background chatter from your wingmen, then. I did this just today. A quick and dirty shortcut to at least get SOME voices in there. :D
That won't work in for the next release as we have EA personas and without those the game will crash, so using the retail table won't work.
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Well, it works for now on the release that's out now. And that's all I was really going for.
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How we made the background nebulas?
We use optimised Lightspeed ones.
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Well just don't do it with the next version, otherwise you'll get some nasty CTDs :D
The SCP built in speech is supported for all messages except those actually, since those are minor and usually get in the way, they'll just make a beeping sound.
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I have officially been warned. I will avoid that. Though nothing at all stops me from merging the two tables so as to still get some sound. :)
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Well it would be a bit funny to have a mixture of voice and beeps when you have friendly EA pilots on your side later on, but you can if you want to.
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There are ways around that. Some voice acting of my own, borrowing sounds from elsewhere, etc. I can live with no briefing voice. The Babylon Project doesn't have a briefing voice yet. It's just in mission I expect to hear comm chatter. In heavy combat, there's not going to be time to read a message. I don't have time to read "On your six, on your six!" before I'm getting my ass shot off by whoever's behind me.
EDIT: I forgot, I can use the voice deal from Windows, but...meh...I'll have to find something other than MS Sam for a voice.
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Heh you'll be able to tell if something is behind you, you won't need those messages :D
The Shivans especially have a very nasty surprise for those who don't pay attention to their surroundings :D
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Do you think R2 will blow up my computer?
AMD Athlon XP 2200+ 1.8ghz
ATI Radeon 9550 256mb
1 gig of ram
a holy hand grenade.
Any ideas?
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You should be fine. If you have problems switching -spec off or reverting to non HTL models can make a big difference (non htl models are included in a backup folder so you can switch between them at will)
My desktop PC:
AMD Athlon XP 3000+ @2.17GHz
ATI Radeon 9200 AGP 256mb
1 GB DDR RAM
Runs mostly fine as long as I turn the htl models off, turning -spec off gives a big boost too. Crashes a bit but I think it's my card and not the game causing that, it's an old card. framerates range from 20-80 on average.
My Laptop:
Intel Pentium M 730 @1.6GHz
ATI Mobility Radeon X700 PCI-E 64MB dedicated
512MB DDR2 RAM
Runs great with HTL models, spec and everything else I want to put on. I sometimes get a half second stutter or so in some missions on commit, but that's not very frequent. I get 2-3x the framerates of my desktop PC. Framerates are 40-120 with very few times it goes below 40.
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Well if my laptop can run it at max, then you should have no problem.
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I was gonna ask bout how to get specs, but i just found out myself... I think my PC should be okay for Inferno:
Windows XP Pro (service pack 2)
AMD Athlon(tm) processor
1.39 GHz, 480 MB of RAM
NVIDIA GeForce4 MX Intergrated GPU
...Some Logitech surround speaker thing...
PS/2 Wireless mouse and keyboard
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As long as your cards have at least 32mb (though I recommend 64mb) of memory it shouldl run, though my x700 chipset runs far superior to my 9200 even though it's a 64mb x700.
If it runs slow you always have the option of turning -spec off and using the lower poly models that are included, this gives quite a boost in some of the larger missions.
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Originally posted by High Max
I hope I'm fine:
Windows XP
1GB DDR RAM
Radeon 9800 Pro 128MB video card
AMD Athlon 2600+ 1.916GHz Processor
SATA 7200RPM 120MB Hard Drive
Your absolutely fine with that. I have worse than that.
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The graphics card chipset seems to determine how good it runs, my laptop is lower spec than my desktop system but has a superior graphics chipset (a X700 compared to a 9200SE) and I notice a massive difference.
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Originally posted by Woomeister
The graphics card chipset seems to determine how good it runs, my laptop is lower spec than my desktop system but has a superior graphics chipset (a X700 compared to a 9200SE) and I notice a massive difference.
To a point. My laptop has worse graphics than my desktop (Mobility X700 < Radeon 9800 pro) but runs much faster because of the cpu (Turion 64 3700 > P4 1.7Ghz by a lot!)
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Well there's more of a jump between my graphics cards than there is for yours. A 9200SE doesn't come close to an X700 :)
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Yeah all I'm trying to say is the FS2 engine is fairly cpu-dependent aswell as gpu dependent.
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This is the FAQ thread, so:
Will we...
1) ...defend some of our warships from...
2) ...attack...
3) ...ally against the Shivans with...
... The Ancients?
4) Will we see the Androgeos?
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1) Yes*
2) Yes*
3) No*
4) There is a Androgeos, just not the one in R1 since no Ancient capship from R1 is still used.
*None of this in the main mod however
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THX.
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Oh, BTW.
I run R1 with:
256 MB RAM
ATI Radeon 9250SE with 128 MB
2 GHz
SCP with all the eyecandy
A "crappy" computer, in short
And runs perfectly, if R2 is as demanding as R1 (I don't think so, but hopes are hopes) I won't have any problem.
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You'll probably get between 15-50 fps with R2. Spec and HTL models may cause massive drops. I'd suggest switching to non HTL models too if it's anything like my system:
Desktop:
AMD Athlon XP 3000+ @2.17GHz
ATI Radeon 9200SE AGP 256mb
1 GB DDR RAM
Runs slow in some areas, doesn't like HTL models
laptop:
Intel Pentium M 730 @1.6GHz
ATI Mobility Radeon X700 PCI-E 64MB dedicated
512MB DDR2 RAM
Runs at max with HTL models
R2 is far more demanding than R1 as it's bigger, with higher res textures. We've optimised everything the best we can (less textures per model, no tgas, both htl and non htl models, eff instead of ani files, dds maps) but it's still quite a beast. However I've tried to make sure it'll be playable on my desktop system so you should be fine, though you may have to sacrifice the HTL stuff.
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you may have to sacrifice the HTL stuff.
I can live without them.
BTW I know very Shivan-ish names, if you need to name a new Shivan ship call me. :)
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Only new Shivan ships now would be for the archives, and I have none planned right now.
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Most of the staff are still missing...
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I'll soon upgrade my PC to:
758 DDDRAM (already)
Athlon 64 2800+
GeForce FX5500 256mb DDR/128 bit
Will I be able to play with everything on full ?
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I'd assume so, I'm not that familiar with GeForce cards.
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Quick question: are capship torpedoes targettable by fighters/turrets in R2? I was thinking of something like the Dilgar "Deathwalker" missile from TBP.
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non targetable as in R1 we found that having many targetable bombs caused problems in missions.
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When you say "torpedoes" you mean the Assassin bombs launched from capships, right?
Perhaps larger ships (i.e. Superdestroyers) can launch Helios bombs.
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No, capital ships actually have their own special torpedo weapons - for example, the Lenaeus carrier can launch a broadside of light torpedoes at large targets at long range.
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Speaking of that:
How do Jotuns escape from Executioners' blasts?, I mean, Executioner bombs are the Juggernaut killers, right?.
Then they must have greater power (and shockwave) than Helios bombs, for example.
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Shields.
That and the Jotuns probably aren't receiving direct hits :)
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Last questions (after this I'll be less curious, I swear) :
I've read somewhere that the Notus (or similar) is heavier than the Jotun, is that correct?
If it is,and remembering the Jotun is the anti Juggernaut bomber, what is it (the Notus) for? SuperJuggernaut buster? Hive killer?
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The Notus was designed to take down a Sathanas in 2 or 3 bombs, it can be used on larger vessels as well.
The executioner is more of a destroyer killer bomb, as long as it doesn't detonate point blank you'll either escape or receive shield damage. It depends on how good of a bomber pilot you are.
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And by good, he means how quick on the afterburners you are. Dive in, fire, pull away at least at a 90 degree angle to previous course and hit your boosters. You might also want to consider having most of your energy set for your engines when you do that, too. Maybe even transferring weapons energy to burners as you boost out, depending on the shockwave, your shield strength, and your hull strength. *grimaces wryly recalling more than a few times getting toasted by explosions due to not paying attention to damage taken earlier in a mission...*
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The Jotuns speed doubles using afterburners, the Notus goes up by a factor of four...
Quite useful for avoiding specific things.
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Nice. I can tell I'm going to have a blast playing the revised Inferno capaign. R1 seemed to rather leave one hanging, but I guess it was really a teaser.
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Well R1 isn't much like the current mod anymore. Cruisers are scary, beams are less used since we have alt weapons, the Shivans have some really nasty stuff, including a weapon to counter heavier bombers. lots of new SCP specific weapons like balistics, player flak and fighterbeams. Fighters are better suited for specific tasks (light fighter against a cruiser is usually a bad idea) Bomber PAC systems allow them to damage capships if they run out of bombs. It's quite a different thing to play now.
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Then the remake will be far more entertaining and difficult...
Excellent
*prepares for the war of his life*
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The Jotuns speed doubles using afterburners, the Notus goes up by a factor of four...
Quite useful for avoiding specific things.
Then I hope the afterburner is slow to recharge, so you have to conserve it until you really need it?
If not, that would work out to be rather unrealistic. Bombers are supposed to be big, slow, and unmaneuverable.
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If the afterburner power is as huge as to give that amount of boost, most likely it'll also use up all of it's fuel very quickly. Although I'm guessing the Notus' speed can be roughly compared to that of a cruiser, in which case 4x may not amount to much.
Well R1 isn't much like the current mod anymore. Cruisers are scary, beams are less used since we have alt weapons, the Shivans have some really nasty stuff, including a weapon to counter heavier bombers. lots of new SCP specific weapons like balistics, player flak and fighterbeams. Fighters are better suited for specific tasks (light fighter against a cruiser is usually a bad idea) Bomber PAC systems allow them to damage capships if they run out of bombs. It's quite a different thing to play now.
Interesting to observe the specialisation of ship roles in Inferno when compared to, say, the changing roles of capships in FS2 from FS1.
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Whenever you people decide to release R2, I have something written for you.
If it takes another few weeks, possibly several somethings.
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Then I hope the afterburner is slow to recharge, so you have to conserve it until you really need it?
If not, that would work out to be rather unrealistic. Bombers are supposed to be big, slow, and unmaneuverable.
I'd say the recharge is average, the boost is very short as it's supposed to be used to escape bomb shockwaves not for dogfighting or evading missiles.
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Ah. That will probably work well then. :)
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Something tells me that R2 won't be relase before new year.
Tell me that I'm wrong.
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Something tells me that R2 won't be relase before new year.
Tell me that I'm wrong.
You're wrong.
Not that I really think that, but you asked.
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Something tells me that R2 won't be relase before new year.
Tell me that I'm wrong.
It won't there's been little progress since October and most of the staff went missing when the first HLP move occured. There's no way it'll be done in 2 weeks, maybe another 3 or 4 months if progress really picks up.
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Well Sid wants to redo some major parts of the story so that'll take a while, he also wants to change the design for the end of the EA war which is supposed to require new stuff.
Some mods need to be rebalanced, Shivan beams need redoing.
Lots of bug fixes needed.
Models wise the new Gigas model is now ready ;7 so only HTL addons will be done at a later date.
Approx mission status:
Mission 01 95%
Mission 02 95% SadisticSid
Mission 03 95% Woomeister
Mission 04 60%
Mission 05 40% brugger
Mission 06 75%
Mission 07 75%
Mission 08 50%
Mission 09 95% Hippo
Mission 10 ??? Roy Fokker
Mission 11 50%
Mission 12 90% brugger
Mission 13 90% brugger
Mission 14 20% Singh
Mission 15 0% Phreak
Mission 16 ??? SadisticSid
Mission 17 ??? SadisticSid
Mission 18 90% Phreak
90%+ are final stage missions
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Only 18 missions? or it's a chapter 1?
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chapter 1
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That give us the total of (and considering ????? as 0's)...
56.7%!!!!! :eek2:
It will take its while :( but it is far better than having nothing!
Be patient.
*In the time you took to read this, INF R2 got 3-7 seconds closer*
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Some of those missions have been worked on, however I haven't received a draft version yet. Phreaks m15 for example is supposed to be nearing completion, but without a working copy a % can't be estimated.
Some of those other missions could probably be completed in a few hours if somebody was working on them.
Missions 1,3,9,12,13 and 18 are either complete or needing very minor edits, so they could be counted as 100% really, but I don't like calling something complete until I'm certain it actually is.
The actual % is probably 65%+
Even if the missions were complete now we still need to fix quite a few issues and then do extensive testing.
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Far better than my calculations; then we should expect R2 in May, June, more or less?
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If you want a % for M15 its about 45% or so. Each time i get a chance to work on it, i need to get a new modpack. This is rather problematic since i'm only downloading at 17.6 Kbps
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Quick question:
I know you said Inferno will use 3D shockwaves, but will they be DaBrain's 3D shockwaves? If so, will they be blue or red? I liked the blue ones more; they were more in line with the original FS2 ones.
And a fast spec check on my computer.
All it says on the case is "Shivan Computer Core." Can I run Inferno with that? ;7
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If you want a % for M15 its about 45% or so.
Then, calculating again and still considering ????? as 0's:
61,7%
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Quick question:
I know you said Inferno will use 3D shockwaves, but will they be DaBrain's 3D shockwaves? If so, will they be blue or red? I liked the blue ones more; they were more in line with the original FS2 ones.
Red, DaBrain asked if we would use the red ones as the blue ones were supposed to be going into the media vps.
Phreak: I uploaded it at 12k and it took a few hours to do so.
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Phreak, the new modpacks aren't essential to mission building at all - in fact I make it my mission in life never to upgrade until Woo's just on the cusp of uploading the next one. There haven't been any (major) balance changes to the primary ships that I know of.
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No but there's been several model fixes and improvements as well as lots of bug fixing in the tables. If you don't stay up to date with things like the ai_profiles.tbl then things start getting broken real fast. Also I can tell by looking at some screenshots if your modpack is out of date :p
Also if no-one has the latest packs then no-one is testing anything except me...which seems to be the case right now...
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First off i'm new to this forum so plz no offence if you don't like something.
Now few questions:
1. How long is Gargant Hive?
2. How GTVA is supposed to beat shivans without destroying nodes or gaining help from Ancients?
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1. 37814m
2. The Ancients can't beat the Shivans, neither can the GTVA.
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Hmmm...i meant "beat" as "avoid destruction".
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You'll find out when you reach the end of the mod :nod:
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Between teh Shivans and the GTVA.....they would put up a hell of a fight with or with out the ancients..
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Especially with the help of a certain EA warship...
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Will we end in R2 pushing back shivan invasion or will it continue to R3?
And you mean Icanus as EA warship?
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I don't know if we'll do a third chapter or not, depends on how things go.
We may focus on smaller stories and extra mods for others to make their own missions with.
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Like the Ancients 2-mission chapter?
An excellent MOD, BTW.
BTW will you make gauntlets like those in FS1: a lone ship (you) fighting incoming waves of enemies?
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The Ancient demos were just previews for R1.
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And about the gauntlets...?
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I don't know I'd have to play the gauntlets again I haven't played FS2 in a very long time.
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FS1, Woomeister, FS1.
Don't know if there is actually a FS2 gauntlet.
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Well I haven't played FS1 for even longer :D
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Gauntleds in FS1 are SP extra missions while FS2 ones are MP-Coop.
Anyway you fly as single ship (unlimited ship/weapon choice). You encounter single weak fighter, then 2 of em, next time 1 average, 2, 3, 1 strong, 2, 3, 1 very strong, 2, 3, 4 weak, 4 average, 4 strong, 4 very strong (after this first stage is complete and you may return to base OR if you are playing as bomber continue). 2nd stage contains one cruiser with 2 fighter escort (several waves). After destroying cruiser there's 3rd stage with destroyer and 4 fighter escort (several waves). After that gauntled is complete.
There are 3 gauntleds in standard FS. In Inferno there should be 5 (Terran, Vasudan, SOC, EA and Shivan).
Gauntleds are made for training. It's "How far will you get in?"-like mode. When you fly fighter you easily complete first stage and 2nd with little trouble, but you're unable to complete third (or able if you're flying Vesuvius with Assassin bombs ;) ). When you're flying bomber it would be hard to complete first, but second and third will be easier.
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Well you can't destroy capships without a bomber so you wouldn't be able to complete it easily.
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You can, in 2 (Terran or Shivan gauntlet) to 4 hours (Vasudan gauntlet; PVD Typhoon is far harder than GTD Orion or SD Demon classes) using a Hercules armed with both primary banks of Banshees and Hornets and Interceptors in secondary.
In Inferno there should be 5 (Terran, Vasudan, SOC, EA and Shivan).
6. Ancients. And there should be another stage fighting a corvette.
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Ok I'll rephrase, you can't destroy Inferno capships without a bomber :)
There would be Terran, Vasudan, Shivan and EA since SOC and Ancients aren't in the current mod.
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That's right, you can't. If you're flying fighter you just end after first stage.
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Kind of defeats the point of the guantlet if it can only be passed with specific ships?
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Gauntled as fighter is only testing fighting skills. There are stages with caps, but you are just warping out. If you're bomber you're showing great skills when beating fighter stage and to complete whole test you just blow up caps.
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Oh and are events from R1 wiped out and everything from pre-R2 will be in reR1?
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R1 is completely seperate to the next release.
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So what chapters does reR1 and R2 have?
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INF SCP CH1-2 covers the EA war and Shivan incursion.
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EA war continued AFTER R1, right?
This begins to confuse me. :confused: see?
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R1 M14 was the ned of the main EA conflict, but this isn't R1 remember.
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Never ran that gauntlet without my good ol' Ursa and my faithful Harbingers :D
-offtopic-
Are you still using "fire-and-forget" missiles, right? :)
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Wait, i think i understood this all. R1 contains Chapter 1 v1. reR1 are events from Chapter 1 from another prospect. R2 contains C1 v2 and C2.
Is that right?
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No
INF Release 1: Retail made campaign that ends with the EA war. Has a SCP patch.
INF R1.5: A unreleased mod which included chapter 2 of the old release, before the reworking began.
INF SCP: SCP remake of the entire campaign, complete rip of old R1 stuff. Currently 2 chapters, EA war and Shivan incursion.
INF SCP is what you call R2 or ReR1. INF SCP R2 will be the 2nd chapter and any needed patches.
The R1 and INF SCP storylines though similar do not connect in any way. The new chapter 1 is not from another perspective, it's a complete redo of the original campaign in a more solid and updated fashion.
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So what is complete in Chapter 1 and what in Chapter 2?
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Chapter 1 is our current progress, the only thing ready for the 2nd is the ships/weapons.
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Ok, now last question: could you give list of ship classes in R2? (only names, nothing more)
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I think these are the main ship types/classes
Light Fighter
Medium Fighter
Heavy Fighter
Interceptor
Assault Fighter
Stealth Fighter
Light Bomber
Medium Bomber
Heavy Bomber
Assault Bomber
Support Ship
Anti-Fighter Cruiser
Anti-Cap Cruiser
Support Cruiser
Support Corvette
Anti-Cap Corvette
Pocket Destroyer
Carrier Type Destroyer
Escort Destroyer
Anti-Cap Destroyer
Long Range Destroyer
Super Destroyer
Carrier
Super Carrier
Juggernaught
Super Juggernaught
Beam Sentry
Sentry
Freighter
Super Freighter
Cargo
Medical Ship
Science Vessel
Transport
AWACS
Gas Miner
Installation
Extensions
Comm Station
Jump Gate
Nav Buoy
Escape Pod
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If I won't forget I'll do gauntlets for R2, but first we need R2 relase :D
My idea:
1)Light fighter EA gauntlet
Light fighter Terran gauntlet
Light fighter Vasudan gauntlet
Light fighter Shivan gauntlet
2)Same for medium and heavy fighter.
-It'll contain dogfight phase.
3) Same with Light,medium, heavy bombers
-but it would contain capship attack run.
4) Inteceptor
- capship escort
5) Assault fighter & bomber
- dunno yet.
6) stealth fighter- you vs swarm of non stelth ship, at the ene you vs veteran stealth fighters (one of each race, but one at time)
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Assault fighter/bomber don't go together. The assualt bombers are the Jotun and Notus while the Alves and Keres are the fighters.
All fighters should be grouped into one gauntlet, it would make it more challenging to go up against a light fighter in a heavy one.
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OMG a lot of these. ;)
Gauntleds: i think the same as Woomeister. One bomber and one fighter for each race.
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Assault fighter & assault bomber Gauntlet (Shivan for sure, maybe Terran,EA and Vasudan too)
You have a SJ escorted by cruisers and fighter escort.
You can play as ass. bomber (attack) of ass. fighter (escort), task- erase everything.
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The assault fighter would not be able to take the cruiser (most likely) or the Sathanas, so it couldn't 'erase everything'
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The assault fighter would not be able to take the cruiser
Almost any fighter can destroy almost any cruiser, at least in FS2, so
"the cruiser" is either very heavily armored or armed or both, right?
I've seen the ship types/classes, will all races get at least one ship in each type/class?
(All races = EA, GTVA and Shivan; since you said SOC and Ancients were removed)
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Some cruisers have the "big damage" flag so can't be destroyed by fighter weapons.
No most of those classes are Terran specific as the other races have less stuff, though some classes like 'Long Range Destroyer' are Vasudan only.
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"Pocket destroyer", like a corvette, more or less?
Does it really destroys pockets?:D
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That's the GTD Oberon, 1.4km long destroyer with no fighterbay and lots of plasma cannons. It's very small compared to the other destroyers.
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Ones i do not understand and asks for explains:
Support Cruiser
Support Corvette
Extensions
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Support types are general ships which act as support for larger vessels, neither specialised in anti-cap or anti-fighter weapons they are the more generalised ships.
The Extensions are the Arcadia/Arcas extensions such as the GTExD.
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Is the EAD Tereus class an example of "pocket destroyer"?
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No the Tereus isn't small with no fighterbay. Only the Oberon is of that type. The Tereus is a Carrier Type Destroyer.
You could call the 'Pocket Destroyer' "too big to be a frigate but too small to be a proper destroyer"
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Sorry if this was already asked before:
Will INF SCP / R2 feature more than 15 missions for Chapter 1 (I am referring to INF R1 missions) will the initial chapter have more missions, I mean a deeper storyline, or at least some new events that we didn't see/play in INF R1 campaing.
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There'a about 18 missions right now for chapter 1. It follows as general storyline similar to R1CH1 but with different events and missions.
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This too has probably already been asked before but...
1.) Will you be releasing the new R1 as soon as its done, or will you be waiting to finish R2 also?
The Extensions are the Arcadia/Arcas extensions such as the GTExD.
2.) Can you say any more about the GTExD? I don't fully understand what they do. I know they attach to an installation...but not much else.
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1. Most likely chapter 1 release with the core modpack, with archives stuff released soon after.
2. The GTExD adds extra defense turrets and anti-cap beams to the Arcadia.
See here for more info on extensions:
http://www.hard-light.net/forums/index.php/topic,33203.150.html
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I think I saw somewhere a "defensive installation", not the GTExD, called "Titan", will it appear in R2?
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No we used that as we didn't have other sentries, now that we no we use those instead.
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This a question, not relly a request, I know the Trident is EA version of the GTVA's Arrow (which is like the FS2 Harpoon). But since I see there will be some new weapons, like the linear shockwave missiles...
Woulnd't be possible to make the real Trident missile ?
A missile very much like the FireStorm or an inverted Defender, that launches in Swarm of 3 and start spreading away from the center of fire, with "Remote Detonation"/"Dumbfire", and all of the explosions would meet in the center, what would deal an higher damage there, but different to the FireStorm it would be possible to spread damage from almost every side (3 at least).
I don't remember now where I see it, but the Trident it's mostly used to break apart meteores, in exchange of the FireStorm which would deal all of the Damage in a single face (making a real big meteorite ask, just a fly?) the Tridents are used to attack and break apart meteorites, I mean the Main difference it's is spread attack over the fired object (which should have a missile spreading/surrounding 3 different sides before remote detonation).
This is not even a suggestion, I just telling wrote an idea of the concept of the Trident missile, it doesn't really mean it will be useful, the FireStorm is already too powerful to blow away everything, even your ship, but maybe it can have more shockwave range and less power, useful for destroy/envelop a lot of incoming Hell Storm X, almost like creating a big shockwave wall in front of you. (Maybe when I release the Update I'll check if I can do a weapon like this)
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All the EA weapons were replaced except for the Stinger and the Hellstorm/Hellfire/X series, there is no Trident anymore.
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There was a set of screenshots in the site of the R1 Nemesis mission, but with an Odin instead of the Warlock carrier, and a Raiden corvette instead of a Darkness. Is that still going to be in R2?
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Here's example of situation. in standard Freespace 2 when you're FREDing missions and you give ex. Manticore shivan fighter as player's fighter game crushes when you get into ship/weapon selection menu and you fly Ulysses if you just start without looking there. In that case you need to mark these 2 parameters (with lone "SM" or lone "RAM" your fighter will be without weapons).
Question is could you make shivan ships/weapons selectable in selection menus?
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High Max:
The original mission plan was a final assault against the EA fleet around lunar orbit then a second mission with a showdown between the Nemesis and Thor. Sids planning something different now.
Darius:
That was a R1.5 test mission, that missions too big for FS open to handle now.
Qwer:
Shivan fighters would have to be converted to a friendly species format (Terran/EA/Vasudan) and be given dock points for them to work properally. Shivan weapons would need a player allowed flag added to each of them.
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That's the feedback I need, and I was convinced I was the only one in the world who want to make all of the Shivans Ships selectables...
Half of this has been done in my (un-released) update, I'll see if I can miraclous get the Shivan weapons to work, without getting the Invisible texture. For that I'll use another weapons $Anim (or I'll see if the problem is that @ that I never know what it means, but it's present for all the selectable weapons)
The other problem is that there should be a new POF of the Nephilim with 3 SBanks, yes the game still works if you erase one from the Ships.tbl, but the Debugger Version keeps complaining "Nephilim.pof has 4 SBanks, but ships.tbl only uses 3 SBanks", and you can't make selectable 4 SBanks because the game (release) keeps complaining "3 is max SBanks for player_ship, 4 is max SBanks for non player_ship".
And there should be add Countermeasurements for Shivan Ships (do this need 3D editing, I believe....probabily).
Yes, I'll make the Dockpoints for the Shivans and Ancient in R1, or I die trying (I mean, I can do it, I don't plan to die, yet).
Can it be?, when you said make a "Friendly" species. Could it be that to set a "allow Support Ship", I don't really understand how you bind, where you can bind a Support Ship to a Species, is this a privilege that only "Friendly" Species can have? or do hostiles can have it too ?. Don't worry anyways, I am sure I can find it by myself (but I would really appreciate the help)
EDIT: I already found the answer to this, I just need to test if it is the right answer....
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If a species does not have a support ship then you have to use the set support sexp in every mission to set it to the Terran one otherwise it'll try and call a non existing ship. We have a placeholder entry for the EA to prevent crashes. Friendly ships also need to have persona messages set otherwise it'll default to its species specific ones, if it doesn't find those it'll crash too.
If the Shivan ships are reset to Terran then both those problems won't occur. The Shivan tables still need to be edited to be like friendly fighters though otherwise you'll not be able to select any weapons.
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i have a question, you have revealed some of the Terran and EA capship weapons, What about the Vasudans and Shivans? well i kinda guess that the shivans will be sticking to their beam weapons. Will the Vasudans use the terran's like in FS2 or will they have there own unique guns?
I am so glad that you have taken away the Beam cannons the only cap to cap weapon, means we will get some good lenght battles!
Oh yeah i have been trying the add the Gaia from ott to the Ship tbl, but whenever i try and load up the game or fred i get this;
Error: ships.tbl(line 2384:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$ND 251 248 167].
File:\fs2_open\code\parse\parselo.cpp
Line: 591
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
i checked the entry and everything seems to be ok nothing is missing, so i thought i was just that the TBL was to big so i removed the anicient stuff but to no avail. i don't suppose you would have a tbl entry for the Gaia at all?
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All of them have unique weapons.
The OTT tables are FS2 retail and probably have lots of bugs in them, you should copy an existing entry and change the data to match the Gaia.
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I can take a look at that if you like. PM the entry or if possible toss a link to the table.
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If a species does not have a support ship then you have to use the set support sexp in every mission to set it to the Terran one otherwise it'll try and call a non existing ship. We have a placeholder entry for the EA to prevent crashes.
This crash was fixed a few weeks ago. :)
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Well we've had to revert to September builds so it won't be fixed for us.
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The OTT tables are FS2 retail and probably have lots of bugs in them, you should copy an existing entry and change the data to match the Gaia.
i got it working, i just re-extracted the ship tbl and add the entry the same entry nothing is changed (a copied Solaris with afew extra turrets add), and it works. weird :confused:
Edit, ok it worked once now am getting the same error, i'll PM you the entry Wanderer.
PS Top notch work you guys are soing on Inferno :D
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Thanks for the feedback Woomeister, even so I managed to learn by myself the messages.tbl, and now everything is Shivan, it's incredible how FS2 or SCP really adapt to the new messages.tbl. What I mean, it's Fixed:
Full Shivan Support (DONE). I make Dockpoints, paths, Shivan Support Ship (I take part of this, but the model need a lot of diting to fill the missing data). Messages fixed, there are no Anim.: . Maked and added the 3 SBank Nephilim, fixed FS2 Retail Dockpoints and paths (Shaitan and Nephilim), added Countermeasurements, ups....probabily more things I don't remember
Missing:
Ancients Shield's (icon) (and it's proper entry in hud.tbl)
$Anim: for messages.tbl (if someone could make an *.ani of some tree-eyed shivan, like we see in the FS1 FMV)
-----------------------------------
I think I now understand the bug, that's is caused by the add $anim: for Ships and Weapons, that was making some ship textures invisible. It seems an FREE SLOT Problem, that would mean, max quantity reach in $anim:, pretty bad, I am starting to hate those limitations (specially when a a Static $anim: only have a size of a few KBs). It's the limit, I can't prevent model loading for Shivan ships, no, it does look good, but it can waste RAM, the same for the Ancients Ships.
Ancient/Shivan Missiles won't have the $anim:, the Models are not loaded for weapons, still you can't see what it really looks like in-game.
Even so the Artworks are still inside the Update (SCP Inferno Build won't help with this $anim problem, right ?)
-----------------------------
Ups...I know I shouldn't be posting Images here, but I can't really resist
(http://i29.photobucket.com/albums/c254/Shadow0000/ShivanSupportShip.jpg)
NOTE: Yes, I taken the Ancient Support Ship, though I wanted something more like a cockroach, something with spikes and a exoskeleton (black texture) above and a glowing red texture below. Something more like a smaller version of the Gordia
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I don't think the INF Builds bump up any ani limits. We use the model loading instead of anis and provide only generic anis to prevent crashes.
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Even if the $Anim Limit is higher in the INF Build, I won't do it, I won't really sacrifice LAN or Internet support for a few $Anims, or to prevent about 10 models load, even if not much people uses the udate in LAN or Internet.
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What's the driffence beetwen pulse cannon, plasma cannon and photon cannon?
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In many movies, pulse cannon is a rapid-fire weapon (like a machine-gun).
Plasma cannons are either beams or "fireballs".
Photon cannons are more beams than "fireballs".
NOTE: These weapons appear like that in movies like Star Trek. I don't know how they are in INF.
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I am lucky enough to have the opportunity to play Armored Core, so I'll try to explain somethings not really releated, to kind:
In many movies, pulse cannon is a rapid-fire weapon (like a machine-gun).
Exactly, that's a Pulse Cannon, some weapon types are self explanatories, for example a tractor weapon, is a weapon that can move or pull you, there are no Tractor Beams implemented (maybe it can be done), at least if your ship either small or capital have Shield, more than pierced it should cause a Tractor effect that depends on Beam Size and power.....
Q: However, then why it's not a Machine-Gun ??
A: There are two Kind of weapons:
1- Ammunition (consumption)
2- Energy (consumption)
1- They have a quantity and are not infinity, physical bullets, not generated, but stored and launched (like FS2 Secondaries [Missiles]), normally stronger than an Energy kind, but it has an Higher Physical Weight than an Energy Shoot, lower quantity than Energy Shoots. Multi-Warhead Feature, thing that an Energy shoot can't really do...
2- Almost Inifinite (mostly Beam) / High Quantity Energy (another, fireballs mostly), like FS2 Primaries, however every shoot drains energy from the Engine, Custom Engines, have Custom PowerOut / Power Capacity and Power Re-Generation, no physical bullets, but Energy Bullets, can be as powerful as ammunition and even more, but require a really more advanced technology (as we see in real world), specially Laser Beam, Laser Cannon (launches a Ball a concentrated, which can make a massive explosion, depending on density), and Plasma shoot (the ball round one, I don't see this too used), Plasma Beam more powerful than Laser, but more Energy Comsuption than Laser, also most unestable, I am not sure if Plasma Beams is Affected by Gravity and pressure (it happens with Plasma TV, it's Plasma, but maybe different technology, so maybe not....). Without going to the exact term, Plasma is simply, Ionized Gas (principally conposed of Electrons, were the particles are partially charged) it occurs naturally on earth (good luck finding it), also the Sun and many Stars are composed of Plasma (get the Idea ?). If the Energy Output is not enough for the Energy consumption of all the Weapons, then the Ship can't shoot continously (this doesn't happen with Ammunition kind), considering the Gigas, it should need a whole day to re-charge all of it's SBF and URed, anyways, one shoot from every beams is enough to kill a full fleet.
So a Capital using Ammunition should also need to call a Support Ship, depending on the weapons, In Armored Core, the Engine produces both Power Output for Weapons and Afterburner, that means choosing and energy Weapon, would make you lost your Afterburner ability if you abuse too much, you can't do both things at the same time too long....
Seems that in some places Cannon, defines a Fireball (otherwise it says "xxxx Beam Cannon"), where Beam defines a.....well a Beam, that's it
I like also "Neutron Beam Cannon" (guess for what's it used...among other things), and my fauvorite, really strange and really powerful, "Anti-Matter Beam Cannon" (SuperNova Signature).....It seems to have the same power, not only the most advanced and complex, but also it's the kind of weapon with most Energy consumption, truly massive to be specific, only a ultra big ship would be able to carrie such a destructive weapon........
No one is probabily going to find those 2 energy types in US series, I'll suggest starting seeing some series or games from another countries, you know, the world is big..............(and so the universe seems to be....)
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I mean driffence in-game (like damage, fire rate, or something like that).
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The only thing I'll say is about plasma weapons, the rest you'll have to wait for.
Most plasma weapons used by the GTVA are anti-cap weapons. Commonly used on the Oberon and Odin. The other type of Plasma weapons are the bomber PAC system. These are what is usually in a bombers second primary slot as our bombers don't really use the primary linking since the PAC is useless against fighters. Most bombers always carry a PAC gun and it can't be changed via loadout. These guns allow a bomber to continue damaging a capship when they have run dry of bombs. It eats a lot of energy and has a slow fire time, though it's great against subsystems while you wait for that support ship to dock. It's a slow moving weapon so it can't hit a fast target like a fighter. Those weapons are for bombers only and can't be mounted on any class of fighter.
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These guns allow a bomber to continue damaging a capship when they have run dry of bombs
Haaaaaaallelujah!
But, does this mean the bomber can only have one anti-fighter slot?
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Yup. Escorts need to do their job now :D
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Are plasma shots green balls?
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I don't know if "green" is the appropiate color for something superheated, like plasma.
Look red, orange or white
And about the thruster effect (the trail) I've seen massive ones playing Homeworld.
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The capship and PAC cannons are completely different from each other, but I believe the PAC guns are green blobs if I remember right. The capship guns are being worked on right now.
For those wondering if any of the others get specific bomber weapons, the Vasudans use the Alkair beam system, the EA have the Ripper cannon, and the Shivans have the Baalor.
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Shivans have the what?
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Shivans have the what?
:D
(http://www.savagefrontier.net/main/images/stories/annora/dnd%20balor%20pic.jpg)
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No Baalor, not Balor :p :D
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Will there be SOC fleet as separate download (like Ancients fleet)?
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No, but some of the SOC capships maybe ported over.
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:D
(http://www.savagefrontier.net/main/images/stories/annora/dnd%20balor%20pic.jpg)
So Shivans will attack the GTVA with demons?
*calls in the Exorcist*
:shaking:
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Hi,
I just played through Inferno R1 :yes:.
Anyways, whilst trawling through these forums for something more to play, i came across a mention of Inferno R1.5, which contained a spruced up R1, and the R1 SOC missions, as well as something else that i can't remember. Is the R1 SOC missions available for download, or failing that, are there any R1 missions (or any missions in general) that let you play around with some of the other Inferno fighters listed in the tech room?
Also, i tried playing SOL: A history, but i got a wierd error. In the first campaign, all of the capital ships were replaced with Vesuvius fighters, and in the 4th campaign, i got an error of a ship type not working properly. I wonder if there has been a patched SOL campaign released?
Good job on R1 btw. I
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Update on the SOL issue:
Well, now the capital ships show up - all i had to do was move fsport2.3.vp to the INFR directory. The downside is i've now lost all primary weapons (no primary weapons show up in the weapon selection screen although the slots still exist on the fighter, and if you just start the mission without selecting weapons, all you see are the secondary weapon banks).
The secondary weapon banks work fine though.
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Restart the campaign and they'll show up again.
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Plasma colour is usually Light Violet, as can be seen in real life, however it also seems to go to colours from violet (near blue) to red, it can be also see Green in the Aurora (no, is not the ship).
It is really related to suns, so it can be found in Solar wind, Solar Core, solar corona, flames, nebulas, magnetic fusion reactors, as a natural effect in the Ionosphere, as Lightning....etc...
Example:
(http://www.fileh.com/Shadow00000/plasma01.JPG)
(http://www.fileh.com/Shadow00000/plasma02.JPG)
(http://www.fileh.com/Shadow00000/plasma03.JPG)
Now I have the Artwork to make a Sun Core, The sphere as the Core, and the sorrounding light, as a Poof, but there is no way of spacify a Nebula Range (it can be only be Full), so it can't be done, too bad...specially since Sun collapse sometimes produces a Nebula, which means the Explosion is very much like an expanding Nebula (poof), as seen in the FS2 Sathanas Subspace Rift FMV (first comes the Red poof Enviroment, then the Blue). Blablabla, yes Pressure, Heat, and G-Force would probabily kill anyone been near the Core, but well, Shields can be used for multiple things, more than protecting the Hull from Damage, actually the shields are just used for that only purpose
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Restart the campaign and they'll show up again.
Thanks for the reply but that didnt work :(
Luckily, i did manage to get it working... what i had to do was create an INFR1 directory, put the inferno vp, the inferno scp patch vp and the fsport2_3.vp into the INFR1 dir, extract the Sol .zip file into ..\INFR1 (so all the files go into \INFR1\data), and then replace the table files found in INFR1\data\tables with the fixed table files found here (http://www.hard-light.net/forums/index.php/topic,37622.0.html) - in shadows post. Finally seems to be working ok :wtf:.
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Luckily, i did manage to get it working... what i had to do was create an INFR1 directory, put the inferno vp, the inferno scp patch vp and the fsport2_3.vp into the INFR1 dir, extract the Sol .zip file into ..\INFR1 (so all the files go into \INFR1\data), and then replace the table files found in INFR1\data\tables with the fixed table files found here - in shadows post. Finally seems to be working ok.
That was my 1st Fix, even before updating INF, in order to play it, I have to fix it, and so I starting learning, the Warning messages are really Self-Explanatories, so I just followed instructions and use a little of understanding.....
What I can't understand, still, is.....Why Sol: A History was released with those errors ?, they are really noticeables, so, I believe they just ignore it and go home.....
Why the fsport2_3.vp ??, that's the FSPort VP, and you're also using Sol: A History, are you trying to play all the Campaings at the same time without using the different MODs Folder?
The *.TBLs will probabily overwrite one over another, if it's alphanumeric them you should be able to play SOL, Inferno a little weird (with the SOL Changes), and the FSPort would be totally wrong.
I have to make another update to INF, tomorrow probabily. But I see a lot of people plays Sol: A history, it's a little slow compared to Inferno, but maybe I'll see what I can do......
Anyways I'll do this:
A - Compare the TBLs in INF and SOL to see the exact differences
B - Made Sol TBMs to contain all the changes (hope my TBMs already update lot of content used SOL)
C - So, Sol: Won't have less ships than INF, and will be more compatible between both Campaings, and with less files, and less changes....blahblahblah
D - Change the HTL Orion Texture Maps colour, to Match the ones used in the Independence
Any other change, will probabily be the same as I use in INF
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The errors in S:AH are caused by it using the retail R1 tables as a base. Retail doesn't have the debugging facilities of FS Open so many non major errors were left over. The SCP patch was a fix for those errors so that R1 works with FS Open. S:AH however still uses the original R1 retail tables as a base and so the errors reappear when using it. S:AH needs upgrading to the latest INF tables, that should fix most, if not all the bugs.
This is the reason why INF SCP mods are now designed to use mod directories and modular tables, it should prevent major problems like this from happening so often.
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That's why I want to make S:AH with all the TBMs (except for Icons.tbl, probabily), but I will left all the Ships from Inferno R1 available, the only useful thing to erase Ships that are not used in a Campaing, could be for 2 reasons:
1 - To not reach the Max Limit of Ships in TBL/TBM
2 - To know what exactly uses that Campaing, and what not...
But now with TBMs (Modular Tables), we can know specifically what's different or updated. That's one of the reasons why I don't make a Full Log (History) of what I change in the Update I make, I mean, you just have to play or to see the specific changes, just searching through the TBMs.
-------------------------------------------------------------------
Question Section (FAQ) Here:
Q: Woomeister, do the Missiles you called "Disruptor" kind, are the "Electronics" ???
Actually R1 is lacking of 2 kind of Missiles:
"Electronics": Can save your live against the Gigas, even if you have to shoot 1,000,000 Missiles, it's better than nothing
"Local SSM": SubSpace Missile, Ultra-Long Range (3000+ m) Anti-Capital Ship Bomb
The SSM Missile have one special use, not only it can be the Advanced form of the Hell Storm X, but the Important thing:
- A blockade made with Capital or even Fighters/Bombers, it would be excellent (and it would help my mission), it would be just like, when they try to intercept them they just WarpOut, and the 1000m or so, WarpIn again, passing the entire quantity of Bombs through the Blockade...
I am not too sure if to add both Missiles to R1, the problem is which Model would be OK, but if I have to repeat Models, I think the Executioner for the SSM, and a Texture modiefed of the Hi-Poly Phoenix/Trebuchet....
------------------------------------------------------------
It seems that I was right, I ordered a Friendly Gigas to attack a AI Pyrgos, and after the 1st round of Beams, it takes lot of HP from the Pyrgos (10-15%), but after that the Gigas start having problems with the Power Output.
It's seems that since the SBFRed are faster than the URed, the SBFRed drains all the power and don't let it fire, wasting all the energy in discontinued attacks of small damage........strange, I would swear a Gigas could take anything in a few seconds, but it take it lots of minutes.
The same should happen with the SI Hara......
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If using tbms you'd still have to make space so the new stuff doesn't go over the ship limit. Best thing to do would be to move the SOC and Ancients into tbm files which people could turn off when they need the room and reenable when they want them.
Don't make the Executioner a SSM weapon. It was designed as an anti-subsystem weapon for the Gigas. SSM weapons come in at random angles and usually fail to hit their targeted subsystem, which would make the Executioner useless against the Gigas.
We have a Vasudan bomb that does that.
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OK, I'll wait. I have another ideas for missiles, just one more....useful against the Pyrgos maybe
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Why the fsport2_3.vp ??, that's the FSPort VP, and you're also using Sol: A History, are you trying to play all the Campaings at the same time without using the different MODs Folder?
The *.TBLs will probabily overwrite one over another, if it's alphanumeric them you should be able to play SOL, Inferno a little weird (with the SOL Changes), and the FSPort would be totally wrong.
Well, if i didnt put the FSPort2_3.vp in the same directory, the capital ships in Sol wouldnt render (e.g. the Terra in the first mission of the first chapter would be a Vesuvius fighter).
New question: How would i adapt FRED to be able to edit Inferno missions? I'd like to have a go at creating a campaign that uses inferno ships.
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New question: How would i adapt FRED to be able to edit Inferno missions? I'd like to have a go at creating a campaign that uses inferno ships.
Create a desktop shortcut of the FRED build you want to use, right click it and add -mod INFR1 to the end of the pathname under Target.
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Could you give list of GTVA and EA capships classes and how many they've got?
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The classes as in 'heavy destroyer' or ships like 'GTD Boreas'
If you want the classes I've posted those before somewhere.
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"GTD Boreas" please. :nod:
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*copies list from eye candy thread and adds 3 extra names*
GTC Alcyone
GTC Ticonderoga
GTC Bellerophon
GTCv Alexandria
GTCv Phobos
GTFG Neptune
GTD Oberon
GTD Raynor
GTD Cabari
GTD Boreas
GTSD Odin
GTDn Solaris
GTCa Lenaeus
GTCa Warlock
EAC Eclipse
EAC Aesacus
EACv Darkness
EACv Raiden
EAD Lindos
EAD Ryujin
EAD Tereus
EASD Nemesis
EACa Auriga
GVC Selket
GVC Joh
GVCv Imiut
GVCv Geb
GVD Apothess
GVD Hedetet
GVD Asarte
GVD Kabechet
GVCa Rahotep
GVCa Tanen
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How much ships of each class does they have?
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Oops I forgot the Boreas...
Depends on what you mean by 'class' The Terrans have one heavy destroyer class (GTD Boreas) but they have 4 destroyers (GTD)
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I meant how much Alcyones does GTVA have, how much Ticonderogas, how much Bellerophon, how much....
And so on. :)
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I'd rather not choose specific numbers, because we'll probably end up blowing up more than we originally say we have :D
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No mysterious Vasudan super Destroyer/flagship/super weapon/juggernaut ? does it was scrapped? if yes then please give us some notes (and screenshots if possible) about it.
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It's not in the list as its a secret ship.
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I bet it will be GVSJ Sechat-Hor from http://www.3dactionplanet.com/hlp/hosted/fsurp/database/fsships.html . :D
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No the Vasudans don't have a super juggernaught. That I will confirm.
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****, i missed "S". :p
But could you give it in Set 2?
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I released it several years ago in a modeldump.
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What type of destroyer is Raynor, Cabari, Hedetet and Kabechet?
Could you give also list of Shivan ones?
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Raynor and Hedetet are Escort Type Destroyers, Cabari and Kabechet are Carrier Type Destroyers.
SC Rakshasa
SC Gania
SC Lilith
SC Raguel
SCv Moloch
SCv Scylla
SCv Bryn
SFg Andhaka
SD Iblis
SD Kismat
SD Yama
SSD Lucifer
SJ Sathanas
SJ Amritaya
SCa Shiamak
SSJ Gigas
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ok since every one is asking about military ships, i'm going to ask about the Civilians, how civ ships are do you, all together including Vas and EA, not fused about names just interested in knowing how many there are in each race, cos they make for great story telling.
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There's a bunch of freighters and transports for each. I even added back some older FS1 and FS2 ones for those wanting to make mercenary or civilian missions. We don't cater much else for non military though. But with the archives that can easily be changed at a later date.
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Only the Raquel, Amritaya and Gigas have been redone, the rest just have new turrets.
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Don't forget about redone Ibis (SD Ravana with SD Demon head if I remember well).
Why shivans have 4 types of cruisers? what is the purpose of each?
Can we take a look at new Raquel? It's one of my favorite shivan ships.
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The Iblis isn't like the ones I listed. Those are R1 ships that have been completely redone and don't keep to the same style like the Iblis does.
Oh I wanted to have a go at new Shivan meshes and made the new Raguel and Gania meshes. That's why they have more.
The Raguel is in the Shivan fleet shots I posted.
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One question about MP.
What causes Inferno hasn't got MP? Something will block player from accessing MP or just no missions and tables aren't supporting MP? :confused:
Sry, but i can't speak English too well. ;)
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High Max - Gargant isn't in the main tables.
Qwer - I disabled the interface art for multi pilots and SCP builds won't allow access with a table with more than the correct limit. There should be no way to access the multiplayer part since it won't work. We break several table limits and I believe ammo based primaries may not be supported in multi, though I'm not sure on that one. Either way multi isn't possible without rebuilding the tables and cutting most of the ships and weapons. It could be possible to do a themed multi like Terran Vs EA by cutting the other factions to get within the limits, then run using new tables as a mod, but that would take a lot of work.
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Couldn't you (after R2) make modified version for MP?
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We could make multi tables, but you won't be able to run the main campaign on them as we'll have to cut a lot of stuff.
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I meant stand-alone MP build which we'll have to download and play separatly from SP Inferno R2.
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That would probably be >100mb, a table patch and new exes would be <10mb. It's kind of a waste to download the same content twice.
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It's a bit (okay alot) of a long shot, but i play Freelancer online (invited by a freind, addicted ever since! :lol:) and on the servers they sometimes have "Server-side mods" that somehow run directly from the server without having to download anything. I know nothing about it, but perhaps something similar could be done for a Freespace server with Inferno.
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I'm afraid it's impossible.
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The only way to play multi with the next release is to supply a standard SCP build and reduced tables that are compatable with it. These tables would have to cut a lot of ships so the SP and mods won't work with it, so the best way to do it would be a mod directory called 'multi' which would have reduced tables and lots of changes to make it work.
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What unique weapons does Ancients have (ex. EA has railguns, rapid flaks and pulse cannons).
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I'm not even close to doing the proper Ancient weapons yet so I couldn't say. I plan no beams what so ever for them though.
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I've saw list of ancients' ships somewhere on Inferno board some time ago, but i forgot where. Could you give it one more time or show that topic?
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http://www.hard-light.net/forums/index.php/topic,36740.msg753216.html#msg753216
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Question - I'm pretty sure this has been asked before, but...
...is it possible and/or feasable to make Inferno releases standalone from FS2? As that you can just download, install, and play - all without having FS2 on your system?
I was just wondering, since it seems like that all of your stuff is new and Inferno exclusive, and it may just be easier to make the campaign exist as a separate entity from the main FS2 stuff.
Also, can you point me to a list of Shivan strike crafts (fighters and bombers) in the summa of Inferno?
- Rampage
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R2 will be a Fs2 stand alone release as far as I know.
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Question - I'm pretty sure this has been asked before, but...
...is it possible and/or feasable to make Inferno releases standalone from FS2? As that you can just download, install, and play - all without having FS2 on your system?
I was just wondering, since it seems like that all of your stuff is new and Inferno exclusive, and it may just be easier to make the campaign exist as a separate entity from the main FS2 stuff.
Also, can you point me to a list of Shivan strike crafts (fighters and bombers) in the summa of Inferno?
- Rampage
It already is stand alone. I have it running on my laptop which has never had FS2 on it. You just extract it to were you want it and run the launcher.
Main Mod:
SF Scorpion
SF Mara
SF Jagati
SF Danta
SF Incubus
SF Gorgon
SF Harpy
SF Succubus
SF Ashtur
SB Ojas
SB Kahlan
SB Andra
SB Durja
SB Vindhyachal
SB Nephilim
SB Nahema
SB Taurvi
Archives:
SF Chimera
SF Serpent
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Interesting. Hmm - what happened to that SF Mantis model I gave you? Not using it anymore? Also did that Shivan fighter model I gave you awhile back (http://www.hard-light.net/forums/index.php/topic,29752.0.html) make it into the MOD? Just wondering...
Keep up the good work!
- Rampage
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Oh sorry the Mantis is still there, I just missed it off the list.
I still have that mesh, but never got around to mapping it.
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Go to page 14 of this thread
We'll consider beta testing closer to release.
At the moment there is no chapter 3. Chapter 2 isn't even close to final yet.
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Do you want me to harass Hippo into doing his missions or do you intend to find a replacement FREDder?
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I need Sid to fix the balances issues caused by his new firerates and armour first, then I'd like a FRED build that doesn't have the waypoint bug in it, then I can start hunting down all the INF staff,
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One more question.
What type of cruisers are 3 Terran ones and 2 Vasudan ones (Seklet and Joh if i remember correctly)?
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Usually anti-fighter, escort and heavy are the cruiser types.
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I meant which one belongs to which group. :D
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Alcyone - af
Tico - escort
Bellerophon - heavy
Joh - af
Selket - escort
Aesacus - af
Eclipse - escort
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Escort are medium cruisers, they have both anti-fighter and anti-cap weapons so are a balance between anti-fighter and heavy. Anti-fighter may only have 1-3 anti-cap weapons and the rest is for fighters.
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So i take it that you wouldn't want to be up agianst 2 af cruiser's with only 1 squad? (like in some missions of FS2).
The Bombers in inferno, i think i read some where that they were pretty much useless at dogfighting, are all the species bombers like that or do Vasudans perform differently to Terrans?
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So i take it that you wouldn't want to be up agianst 2 af cruiser's with only 1 squad? (like in some missions of FS2).
The Bombers in inferno, i think i read some where that they were pretty much useless at dogfighting, are all the species bombers like that or do Vasudans perform differently to Terrans?
You don't want to go up against any cruiser unless your flying a heavy fighter like the Herc 3. The Mihos is ripped apart by cruisers. If your flying a medium fighter like the Ezechiel two wings per cruiser would be recommended.
Terran bombers are less useful at dogfighting as if they have 2 primary banks the seconds is always a PAC gun, so that leaves 1 bank for the player to customise. You can't really switch to a cannon that's good on fighters unless you want to sacrifice your main gun. The other races don't need to use their bomber specific weapons, but have less choice of weapons overall.
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Ooh... bank-specific loadout. :)
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Ooh... bank-specific loadout. :)
:nod:
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Is GTDn Solaris one-of-a-kind GTVA Flagship, or there are more of them? :confused:
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It should be noted that cruisers are still mainly anti-fighter ships, which can have secondary roles. I think the Eclipse is the most specialised anti-fighter platform, and it can literally waste a fully functional light fighter in under 5 seconds if it gets trapped between two of its lethal gattling cannons and the cluster flak screen. That's one cloud of death a light fighter won't be getting out of. :)
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t can literally waste a fully functional light fighter in under 5 seconds if it gets trapped between two of its lethal gattling cannons and the cluster flak screen.
Less than 2 seconds when I attacked one on insane.
Those gattlers need toning down a bit...
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Is GTDn Solaris one-of-a-kind GTVA Flagship, or there are more of them?
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There's only one.
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It can literally waste a fully functional light fighter in under 5 seconds if it gets trapped between two of its lethal gattling cannons and the cluster flak screen.
That is one thing I really don't want to hear...I am known amongst my RL friends for making suicide runs against cruisers.
But those gatling cannons sound awesome. Can we see some screens of them in action?
And a picture of the GTDn Solaris...?
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The Solaris is in the fleet pics in the eye candy thread.
Screenshots of the gattlers doesn't really show how fast they are.
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Then how about several screenshots of the gattlers in action... :rolleyes:
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Because though it looks like there's lots of them on screen you only get a few in the shots, and it doesn't capture the power of the guns. Same happens to the Shivan rapid fire cannon.
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then maybe a short trailer with both EA and shivan cruiser anti fighter cannons ;7
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I wouldn't do such a trailer until I'm happy with their balance, after the recent table changes I think they are too uber.
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What needs to be done before you'll release Inferno? :confused:
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Off the top of my head:
1. Fix armour.tbl balance, and fire rate issues
2. Fix Shivan beams
3. Fix Syphon music entry
4. Finalise end of EA war mission, and build anything required for it
5. Complete other missions
6. Finish tech entries for remaining ships
7. Lots of testing and fixes, well most likely
8. Documentation
9. Final INF and FRED Build choosing
10. Trailer and other preview content I suppose
11. Find a host I can use for distribution since we don't have fileplanet anymore
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New distrib host? What happened to fileplanet?
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We're not hosted under Gamespy anymore.
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Good point, but does file planet only provide file hosting for sites that are hosted? Thats pretty elitist.
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I'm working on 1
DaBrains got 2
Sids got 4
The others have 5 when they show up.
The rest would be done when those are closer to completion.
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Hey, Woomeister, I have seen you posted the Armageddon bomb we'll be used in R2, this is something that I was supposed to do it myself for R1 (I'll do it anyways).
I was actually going to use an Speherical model with a rotatory Sub-Model (like a Saturn's Ring) to place the horizon of time of the Dark Hole, and set it to the Armageddon Bomb.
Since it has negative Mass and it attracts your ship I was really up to the work to create the impression that the Bomb creates a mini dark hole that starts sucking everything which has less Mass than it, not really too massive in speed. I believe it can be done without much trouble....
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Here's the bombs current tech description, it describes it a bit.
The massive Apocalypse is an experimental superweapon. The detonation of an Apocalypse warhead unleashes a cascade of quantum gravitons in a spherical shockwave, pulling anything within its radius back to its focal point to be unceremoniously crushed into a minute volume of space. Essentially a short-lived black hole, the compression damage done to a juggernaught's hull and subsystems will likely cripple it after only a single impact. The Apocalypse's issue is restricted on a per-unit basis. Each and every one of these incredibly dangerous weapons is inventoried by Central Command's chief quartermaster. They can only be fired from the Notus superbomber.
We swapped the name back to the original one we were using before R1.
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Well with the normal behavior of a 3D shockwave doesn't apply to a Dark Hole, but it's somewhat like that:
Now that I think about it, it won't be really possible, at least not realistic, the main problem is that there is no way of telling the Shockwave behavior to make the model stretch until it's max radius, and then remain and make during xx time (so it rotates), then start shrinking until it dissapear in the opposite way.
This is very much like either creating a Shockwave, which strecth until it's max radius depending on either $Damage or Ship's Mass, and then just dissapear, so it's the same process but plus with a pause (of xx time), and then the same process going back to make it dissapear.
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When will the new tech database show up on the new site?
BTW, you mentioned a monodimensional shockwave (or something)
will it look like the seismic charges from Attack of The Clones?
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I'll admit it.
I like the hornet swarm missiles.
But is there any way you can make a swarm missile that can target multiple ships?
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When will the new tech database show up on the new site?
No plans to do one, there's too many ships now and the SCP lab feature gives you access to all tech descriptions so its kind of redundant anyway since it was mostly designed to give people access to the descriptions not shown in the tech room.
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Will Inferno have a synchronisation? I miss the voice in Inferno
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We usually have speech support compiled into our builds.
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I am playing the r1 release with patch undner scp, I only hear Vasudan voices
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either:
1. You haven't got a speech enabled build
2. You haven't enabled it in the launcher (under the speech tab)
3. The beep files we use in the messages in R1 maybe interfering with the speech support.
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Ah, you mean this microsoft sam thing? Will R2 have only this thing or real "actors" (i think you can find some people who could record some voices)
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Voice acting won't be considered until after completion of all chapters of the main campaign.
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Any way of doing a third (ehr, fourth?) party add-on with voices for Inferno? I read earlier one of your arguments against voices was that it would increase the size of the release by a lot...
Also, for distribution (there were some issues regarding how it will be distributed?) - please use a BT based distribution model. ^^
Will save bandwith and increase speed, if done right at least (install a BT client on the server hosting R2, will increase speeds when there's more than 1 downloading).
I'm really looking forward to the release...played through R1 three times in the two months after I got it ^_^
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Well it could be included in another ZIP, so core 7-ZIP won't have bigger size. :)
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Any way of doing a third (ehr, fourth?) party add-on with voices for Inferno? I read earlier one of your arguments against voices was that it would increase the size of the release by a lot...
Also, for distribution (there were some issues regarding how it will be distributed?) - please use a BT based distribution model. ^^
Will save bandwith and increase speed, if done right at least (install a BT client on the server hosting R2, will increase speeds when there's more than 1 downloading).
We have to replace the entire voice acting from the main campaign that is still used (personas, promotion etc) as well as create new ones for our command briefs, briefings and debriefs and of course in mission dialogue. Something as complex as that is best done after the final mission in the main campaign is completed. Oh and I won't consider only doing a partial in mission only voice pack, if we do voice we do it right.
TBP showed us that BT doesn't really work for such a small community. You may be able to get it during the first few weeks but if people stop seeding it becomes useless. The great thing about R1 is it is still avaliable from Fileplanet and now several other sources, even after so many years. I see people only finding about R1 now, and they can still download it. If BT was our main distribution source I doubt that would happen.
At the moment we don't actually have a distribution plan since we can't use our old fileplanet access anymore.
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Well it could be included in another ZIP, so core 7-ZIP won't have bigger size. :)
The exe version of the 7-zip file will probably be inside an uncompressed rar file. This will stop problems from uploading to certain places which may restrict file types and will allow me to include a file explaining how to install it before you hit the main files.
I use 7-zip for primary compression as it cuts 30-50mb off the size from winrar using max compression.
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Are you using Sid's Cepheus? From the screenshot in the Celebration of Freespace thread, she looks like a damn fine ship.
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You mean c914s EA station? that's the only Cepheus we have.
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You mean c914s EA station? that's the only Cepheus we have.
Uh, yeah that. :nervous:
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Well, people who are worried about voices can just use a build with voice synthesis, or mabye we need a special build for inferno. Woo can include voice sythesis.
Also, Woo, do you think Infereno will be released before BWO? I think so. Also, I wonder why the BWO team won't share your philosophy in completing the campaign and releasing it before adding voices to it.
Speech is usualy compiled into our INF Builds.
I don't know how far along BWO really is so I couldn't say. Remember there's a lot more stuff in this campaign (model and weapon wise) and I'm not going to race other campaigns to release. If we were forced to release after BWO and MT to build a better overall mod, then I'd rather do that than rush it out to beat them to release.
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Yeah I know what you mean about the BT thing, but if you have your server (when/if you get one) constantly on the swarm it shouldn't be any different than a normal hosting except for when there's more than one guy downloading which is where the advantages of BT becomes apparent.
I must say I wonder why sites like Fileplanet hasn't embraced BT-like technology with shared bandwith...would make everything faster, not to mention cheaper for the hosts :blah:
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Well the admins are sorting something out for all HLP projects, so we know what will happen with the primary download link.
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You can see yourself in R1, R2 Hara has no driffence beetwen R1 one. :p
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You can see yourself in R1, R2 Hara has no driffence beetwen R1 one. :p
It does, the R2 Hara has far more tiling on the maps as the R1 Hara has too little tiling for its size.
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It doesn't have any subsystems. I didn't see the point of adding any to a 'prop'
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A prop is a large static model that the player is not supposed to directly interact with.
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Woo I have a question:
does any of those R1 ships will be used in R2:
VCI Bastet
SOCv Ehreos
GVCv Mandes
GVB Imset
GVFr Shai
GVC Sai
SOD Segomo
I'm asking because I wonder if we (FSNA- FS1/2 to Homeworld 2 mod) could use them for T-V war period, along with your planned Sol package (Zagreus and some of those fighters and bombers really look like good T-V war stuff).
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Only Shai is in R2.
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The Shai is the only one still there, though I may port the Segomo later.
Sure you can use those and my new stuff once I release them.
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thanks.
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I once was considering adding a Vasudan and Shivan bonus set to the new ships I was making. Here's what I came up with:
TF Apollo-VF Anubis-SF Scorpion
TF Enceladus-VF ???-SF Dragon
TF Angel-VF Septu-SF Serpent
TF Valkyrie-VF Horus-SF Manticore
TF Antaeus-VF Seth-SF Basilisk
TF Hercules-VF Thoth-SF Gorgon
TB Athena-VB Amun-SB Shaitan
TB Apollyon-VB ???-SB Ojas
TB Callisto-VB ???-SB Kahlan
TB Medusa-VB Osiris-SB Nephilim
TB Hera-VB ???-SB Durja
TB Ursa-VB Sekhmet-SB Seraphim
TC Vidar-VC Aten-SC Cain
TC Leviathan-VC Mafdet-SC Lilith
TC Tyr-VC Mekhet-SC Raguel
TD Orion-VD Typhon-SD Demon
TD Zagreus-VD ???-SD ???
TD Megaera-VD Het-Ka-SD Lucifer
TI Arcadia-VI Cairo-SI Arachnas
TFr Poseidon-VFr Bast-SFr Asmodeus
TFr Chronos-VFr Ma'at-SFr Mephisto
TFr Aether-VFr Satis-SFr Iksura
TSc Faustus-VSc Imhotep
TT Elysium-VT Isis-ST Azrael
TEP Hermes-VEP Ra
(Vasudan fleet based off list from current FS Port, plus extras)
As you can see the Vasudans would need 1 fighter, 3 bombers and 1 destroyer to give them equal number of ships, the Shivans only need 1 destroyer. There's not enough Vasudan ships there...
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I think that Vasudan counterpart to Zagreus should be former VCI Bastet. It's smaller than typical FS1/2 destroyer and it's look pretty low tech.
TF Hercules-VF Thoth ??!!!
I always though that Thoth is counter to Ulysses.
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The Bastet is ugly though.
The Vasudan list isn't in proper 'counter' order since it's too incomplete, and the Ulysses isn't in there anyway :D
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If you mean adding a subsystem list in the game descriptions that would be a waste since you would have the tables then and can look up each ship yourself.
Icanus should be standard, the new Gigas has 6 additional reactors and standard systems, the Gargant doesn't have an official table anymore, but had none last time.
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I've expanded my Sol fleet camapign back up to 20 missions from 15. I'm also looking into providing a FS1 style Vasudan and Shivan fleet to go with my new Terran ships (they won't be used in the campaign though)
I currently only need a Vasudan light bomber and a Shivan destroyer to get the minimum ships I require.
The Vasudans will have weapons like the Terran/EA ones use in the campaign, the Shivans get to keep the full Inferno weapon set (though only the INF Lucifer keeps beam weapons) I really plan on beefing the Shivans up for this.
You'll see the return of 6 R1 ships in the Vasudan and Shivan fleets.
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:wtf: no.
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Nothing says there weren't any Vasudans in Sol when the jump node was collapsed, you know.
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I guess I was confused, but that was because I didn't think you were going to use Shivans and Vasudans in the Sol campaign. I don't see how you could if Sol is cut off from all systems that have Vasudans and Shivans in them.
(they won't be used in the campaign though)
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Nobody says that the GTA became mental and became the EA, but it still happened in the Sol campaign :D, Let the peeps do what they're good at ;)
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The EA is formed after the events I'm doing right now.
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[off topic]In the SCP forum, Goober5000 said that if my disrespectful behavior continues, I would be monkeyed. What does monkeyed mean? Banned?[/off topic]
Banned from a specific subforum, but not the rest of the forum.
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Question:
Is there supposed to be Audio files, voice audio etc? I had none for briefing nor ingame chatter. Just wondering if I miss it.
And yes I refuse to use MS Sam :P
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C'thulu preaches there will be no voice for Inferno!! :mad2:
Microsoft Sam really adds feeling to a mission! Don't you love how it's like, HELPMEEEE!!! And Sam's like help me.
:D
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[off topic]In the SCP forum, Goober5000 said that if my disrespectful behavior continues, I would be monkeyed. What does monkeyed mean? Banned?[/off topic]
Banned from a specific subforum, but not the rest of the forum.
Some kind of torture...
C'thulu preaches there will be no voice for Inferno!! :mad2:
Microsoft Sam really adds feeling to a mission! Don't you love how it's like, HELPMEEEE!!! And Sam's like help me.
:D
I didn't try the other voices.
Cthulhu is with two "h".
Why we don't request a voice acting for Inferno Chapter 1?We all played it many times,but new members in the future could play it voice acted. Isn't it a good idea?
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Must've been a typo...
Why Inferno R1? Why not R2. I basically class R1 as... obsolete :drevil:. If Inferno's getting voice acting, then why not for the next release?
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Awwww.... does that mean my campaign (takes place slightly after R1) is obselete too? :(
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Not really.
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No, just based on a whole different campaign in my view. Inferno R1 and Inferno: SCP aren't really the same campaign for me.
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Must've been a typo...
Why Inferno R1? Why not R2. I basically class R1 as... obsolete :drevil:. If Inferno's getting voice acting, then why not for the next release?
Because people are getting impatient for the next release. Adding voice packs would simply make it take even longer (as though 2+ years of waiting hasn't been enough).....
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Voice may be added after the initial release. We won't be delaying the mod to add voice acting as this is a massive job.
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Kosh:I was going to say the same thing.
Woo:Another reason to make voice acting for R1.
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Woo:Another reason to make voice acting for R1.
Ugh that would take months.
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Is the Nephilim-like bomber still in INF SCP? I liked the Nephilim's design and I love how it got a Mk II variant. :nod:
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The Ojas? Yeah.
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Can we pweese have any sqweenshots? :sigh:
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Of anything in particular?
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The Ojas? :P
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If you find serious people,well a voice acting won't take so much time.
There are just 15 missions in Chapter 1...
How 'bout this Ojas?A Nephilim Mk.2 seems interesting.
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I'll see if I get time to get a quick mission shot of it done later.
You'll get the Ojas once Alliance is released.
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I'll see if I get time to get a quick mission shot of it done later.
You'll get the Ojas once Alliance is released.
Considering that me and Snail are always here,we you don't recruit us as Alliance testers(maybe Snail can do this bette rthan me)?
About Alliance,I saw a pre-Typhon destroyer that looks like the VDI Bastet,but not a pre-Orion.It would be cool. :D
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That was the Bastet. The pre-Orion is the Zagreus.
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The PVN Bastet I think has a sharper front bit in the pictures.
I'll see if I get time to get a quick mission shot of it done later.
You'll get the Ojas once Alliance is released.
But I thought you released a ship listing in tbl view and the Ojas wasn't there. And do you have a new Shivan detroyer? I thought that was another problem in INFA.
And about the tester thing. If I got access to internal I would prolly start the icon business again. :)
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The Ojas is in the main INF mod.
No we still only have the Demon and Lucifer for INFA.
Alliance testers won't be getting INF internal access since the internal deals with the main INF mod.
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The Ojas is in the main INF mod.
No we still only have the Demon and Lucifer for INFA.
Do you have another Vasudan bomber, then? I think the GVB Maahes from the Scroll of Sesquipedalian was originally made for FS1 by Dark (or am I just nuts?). Resize it a little and make it a bit weaker and it could become a match for the Callisto. And can we please have the Fenris back? There would have to be a few Fenrises in Sol when the Node collapsed.
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The Ojas is in the main INF mod.
No we still only have the Demon and Lucifer for INFA.
Do you have another Vasudan bomber, then? I think the GVB Maahes from the Scroll of Sesquipedalian was originally made for FS1 by Dark (or am I just nuts?). Resize it a little and make it a bit weaker and it could become a match for the Callisto. And can we please have the Fenris back? There would have to be a few Fenrises in Sol when the Node collapsed.
Shivan warships are not inserted in the main campaign of Alliance,wasting time making new designs it's useless in my opinion.
Snail has got a point for this Fenris matter.There could be some Leviathans as well.
(inserting the Fenris won't be difficult I think,just take it from FS Open)
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The Vasudans have 5 bombers while the rest have 6, but I don't really care about that, the Shivan destroyer is higher priority. SA wouldn't give us the Maahes, and I think it's supposed to be a large bomber anyway.
The original Maahes was made by Dark. The SA one was based on a render of Darks version, just like the Selket is based off a render of Darks original model.
There's a Fenris table entry, but I only use the Leviathan in the campaign as the Fenris is fodder to the ripper cannon.
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I think it's a simple matter of just pasting the Fenris back into the tables. Make it use the same texture as the Levi, it'll take just a few short seconds, if you ask me.
Why not throw in a Sekhmet? The Sekhmet was supposed to be a HoL bomber, right?
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There's a Fenris table entry, but I only use the Leviathan in the campaign as the Fenris is fodder to the ripper cannon.
Sekhmet is already in.
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Heh, looks like the guys back in Sol are already making better progress than the GTVA outside (Alliance is 15 years after the Great War right?). :nod:
What about the GVB Anhur? That was supposed to be the forebear of the Bakha in the tech description. :nervous:
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The Reciprocity Anhur bomber?
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The one that looks like one of FS2's credits screens.
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This is the GVB Anhur I have:
http://inferno.hard-light.net/anhur.jpg
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Uh... yeah, that one.
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I'll consider that one then. Originally it was intended for the INF Archives.
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It would actually look better with more FS1 style textures, like those seen on the Anubis.
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Well I can't do anything about the textures really.
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Are you still using the Icelus? If you are, are you using an updated model? Because the old one looks crap. :nervous:
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This is the GVB Anhur I have:
http://inferno.hard-light.net/anhur.jpg
From OTT?
Are you still using the Icelus? If you are, are you using an updated model? Because the old one looks crap. :nervous:
The Icelus doesn't look crap,it needs just a light upgrade.
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From Reci.
The other Anhur is a straaange looking fighter. :wtf:
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"Are you still using the Icelus? If you are, are you using an updated model? Because the old one looks crap. "
Hey thats my very first terran ship i did, when i know as Apothess. That was made god knows how many years ago(2000/01 i think).
I will admit compared to most models now it looks dated, could do with the an update but i no longer have the cob file or a modeling program to do it.
Is that still in?
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:shaking:
Sorry, starbug.
Anyway, I just think it looks crap because of the textures, the amount of turrets it has (less than the old one!!), the size of the turrets (smaller than the retail hecate) and the location and design of the fighterbay (how the hell would any fighters fit in that tube?).
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From Reci.
The other Anhur is a straaange looking fighter. :wtf:
And the Petbe isn't? :lol:
Was the design of the Petbe based off of that shot in the credits, cause they look quite similiar...
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The Petbe is also strange. I'm just saying they're both weird. :wtf:
And yes it's based on that credit scene. The Ennead and the Jotun are also from the creds. :nod:
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i will admit that the fighterbay is a bit odd, but when i made that model the only guide's to FS modeling were for fighters so i had no idea how big to make the model. As for the the turrets, i didn't put them on i only made the base model, then gave it to Woo to do with it as he please's, although looking at the credits ingame i was forgotten to get the credit for that one woo ;)
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I actually like the base model except for the fighterbays, because it developes on the 'new Terran ships are smoother' thing. Most MODs don't have that smooth developement that the Deimos was trying to create. :)
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The Ennead and the Jotun are also from the creds. :nod:
A lot of INF models are :v: concept models from either the FS1/2 credits.
The Icelus isn't used anymore, it's replaced by the Raynor.
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Cool! Does the Raynor still have all the firepower it was supposed to have (BGreen-calibre beams on the big turrets)?
And how many gun mounts does the Mihos have? I hope it has at least 6 because if not then why is it a space superiority fighter? If it doesn't it better have superior maneuverability and speed to the Myrmidon.
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No
Mihos has 4 guns.
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Is it superior to the Myrmidon? How many guns does Ezechiel have? 8, right?
BTW, is there any nonsensical techno crap on Railguns, Plasma Cannons, Kenetic Weapons and Neutron Guns? I always wondered how each of them work in techno bull**** (like how the Tsunami is 'anti matter')
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The Ezechiel has 4 as well.
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What about technological advancement for the last 30 years? :wtf:
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If all fighters were uber ones the game would be too easy.
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I undepowered the Raynor when I inserted it in The Southern Cross,I agree with Woo's choice.
What about technological advancement for the last 30 years? :wtf:
How about changing the primary weapons,making then powerful?
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The Boreas is our heavy destroy class, so the Raynor doesn't carry heavy weapons.
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The Boreas is our heavy destroy class, so the Raynor doesn't carry heavy weapons.
That's the only reason? :doubt:
The Raynor has a lack of fighter/bomber capacity while the Boreas not.It would make the Raynor a second class destroyer(wasn't it long 3 kms?More than a normal destroyer).
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Our Raynor carries more fighters than the Boreas.
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Our Raynor carries more fighters than the Boreas.
You changed the POF,because it's not designed to carry a lot of fighters/bombers.
Near its fighterbay there are the engines,there isn't so much space.
It can launch only a few number of fighters/bombers per time.
[off topic on]
I went here http://inferno.hard-light.net/UMods.htm but there aren't any links for add on stuff,neither in the modding guide(except the nodemap).How'd Snail download the Claymore Mk.III then?
[off topic off :)]
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He doesn't have the Calymore Mark III.
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He doesn't have the Calymore Mark III.
????????
I saw many ships in his scrrenshots I do not have!
Where did he get those missions?Where did he get that Claymore Mk.III(I'm sure there was one of them,it wasn't like the other Clays)?Where did he get that Vasudan warship I ever seen before?And that Station that is pretty different from the Arcas?
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I you check the URLs of those shots you'll see were they are coming from.
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Imageshack ?
Truly, i asked Snail about this too. The lack of transparency of the Inferno team has led to this kind of fever amongst those of us who desperately want to play any new Inferno release. I suppose this must be annoying to you but also you could consider it a kind of flattery as well.
Anyway i'm seriously considering kidnapping you and forcing you to release all the Staff Inferno SCP work in whatever format it is under pain of death :D
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Is eyecandy dissection okay?
http://inferno.hard-light.net/Screens/Core/INFShot008.jpg (http://inferno.hard-light.net/Screens/Core/INFShot008.jpg)
That should answer it.
Uh if I did give you the current staff release it wouldn't work on any recent INF build :p
Only my personal copy is fixed at the moment.
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Now it is okay,I thought I missed something! :lol:
Imageshack ?
Truly, i asked Snail about this too. The lack of transparency of the Inferno team has led to this kind of fever amongst those of us who desperately want to play any new Inferno release. I suppose this must be annoying to you but also you could consider it a kind of flattery as well.
Anyway i'm seriously considering kidnapping you and forcing you to release all the Staff Inferno SCP work in whatever format it is under pain of death :D
Quite violent.Now I understand why your nick is neoterran.
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you and your zod - loving friends will surely perish, LtGenM !
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you and your zod - loving friends will surely perish, LtGenM !
Oh,come on!
Do you want to shoot me down in a multiplayer challenge?
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Okay for the sake of all things holy, I DO NOT HAVE INF SCP!!! I only have the poor little screenshots from the website.
BTW, neoterran, your boss calls you "stupid cattle" behind your back. ;)
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Um... I'm confused, which is heavier, Ojas or Nephilim? Because the Apollyon is supposed to be just a little lighter than the Athena, and the Ojas is next to it on the counter list... I always thought the Ojas would be heavier...
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Nephilim and Apollyon are the heavier of those.
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So I take it the Ojas is a light bomber? What stats and regular weapons does it carry?
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Loved the mod and the campaign!!
"Spoiler alert" maybe aswell.
Some feedback and questions.
* It was hard, hella-hard. Had to put Easy mode a couple of times :(
* Uber beams of uber doom anyone?
* Sniper missiles, love them and instakill.
Missions were mostly excellent, and in many ways similar to original game. Aswell as the " This is the most important mission in history of Mankind, we will give you two ships and sum bombz. dont fail" - syndrome :)
Is it supposed to end after you encounter the Gigas and it kills your squid-ship? :( This left me wanting more!!
I have played scp inf from the shivansspc super torrent pack 1.9.
Thanks for the mod o/
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Basic intro to life on Inferno's forums:
#1. What you played is R1, and that is being (we hope :nervous:) majorly overhauled.
#2. The campaign was supposed to end there yes, it was a sort of teaser.
#3. The new Gigas looks nothing like the one you saw.
#4. No, nobody anywhere has any idea when INF SCP will be released. Not even Sir Woo the Project Leader.
#5. The story has been redone, so don't expect the old storyline to still be supported in all places.
Welcome to the club!
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Is it supposed to end after you encounter the Gigas and it kills your squid-ship? :( This left me wanting more!!
:lol:
There will be more. Much more. :nod:
There will be 18 new missions in the next one, along with a whole new set of ships and weapons. We should make a welcome to the INFBB beam. :D
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Basic intro to life on Inferno's forums:
#1. What you played is R1, and that is being (we hope :nervous:) majorly overhauled.
#2. The campaign was supposed to end there yes, it was a sort of teaser.
#3. The new Gigas looks nothing like the one you saw.
#4. INF will never be released in our lifetimes
#5. The story has been redone, so don't expect the old storyline to still be supported in all places.
Welcome to the club!
F1x0r3d :D
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Just one question...
Do the ships in the next release have that "shiny" effect in the techroom (are they called glowpoints or something [unsure])? I admit, it bothered me when I played R1 and saw a shiny Artemis Adv... and then most of the other R1 ships didn't have the fancy look... :shaking:
:lol:
I wonder if I'm the only one who thinks that all the Gigases are good. I remember seeing a pic showing four different versions of them somewhere.
Thanks :) Waiting for the next release...
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All (or nearly all) INFSCP ships have glowmaps.
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Basic intro to life on Inferno's forums:
#1. What you played is R1, and that is being (we hope :nervous:) majorly overhauled.
#2. The campaign was supposed to end there yes, it was a sort of teaser.
#3. The new Gigas looks nothing like the one you saw.
#4. INF will never be released in our lifetimes[/b]
#5. The story has been redone, so don't expect the old storyline to still be supported in all places.
Welcome to the club!
F1x0r3d :D
I have heard Inferno will be released. But not in my lifetime... Such is liberation...
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Yeah, but then the Shivans came 32 years later....... I DONT WANT TO WAIT THIRTY-TWO YEARS! :mad:
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#1. What you played is R1, and that is being (we hope :nervous:) majorly overhauled.
#2. The campaign was supposed to end there yes, it was a sort of teaser.
#3. The new Gigas looks nothing like the one you saw.
#4. No, nobody anywhere has any idea when INF SCP will be released. Not even Sir Woo the Project Leader.
#5. The story has been redone, so don't expect the old storyline to still be supported in all places.
1. R1 is being replaced not overhauled really.
2. R1 ends there, but that's the half way point in the story. R2 would of finnished it off.
3. Yup.
4. I'll know before anyone else.
5. Some things are similar, but most events in R1 don't occur now.
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Can you give the Ojas' specs?
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It's a bomber...it carries bombs :p
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Hey! That's a tech description, not specs!
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So of what we know...
1. Fix armour.tbl balance, and fire rate issues
2. Fix Shivan beams
3. Fix Syphon music entry
4. Finalise end of EA war mission, and build anything required for it
5. Complete other missions
6. Finish tech entries for remaining ships
7. Lots of testing and fixes, well most likely
8. Documentation
9. Final INF and FRED Build choosing
10. Trailer and other preview content I suppose
11. Find a host I can use for distribution since we don't have fileplanet anymore
Which other ones are done now?
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12. Redo a ton of 'outdated' effects
13. Umm this ones a secret. Only I know what this one is...
14. Complete the big review of stuff
15. Fix the broken sounds.tbl
16. Test multi capabilities further
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:eek2:
So are all the old ones finished, and only these ones need to be done now?
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How many tech entries do you need written (#6)? If it's not too many, I might be able to take care of them. When I put out a new model I usually write a tech description for it.
If you want proof-of-concept of my writing, give me a minute to dig up my old GTF Super Carrot post...
Dang, that post got fried. I can't find it. I'll dig it up on my machine (I wrote it in Word). PM me if you want it, I'll cut and paste it. (The description)
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:eek2:
So are all the old ones finished, and only these ones need to be done now?
No, that's why my numbers continue on from your list.
There's probably about 170ish tech descriptions that'll need updating.
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I can do tech descriptions. :nod:
Anyone can.
"All information on this ship are classified Level Omega, accessible only by personnel immediately authorized by GTVA command."
or
"We do not know much about this ship. It is known however that it possesses superior firepower to our equivalent."
or
"The <insert ship here> is a familiar foe to GTVA forces. It is much like the <insert another ship here> but it has demonstrated a higher top speed/bomb capacity/survivability/payload/blahblah."
I did a tech description for the GTF Snail.
XSTR ("The Snail is infamous for its trails of deuterium waste it leaves behind. One of the weakest fighters in current service, they were originally put into service when there was a shortage in the GTF Slug class fighters. Although it has heavier armor than the Slug, it is notoriously pathetic when it comes to agility. Pilots are not encouraged to fly the Snail( ; ) Slug fighters are the class of choice to any fighter pilot who is authorized to fly them. The true reasons behind the Snail's developement are Classified Level Omega by Terran Command. It has been denied on multiple occasions that the Snail was commissioned to kill off the pilots who would fly them. The successor to the Snail, the GTF Escargot is currently in production at God and Nature Industries.", -1)
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Shouldn't the super check take place after EVERYTHING?
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Is the Inferno team slacking?
Better question: Is there an Inferno team anymore?
I'm just joking Woo, I'm sure you're working as hard as any campagin maker.
Another thing is: Why would R2 finish it off? What of R3 or sequels? It is pointless to create all those mods if there are only 18 or 36 missions in the whole campaign to use them in. It's ridiculous. :rolleyes:
I'm building a campaign that is easily 30 more missions featuring these models.... indeed I'm setting it up as a pseudo-sequel to R1, insofar as it takes place afterward.
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Good god! They're REGRESSING not slacking. :mad:
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I can't believe it. After a year from when Woo listed that, nothing really changed? Is the Inferno team slacking?
I've been more or less solo since about Nov 2005.
The point of the new modpack is to get other people to make missions, and for us to do other campaigns using them as well once the main campaign is completed.
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Tech descriptions? Hey I can do that...if I get some specs I can probably write something down. I write science fiction on my spare time, and in collaboration projects I "invent" new techs and write their descriptions...I'm very good at the pseudo-science stuff :P
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I can do ship descriptions, but I am totally clueless about the whole nonsencical techno crap thing that weapon descriptions need. As such, I could never do FS1 style weapon descriptions. :D
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Well I won't be taking anyone one to do that right now. Need to finalise more stuff first.
-
The tech blurbs are pretty much done. I might make them a bit more specific (armaments, hull strength, engine speed, maneuverability) but that has to be left until after all these things are finalised. I've got some source documentation for weapon descriptions and even tech room 'intelligence' stuff, but there's no point in putting it in just yet. Especially as I'm no doubt running with rather obsolete tables...
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"Tech room intelligence" is an oxymoron.
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Sorry everybody for my absence, i've still got some health problems. Anyway i've got some things to discuss with Woo.
-
I'm not on ICQ as much since I'm at work during the day. You may have to PM me about it.
I should be on ICQ a lot on Monday though. I can't gurantee Sunday as it's my birthday.
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Well, seeing as it's Sunday over here, Happy Birthday Woomeister.
Don't work yourself out too much with the project, with any luck your workload may have lessened.
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Thanks :) Though I still have over 3 hours to go here.
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2 hours, seeing as you're in England.
Hey, Qwer, what happend to your Inferno badge?
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:wtf:
http://members.tripod.com/~fssoc/index2.htm (http://members.tripod.com/~fssoc/index2.htm)
Read that. Now, play Release 1, first mission. Who is the C.O. of the TAD Independance? Admiral Ramsey. GTCa Independance's CO=Admiral Ramsey. Coincidence or some freaky kind of reference? <evil music>
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What am I looking for exactly from that site?
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The Independence is the flag ship of the TFA. Serving as a mobile command unit, Intelligence believes the Independence is home to Admiral Ramsey himself. Being one of three known Orion Destroyers in TFA control, the Independence is concidered a class A threat. Destroying this flag ship should severly demoralize TFA pilots.
The history of the Independence is a proud tale until it's capture. During the Cival War period before SubSpace expansion the Independence stood as a proud reminder of the STG's (Solar Terran Government) Honor and Might, surviving several major battles. After this period the Destroyer was commissioned to border sentry duty at the Asteroid Belt Checkpoint Delts-2. There the Independence monitered the supply transfers between Inner and Outer Planetary Sectors. As the Vasudan War heated up, the role of this lessened. As the ship was nearly 10 years old, corporate decisions left it in Sol, forgotten. When the TFA began operations in Sol, we believe the Independence's Captain, Officer Conrad Thomas, developed sympathies for the pirate faction.
Wheither this is true or not is yet to be determined, but the Independence came into TFA hands with little damage, indicating a peacful take over.
Uh, that. Isn't that just alittle disturbing? Wasn't the Inferno admiral of the Independance in R1 Admiral Ramsey? Even if this has changed, is it somekind of freaky coincidence??? :nervous:
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is it somekind of freaky coincidence??? :nervous:
Yup basically. I've never seen that site before.
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Not just a conicidence...
Buon Compleanno Woomeister,con ritardo...
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Yeah, happy birthday. :D
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Thanks.
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Yeah, happy birthday mate
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Happy birthday Woomeister!!! :D
It's 37 minutes into Monday over here... at the time of typing... XD
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Happy Birthday to Woo, Happy Birthday to Woo...... :D
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Happy birthday to you.
Hey, it rhymes...
Um, back on the topic of Inferno, will the R2 split download be in VP's?
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Happy Belated B-Day!!!
*Showers Woo in gifts*
Can we have some more info on Inferno now?
...No, I was not trying to kiss up so you would give us more info... :nervous:
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Can we have some more info on Inferno now?
Buy me a real expensive PC and I'll give you any info you want :p :D
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The Rakshasa's evil weapon was a blue thingy... I think.
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[offtopic device activated]
Inferno R1 will probably have a voice acting!!
[offtopic device deactivated]
Which Rakshasa?
Anyobdy here had difficulties entering HLP?
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Me.
I had trouble going in for two days. :blah:
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Even now I must try a second time to load a page..
For entire days I wasn't able to arrive here...
Woo how I can fix that GTFr Vela bug(the cargo unit moves and turns obscenely)=
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The container would probably have to be remade.
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Are you still using it? (I thought it was ugly, but I don't care)
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No.
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Question.
INF R2 and INF:A, are they two different mods, or...?
GTFr Vela? I like it (need large freighters xD), but I had trouble FREDding cruisers to escort one of those when it had the cargo pod docked. The thing is gonna take evasive action when the cruiser gets too close, and then you have the container rotating all over the place and clipping the Vela's front like no tomorrow... :lol: :shaking:
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Question.
INF R2 and INF:A, are they two different mods, or...?
INFA can be run as a mod for INF SCP (in a mod folder) or on FS2 SCP on its own. It's both seperate and an extension of INF SCP.
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Right. Thanks :)
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The thing is gonna take evasive action when the cruiser gets too close, and then you have the container rotating all over the place and clipping the Vela's front like no tomorrow... :lol: :shaking:
Yeah, check out ITDOH chapter 4 for some really hilarious Vela warpouts! :p
For example, two Velas get hooked on each other at the warpout point and start spinning madly, then they each go spiralling off in different directions, and flip into the warp rift. :lol:
-
Question.
INF R2 and INF:A, are they two different mods, or...?
GTFr Vela? I like it (need large freighters xD), but I had trouble FREDding cruisers to escort one of those when it had the cargo pod docked. The thing is gonna take evasive action when the cruiser gets too close, and then you have the container rotating all over the place and clipping the Vela's front like no tomorrow... :lol: :shaking:
The EA have the Titus Andronicus, which is massive.
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We use the Demeter now instead of the Vela.
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We use the Demeter now instead of the Vela.
How I can fix this bug(Vela)?
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The container would probably have to be remade.
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The container would probably have to be remade.
Tell me how I can fix it...better...
At least if I need only PCS or Modelview,or I need to change the model.
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If it's an axis problem, you need to reconvert it using Truespace.
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Question.
INF R2 and INF:A, are they two different mods, or...?
GTFr Vela? I like it (need large freighters xD), but I had trouble FREDding cruisers to escort one of those when it had the cargo pod docked. The thing is gonna take evasive action when the cruiser gets too close, and then you have the container rotating all over the place and clipping the Vela's front like no tomorrow... :lol: :shaking:
The EA have the Titus Andronicus, which is massive.
Titus Andronicus? What class is that? And can you post a screenshot?
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Uh it's just called the Titus and it's in one of the eye andy threads.
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Titus Andronicus was a joke...
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If it's an axis problem, you need to reconvert it using Truespace.
Oh God!
Uh it's just called the Titus and it's in one of the eye andy threads.
There was Libius Andronicus,non Titus.
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No, there is a Titus Andronicus too.
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I was meaning Livius...this * keyboard....
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How I can fix this bug(Vela)?
Another problem with the GTFr Vela: this ship has registered speeds of 250 and more :eek2: ... not nice when you have to chase her...
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250? The max velocity speed I see in the tables is 15.
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Bottom line: the Vela's a very buggy ship. :p
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Maybe the Vela is the reason Reci was cancelled.
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Um I think I was joking...
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The problem with "just fixing the model" is that most campaign FREDders don't know squat about model-making. I don't. With super-projects like Inferno who have some modellers this isn't a problem, but it is for the small-time projects*.
*I am in no way suggesting that Reciprocity was a small-time project. I don't know anything about Reciprocity.
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We have no active modellers.
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250? The max velocity speed I see in the tables is 15.
Yes, I think have the same table. :nod: But to keep the speed at 15 I had to use the cap-waypoint-speed event. If you want to see this nice scene, well, to me it happened with two Vela freighters which had order to dock to their cargo... I guessed they were in a great hurry...
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*I am in no way suggesting that Reciprocity was a small-time project. I don't know anything about Reciprocity.
Reci was the origin of the nightmares, the Vela, some weird missile frigate and lots of other models. So yeah, it isn't a small time project and it had one modeller, Aldo, who was also project leader, IIRC.
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A lot of Inferno models are based off ones from Aldos modeldumps. Those ships were completed by me. Some others are from Reciprocity, OTT, MT and the rest are open community (e.g. Raynor) or in house made.
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We have no active modellers.
You're not counting yourself?
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We have no active modellers.
You're not counting yourself?
:lol:
250? The max velocity speed I see in the tables is 15.
Yes, I think have the same table. :nod: But to keep the speed at 15 I had to use the cap-waypoint-speed event. If you want to see this nice scene, well, to me it happened with two Vela freighters which had order to dock to their cargo... I guessed they were in a great hurry...
Mission 2?Maybe we should use Dysko's Pandora instead of the Vela.
Question:a shipmodel can house two fighterbays,with a total of 12 dock paths?
I'm upgrading the Telemus...
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We have no active modellers.
You're not counting yourself?
No. I don't make many models.
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So what you can tell me about the Telemus?
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That we stopped using it 3 years ago :D
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We have no active modellers.
You're not counting yourself?
No. I don't make many models.
So you didn't make the Callisto, Enceladus, Hera...
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I said I don't make many models, not none at all.
The Enceladus was just an upgrade of the older version the TVWP has, the only new ships are the Anteaus, Apollyon (new model not TVWP version) Callisto and Hera. The rest are from Aldos model dumps or other sources.
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250? The max velocity speed I see in the tables is 15.
Yes, I think have the same table. :nod: But to keep the speed at 15 I had to use the cap-waypoint-speed event. If you want to see this nice scene, well, to me it happened with two Vela freighters which had order to dock to their cargo... I guessed they were in a great hurry...
Mission 2?Maybe we should use Dysko's Pandora instead of the Vela.
Yes, Mission 2. But the problem is now solved (as you sholuld have noticed, you don't have crazy Vela in the mission i sent you...I hope).
What is Dysko's Pandora? Have we got it in Steadfast?
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Hey, Steadfast people, are you still planning on converting to INF SCP?
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Hey, Steadfast people, are you still planning on converting to INF SCP?
Steady IS already Inf Scp...
If you mean R2,well probably not.
Woo:I know you have scrapped the Telemus...
I was asking you,can I add 6 more dock paths and a fighterbay so the carrier can launch 12 fighters or bombers at once,or the game will crash?
Edivad:I have the Browning and the Colt,both Velas...
Dysko had a turret problem with one of my reskinned Telemus,nothing special however.Now I'm reskinning the Terra!
(why we write in English?!?)
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If you're going to write in Italian, then go do it using PM's rather than spamming the forum.
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Steady IS already Inf Scp...
If you mean R2,well probably not.
Woo:I know you have scrapped the Telemus...
I was asking you,can I add 6 more dock paths and a fighterbay so the carrier can launch 12 fighters or bombers at once,or the game will crash?
Edivad:I have the Browning and the Colt,both Velas...
Dysko had a turret problem with one of my reskinned Telemus,nothing special however.Now I'm reskinning the Terra!
(why we write in English?!?)
INF SCP=INF R2
INF R1 SCP Patch != INF SCP
You can do what you like to the models, as for the paths you'd probably be better asking a coder, but 6 is the maximum for a wing so it'll probably destroy any additional ships that try to launch from the bay.
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If you're going to write in Italian, then go do it using PM's rather than spamming the forum.
It won't be necessary.We have a better choice,classified....
Woo:Then I'll do this way:
3 paths on the first fighterbay;
3 on the second one.
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I'd do 4-2 personally. If you use a 4 fighter wing you'll have 1 ship coming out solo otherwise but it's your call.
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Don't worry,the Steady will launch only full wings.6 fighters or bombers.
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Edivad:I have the Browning and the Colt,both Velas...
This is what I wanted. Excellent. It would have been worring if you had had something else...
(why we write in English?!?)
Because we are in an english forum?!? :D
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For a better comprehension,but if understand you and you understand me,ok.
The Colt is always destroyed by the Stentors,and the mission takes too much time....
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The Colt is always destroyed by the Stentors,and the mission takes too much time....
I don't think it is a good idea to reveal these informations about the campaign... than nobody will play it!! :lol:
For the Colt problem: I'll explain you somewhere else.
For the mission time: I love everlasting missions... :pimp:
And I also love Battle-of-Endor-like missions (***cough***cough***old m3***cough***cough***), but I think I am the only one (***cough***cough***old m3 removed***cough***cough***)...
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The Inferno FAQ Thread is becoming the Steadfast Forum. ;)
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The Inferno FAQ Thread is becoming the Steadfast Forum. ;)
We another forum to talk about Steadfast... :cool:
Sometimes we talk here because it's an INFERNO campaign(the biggest one)and uses INFERNO ships... :p
In this case... :yes:
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The Inferno FAQ Thread is becoming the Steadfast Forum. ;)
Sorry, but it all started from a GTFr Vela problem, and the Vela is an INFERNO ship.
Sometimes we talk here because it's an INFERNO campaign(the biggest one)and uses INFERNO
Really Steadfast is the biggest one? :eek2: Wow, i didn't realise it!! Great! :yes:
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There's Dreamcatcher, but I think only Dark Hunter is working on that. Currently, I believe you have a larger work force than Inferno itself. :doubt:
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I count as 10 people on weekends though :D
-
Mmm, you did all the work on Alliance fully solo, huh?
-
I did all the missions, and the new model conversions/textures, and made some of the new model meshes. The effects and some tables are from INF, and the HTL FS2 models are from the media VPs. Other models are from R1 or other places. Multiplayer testing was done by me and Qwer.
But yeah the core of it was a solo effort.
There's a full name list in the credits section of the readme of those whose stuff is used (like Dark for the Gorgon, DaBrain/Lightspeed for effects and textures etc)
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Is the Gorgon easier to dispatch than the Dragon? If not, then why does the database call it some kind of super fighter?
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Really Steadfast is the biggest one? :eek2: Wow, i didn't realise it!! Great! :yes:
Of course.Sol:A History is "just" a 40 missions campaign and Steady is far bigger.
Woo:Only you and Qwer?You need more testers!
I checke dout one of the Flames of War models....there's an Orion Mk2 with 8 docking paths,which means that 6 is not a limit.
Okay I'll add more docking paths(with FRED I can reduce the number of paths a wing will use in the arv settings)!
Is the Gorgon easier to dispatch than the Dragon? If not, then why does the database call it some kind of super fighter?
The R1 Gorgon certainly was(even if weapons are upgraded).The Dragon is little and difficult to destroy.The Gorgon was forced,I mean that its design doesn't suggest what its parameteres and techroom entry does.It seems more an upgraded heavy assault fighters....
Do not use that "Super fighter".If the Gorgon and the Keres are superfighters,the Ancalagon and the Vampire will be "Mega Fighters"?!?
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The Harpy is the Shivans strongest fighter, not the Gorgon.
-
The Harpy is the Shivans strongest fighter, not the Gorgon.
There were no table in OTT,I don't know.
Are you using it?Thanks to me :lol:
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The Harpy has fighter beams, I think. I think it has 4 normal banks.
Which Shivan ship has the most gunmounts and how many gunmounts does it have?
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It has 3. Two for standard weapons and one for its beam.
Highest is probably eight. There's a few Shivan ships with 8 such as the Durja and Incubus.
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A fighter with a beam?How big is it?
-
:sigh:
Is the Keres the most powerful fighter in Inferno? Please tell me it's not.
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Doesn't have to be big. Ever look at the Earth-Minbari war campaign for the Babylon Project? the Minbari Nial class fighter has beams and it's smaller than a starfury.
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Doesn't have to be big. Ever look at the Earth-Minbari war campaign for the Babylon Project? the Minbari Nial class fighter has beams and it's smaller than a starfury.
Never paid attention on Babylon.
I'm no interested on a conversion of something I don't know,really.
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Is the Keres the most powerful fighter in Inferno? Please tell me it's not.
It's the most powerful Terran one.
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So it's not the most powerful fighter in Inferno...
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Well the Harpy is stronger and faster than the Keres. But has only 3 gun mounts instead of 16. But it carries the beast fighterbeam avaliable which is very dealdy.
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Terran fighter,not GTVA.The Vasudan have a superfighter too?
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What guns does the Harpy carry in its other gunbanks?
And does the Keres have an uber reactor this time round? I always found that unrealistic.
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It design is unrealistic.I would prefer something like the Perseus ADv,but more advanced(ADV Mk.2?) :D
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I was wondering, why is the Perseus ADv called the Perseus ADv? And what happend to its normal guns? How come it only has 4? Including its NGTA gunpods, it should have 12 (4 guns on the regular sides, 4 on the top rack of missiles, and two on the NGTA pods)...
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ADv because it has an improved afterburner reserve and its design has changed allowing it to carry more weapons.
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I was wondering, why is the Perseus ADv called the Perseus ADv? And what happend to its normal guns? How come it only has 4? Including its NGTA gunpods, it should have 12 (4 guns on the regular sides, 4 on the top rack of missiles, and two on the NGTA pods)...
That would make it uber.
-
GTF Perseus Advanced + SOF Banshee = endless intercom argument.
:lol:
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ADv because it has an improved afterburner reserve and its design has changed allowing it to carry more weapons.
You do not understand my point. Shouldn't it be Adv?
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You talked about the weaponry,not the name.Simply because there are Fr,Dn etc. and Adv would look ugly.
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Another question if no one minds:
I was looking at an older post and I found two things that interest me: the Notus and Wraith bombers.
Were these two bombers ever released? If so, where can I get them, along with their table entries if possible?
Thanks :)
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The Notus is a superbomber pilotted by house-sized humans, smaller than the Vindhyachal. It looks a bit like the Ursa, and carries the Armageddon/Apocalypse bombs. I think the Wraith is a D.H. textured version of the Notus. You can see both (I think) in R1's credit art.
-
The Wraith looks nothing like the Notus.
The Notus is still in the mod, the Wraith is on my 'to do' pile for remapping. Though the Notus could use new textures as well.
-
I heard somewhere that you weren't allowed to release the Wraith because the T/V War people were using it.
-
Not true, as far as I know no-one is using it, and if someone is using a different version, it won't stop me using my own version.
-
Well, I was looking through the R1 VP's on my comp and I couldn't find them anywhere. I assume they were never actually included with R1, but info has been kind of lacking.
So I don't know if they were ever released in the first place... :confused:
Feel like using them for a campaign... =\
-
They were for R2, so weren't included in the R1 VP files.
-
Ah. That explains it then.
Thanks. :)
-
I read something about the presence of a Vasudan juggernaut,but I don't remember where.Was it a pre-R1 model you decided to scrap or you're going to insert it in R2?
-
I believe your reffering to the GVSJ Sechat-Hor. That was dumped before R1.
-
That thing looked hideous. It was basically a huge Aten with a Sobek head stuck onto it, and then it was deprived of all maps and had them replaced by the tan color. That was no doubt the worst model I have ever seen. :ick:
-
Well it was the Aten with the Sobek head stuck to it. It was made in TS1 before I could make my own models :D
-
Why did you kill the textures, though? It would've looked a lot better if they had retained their maps. And that little strut at the top used the Typhons textures that made it look way out of place. Most of the textures were mainly detail on the underside.
Will Inferno still have another secret Vasudan supership? You said that they no more had a Superdestroyer cause they had 'something else' (*evil music*).
-
The maps were destroyed by TS1 when both models were combined. TS1 is a VERY old program and was basically rubbish.
Also that ship was made not long after I started modding, so it's supposed to suck :D
-
The Chelub was probably the best modified/spliced ship I've seen besides the Het-Ka.
-
Yeah I got better at it over time :)
-
A juggernaut,built for some pride reasons,which serves as Vasudan flagship.
-
Finally completed adding cockpits to Terran and EA ships. 23 ships now have cockpits, only 5 ships will not have them.
That took a while :D
-
And you'll start releasing them right now :D
-
Heh. No :D
-
Heh. Why not?Did you finished the work with them?If they're models we saw before(Gagana,Claymore Mk.2)you can release them just to upgrade the ones we all have :D
-
I feel that there should be a standardised naming convention of sorts when it comes to juggernauts.
I noticed that in R1, the Solaris was called a Dreadnought (or Dreadnaught, arrrgh whatever), while the Sath was called a juggernaut. With that in mind, I'm kind of thinking: if it's Shivan, should it be called a Juggernaut? While for Ter and Vas stuff, we call them Dreadnoughts instead?
But then again there's the lettering confusion between Destroyer and Dreadnaught... (SD, SD? :wtf:) Maybe SD, SDr? :lol: And then in R1 I think it was "SOSD Solaris"... Description says Dreadnought, but using the Super Destroyer designation instead of a Dreadnaught designation? :confused:
If I don't make sense, I'm sorry for that... :)
-
The Solaris is larger and more powerful than a Super Destroyer, but it's smaller than most Juggernaughts (at least mass wise, if not in length) so it doesn't fit into either class. It's a Super Super Destroyer if you like, but GTSSD Solaris would suck so an in between class was made.
-
Point taken. :)
I just realised it (was going to test a mission :lol:), the Solaris class designation is "SODn", not "SOSD". Whoops. xD
-
I noticed that in R1, the Solaris was called a Dreadnought (or Dreadnaught, arrrgh whatever), while the Sath was called a juggernaut. With that in mind, I'm kind of thinking: if it's Shivan, should it be called a Juggernaut? While for Ter and Vas stuff, we call them Dreadnoughts instead?
And GTJ or GVJ looks real screwey to me. Think that's why they called the Colossus GTVA and not GTVJ. GTVJ looks alright, but GTVA sounds cooler since it's not a Juggernaut, but a chunk of metal with superdestroyer guns stuck to it. I wonder why the Sath's 'short name' was SDev. Maybe it was originally SDv, Shivan Devil? :lol:
-
So that means a Juggernaut is more powerful than a Dreadnaught?
-
Juggernauts is bigger and cooler than Dreadnaught.
That's funny. Dreadnaught and Juggernaut. There are so many ways to spell that (Dreadnought, Dreadnaut, Juggernought, Juggernath, Juggernaught)...
-
Juggernauts is bigger and cooler than Dreadnaught.
Not true. Look at SJ Amritaya vrs. SODn Solaris. The Solaris looks sooo much cooler than the Amritaya.
Although the Amritaya is bigger, and better armed....
:nervous:
PLEASE DONT KILL ME, SJ AMRITAYA! :shaking:
-
I eat the Amritaya for breakfast!!
Dreadnought and Juggernaut are the exact words.With his naughts,Woo has changed what was exact.
The Solaris is long,but not big....
-
Hey, you might be right about that SDev thing. Since the word "Sathanas" does reference the...
...nevermind. :shaking:
-
The Solaris looks sooo much cooler than the Amritaya.
The new one or the R1 one?
-
The first Dreadnought class vessel was HMS Dreadnought and thats where the name comes from, means fearless. :)
-
I meant the Amritaya there.
-
I would note that a dreadnought is actually a type of battleship. Heavier than the base class, though.
-
Exactly :cool:
-
The Solaris looks sooo much cooler than the Amritaya.
The new one or the R1 one?
R1. Haven't seen R2 Solaris and Amritaya.
-
R2's Amiritaya looks like a 3 armed Sathanas. IMO, the new Amritaya kicks the old one's ass...
Woo, does the Amritaya use 3 BFReds or 1 SBFRed? Or both :shaking: ?
-
It has a lot more beams than just the forward ones.
-
What forward armament does it have, I mean?
-
In CW the Dreadnought was bigger than a destroyer.FS has copied many tings from CW and possibly replaced Dreandought with Juggernaut.I think the first should be used exclusively for GTVA ships,the second one for Shivan ones.
-
What forward armament does it have, I mean?
IIRC two S-B-SuperHuge and one S-B-MegaHuge.
-
HBlue or what?
-
So...
S-B-SuperHuge = BFRed and S-B-MegaHuge = SBFRed?
If so, then isn't that less than the old Amritaya? Or... S-B-SuperHuge = SBFred (in that case... WE'RE FOOKED! :shaking: )
-
Like I said the Amritaya has more than just forward beams.
-
Forward...in the other flanks is still defeatable if attacked?
-
Well it's far more difficult to take out than a Sathanas.
-
Well at least we have a few more weapons. :D
-
Lots more weapons than in R1.
-
I mean more powerful weapons that we can use to destroy the Amritaya. As if the Sathanas wasn't hard enough to kill. :doubt:
-
I mean more powerful weapons that we can use to destroy the Amritaya. As if the Sathanas wasn't hard enough to kill. :doubt:
:lol:
-
What are you laughing at? Inferno SCP's going to be harder than R1! Can you imagine how many 'HELP ME I'M STUCK' threads the Inferno boards will get? I mean, if any missions harder than Nemesis, there are at least ten of these 'HELP WITH NEMESIS MISSION' threads around. That's how hard Inferno R1 was.
-
Mission 3 is quite hard :p
-
I can hardly wait... :doubt:
Nemesis isn't that hard to beat, once you know a few tricks:
#1) Use the Hastor, NO MATTER WHAT
#2) Equip Stiletto III's to take out beams (although the Hastor does well-enough)
#3) The Hastor's range is slightly longer than the Nemesis' anti-fighter defenses, so you can just sit above the Independance and fire away at the Nemesis without worry. :D
Bottom line: the Hastor is a god-weapon! :D
-
Just go down and count the number of 'help me' threads.
-
Dark Hunter is hastophile!!! :D
My problem now is PLAY with R2 missions....how difficult they are isn't a priority.
They're just 18 missions.Hard or not,everyone here will finish them in a few.Then we'll wait R3 ones....
-
Question! Is the Dragon in Inferno (SCP, NOT Alliance)? If it isn't, why not? If it's still a good fighter why retire it?
-
It's not.
We have plenty of Shivan fighters already.
-
If it isn't, why not? If it's still a good fighter why retire it?
-
We have plenty of Shivan fighters already.
-
Quote war!!!
-
Hey Woomeister,when you'll have released INF:A will you create additional mission packs?will you do the same for R2?
-
Possibly. Maybe add new ships too if I get some good meshes.
-
Will you resize the SF Gorgon, please? It looks a bit big, as someone pointed out. Its design really looks cool, but it seems a bit big to be such an advanced fighter, the Dragon was small and hard to hit. The Gorgon seems more like a heavy attack fighter. Eck, I'm starting to sound like Woolie Wool, but I think having those three cannons on the nose seems a bit stupid, I mean that's supposed to be the cockpit (Shivan fighters either have their pilots in a triangle or inside the little strips like the Dragon). I suggest that you simply move them to another location.
-
I like the Gorgon as it is, so no.
-
Thought so :p
-
:P
-
For a big ship, the Gorgon is really hard to hit. Freaking strafer... that's one ship I unload all my Shockers on... :mad:
Making it smaller just makes it worse imo...
-
Well you don't have shockers anymore :D
-
Any Gatlings?
:lol:
-
Why I hate Shockers.
Gorgon Shocker You
>> <---- <<
Gorgon BOOM You
>>()()()()()<<
Debris
: . ' `
You have killed yourself with your own missiles.
-
Well yeah that's bound to happen...
But I still like Shockers! good use when ur just plain pissed off :lol:
-
Or...
Gorgon Shocker You
>> <---- <<
Gorgon BOOM You
>>()()()()()<<
Gorgon BOOM You
>>()()()()()<<
Gorgon BOOM You
>>()()()()()<<
Gorgon BOOM You
>>()()()()()<<
Gorgon BOOM You
>>()()()()()<<
Gorgon BOOM You
>>()()()()()<<
Gorgon BOOM You
>>()()()()()<<
FPS: 0.0
-
:lol:
-
Hehe, I was just a >little< drunk then... :nervous:
-
Possibly. Maybe add new ships too if I get some good meshes.
Excellent!You could do the same with R1,but it's too late nowadays....
Snail:I never launch Shockers when I'm too close(sometime I love it,however).Use your brain!
Woo:the Shocker will survive...we'll modify INF SCP table to add it! :lol:
-
Feel free to readd the shocker, just remember to use TBM files :p
-
TBMs,right.I don't know how to use them.
Why TBMs and not normal tbl files?
-
Because any patches the INF team make will break all your tbl files, but have far less chance of breaking a tbm.
If you want problems like S:AH had with the R1 patch then you can edit the main tbl files.
-
Steady works with R1 patch....
-
Yeah but R1 was retail based, and there won't be any future patches to R1 so your safe there.
With the next release TBMs are better as it produces less of a risk of something in the main campaign from being broken, or from the mod producing loads of errors after a patch like with S:AH.
-
S:AH is kind of screwey, there are like a million bugs...
-
Yeah because those bugs were fixed by the R1 patch, but since SAH uses its own tables the bugs come back when it is installed over R1. TBMs will reduce this from happening.
-
Will reduce,which mean sthat bugs are possible!
-
Well yeah, but if your only making minute changes to a single item, and we patch the entire lot a TBM makes far more sense as it doesn't undo our patch to use your mod.
-
I don't know how to use TBMs.Basically they should sibstitute/modify older entries...
-
There'll be notes with the final release as well as template TBMs for you to paste your stuff into.
-
I don't know if it's ever been mentioned in this thread/forum before, but I've seen a few references in the SCP forum to an eventual elimination of the need for INF-specific builds as part of the upgrade process. I believe that this is something that's planned for after 3.6.9. Is this something you've taken into account for future modpack planning, or will it just resolve itself through the code changes?
-
We know nothing about it.
-
I don't know if it's ever been mentioned in this thread/forum before, but I've seen a few references in the SCP forum to an eventual elimination of the need for INF-specific builds as part of the upgrade process. I believe that this is something that's planned for after 3.6.9. Is this something you've taken into account for future modpack planning, or will it just resolve itself through the code changes?
WHAT?
-
I've been told little about it but they are trying to merge INF Builds into the main exe so you don't need seperate builds. Don't know what they plan to do to achieve this though.
It'll probably break the mod though :D
-
AAAAAAAAAAAAAAAaAAAAHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!
<this is a bad one!>
-
I doubt this will happen for quite some time.
-
R2 is safe?
-
Depends on how fast Woomeister is able to work.....
*imagines Woo as a blur between four different computers, attempting to complete R2 all by his lonesome within a reasonable timespan*
-
I only use 2 different computers at once for Inferno :p
-
I use two computers but not at the same time!
-
I use two computers but not at the same time!
I only use 2 different computers at once for Inferno :p
Ok, i use a single computer. I think i got one of the keys to good FREDign. :D
Some other tricks?
-
No,it has nothing to do with my FRED abilities...
-
Can we get the patch for R1 somewhere these days? I found the oroginal mod but did not see the patch with it on the site. thanks
EDIT: sorry I found it was looking at an older site version for Inferno, thanks
-
Um... did you check properly? It's underneath the species model packs.
http://inferno.hard-light.net/R1.htm (http://inferno.hard-light.net/R1.htm)
-
Try with Woo's links in his signature, amico.
-
AAAAAAAAAAAAAAAaAAAAHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!
<this is a bad one!>
No it's not. You know nothing about it.
The only thing the Inferno build does is bump certain limits. We can't do that in the main SCP branch because it will break multiplayer. Eventually the SCP will be able to use higher limits while remaining multiplayer-compatible.
-
Isn't there also a pilot file incompatability between Inferno builds and current non-Inferno builds?
-
Isn't there also a pilot file incompatability between Inferno builds and current non-Inferno builds?
I think so. My pilot files went missing when I changed exe's...
:doubt:
-
I think so. My pilot files went missing when I changed exe's...
:doubt:
Well that's your fault. As far as I know there's nothing released currently that requires an Inferno build, so you shouldn't be using them on a FS2 install.
INF SCP is standalone and so won't interfere with your FS2 retail pilot files.
Goober:
INF builds bump limits to the z buffer and texture amounts per sub object that aren't ib standard builds as the coders wouldn't allow them to be. Will these still be a problem? I know some people use the increased texture amounts though I don't think we do ourselves now.
-
Goober:
INF builds bump limits to the z buffer and texture amounts per sub object that aren't ib standard builds as the coders wouldn't allow them to be. Will these still be a problem? I know some people use the increased texture amounts though I don't think we do ourselves now.
I'm not 100% sure, but I believe this is still disallowed because it degrades performance. That's more a taylor question though. The z buffer limit might be allowed.
-
Well the z-buffer is more of an issue, can't have the Gargant disappearing from a distance :D
But if these can't be resolved, then we still need INF Builds.
-
Well that's your fault. As far as I know there's nothing released currently that requires an Inferno build, so you shouldn't be using them on a FS2 install.
INF SCP is standalone and so won't interfere with your FS2 retail pilot files.
Nah, I was doing some troubleshooting on my own mod (don't ask; it's a real mish-mash of things already available :lol:), and I was trying out different builds. I'm using a regular build for normal game play. I still have my pilot files for the standard exe, so it's not much of a problem.
-
Inferno is safe,right?
-
Inferno SCP will require you to create a new pilot file because it's standalone, right?
-
Yeah. I'd suggest a seperate pilot for Alliance/mods if you ever run it on top of INF SCP as well.
-
When can we expect a release? ( :nervous: )
-
Three or four years, at current rate of progress. :p
j/k
-
If you're talking INF SCP, I was thinking around 2020.
If you're talking INF: A, I had it noted on my calendar at around December 11th 2012?
-
Despite myself, I have confidence in Alliance being released soon. Woo said it's in testing now, so doesn't that mean that its kinda out of his hands?
-
Q: Who's testing it?
A: The Testers, of course!
Q: What testers?
A: Qwer, of course!
Q: Where's he?
A: Um....
(hint, hint, Qwer, show up soon)
-
It's probably fat hope, but I am hoping something playable is released by the year's end... :doubt:
But I'm still disturbed by the fact that the SOC isn't autonomous anymore. :lol:
-
Qwers already done the first test and found it to be bug free on INF SCP. I want to run through it next on INF SCP then debug it on SCP standard. I'll let volunteer testers do the main testing for SCP standard.
-
So can we expect an October release? Or Christmas? Or next summer?
-
When it's done.
:p
-
:ha:
I bet with my friend you'd say that. :D
-
Well I'm testing it right now with INF SCP on my laptop using 3.6.9 RC 7.
-
Will Alliance use .dds?
-
Question.
Does anyone know how many slots did R1 occupy? How much room do I have on a stock build if I want to add new ships?
And in other news, the Gorgon is really getting on my nerves... :mad: :shaking: :lol:
EDIT: And how many hitpoints does the planet have anyway?! I pressed and held Tlide+Alt+K for like, forever, but it keeps getting stuck at 100... I had to self-destruct the thing if I wanted it to die :lol:
-
Um... do the cheat that does 10% damage and not 100,000 hits damage.
-
I did that.
Or maybe I didn't.
Ahh, whatever. LOL
Even turned the Invul off...
Funny that the distance remains at 0 no matter how far I put it. Me doing anything wrong? (me still seeking an answer to the previous questions because he's going to be doing a mass renaming and editing of the R1 ships and weapons sooner or later :lol:)
-
Meh, the Earth sucks.
-
How nasty of you.
:lol:
-
Why?
-
:lol: nevermind. Silly me... xD
I'm curious once again, after taking a look at the EAB Holler, so another question if nobody minds: is the Hell Storm X still in INF... and do the EA have anything heavier than a Hell Fire bomb?
:)
-
The Hellstorm X is still in Inferno.
-
do the EA have anything heavier than a Hell Fire bomb?
Yes.
-
:D <--- evil grin
Thanks :)
-
Why not use :drevil:
Um... Anyway, what is left to do on Inferno: Alliance? I'm really feeling sick right now, and watching Inferno trailers and playing Inferno helps...
-
Testing, and one final debug run.
-
So how long will the debug run take?
-
As long as I need to do it.
-
Ehh, I knew I wouldn't get a straight answer! :P
-
Well you asked a silly question :p
-
Well, :p
:lol:
I talked with Sid and he told me that he doesn't have time to test INF:A.
I wonder what Qwer is doing with INF:A....
-
Well I'm most of the way through it now.
-
You know, if Inferno isn't released before the end of the year I wouldn't be surprised. :P
-
I'm worried because R2 will take even more time!
-
I had INF:SCP marked on my calendar for after the release of FreeSpace 3.
-
That's gonna finish on my signature!
-
You know, if Inferno isn't released before the end of the year I wouldn't be surprised. :P
It would more surprise me if it WAS done before the end of the year :p
I think I'd have a heart attack if that happened :p
-
I meant Alliance.
-
That'll be released this year. Hell I could release it now without testing.
-
I'd rather have it with testing, I don't want to wait for the download, and then open it up and run it and then getting a million errors saying FreeSpÃ…ce has encountered an error and must be shut down.
-
Now I have a worry. I think that, we've been waiting for so long now, that whatevers released will be a disappointment. I don't doubt your campaign-making prowess Woo, just the fact that the suspense has continuously been at a high level... :blah:
-
Well that will be up to each individual person.
But if people are just waiting for an uber eyecandy campaign, they're wasting their time here.
However if you want something a bit different than FS2, and lots of new ships your in the right place.
-
Ehh, uber eyecandy campaign is probably BWO, they've got this really freakishly beautiful background with the moon and the Earth and... wow...
But Inferno is, in the feel and atmosphere, IMO, FreeSpace --- Three. My only worry is that Inferno SCP may have a different atmosphere than R1.
(please do not smite me for this too)
Screenshots never capture the actual 'atmosphere' of a mission, there was a trailer a while back where there was a Kabechet, Hedetet and Apothess against a Shiamak and a Yama. The feel was really good, as in, it was like a 'problem' rather than a battle at the beginning. A screenshot would probably have given the impression of "Ehh, big battle with Shivans, whatever," But the trailer gave you the feel. I hope that mission is still in Inferno (probably isn't, pity).
Alliance will most likely capture the feel of FreeSpace 1, which is much different from the feel of FS2.
Anyway, I don't think Alliance or SCP will be crap because, well... it's Inferno. 8)
-
Inferno is definitely FS3 and Alliance is a good way to imagine what oculd happen in Sol.
BWO,is...puah! "The Elite of the Elite when comes to campaigns" suggets that "every other FREDder is awful..."
I simply don't like it.
-
Intensify forward batteries! I don't want anyone getting through!
TOO LATE!!!
BOOM
Lieutenant General Mobius, I don't think you should've said that.
-
I don't really pay attention on this, Snail. It's an opinion,and I think that they will look what I wrote.
-
TBH I'm looking forward to R2 more than Alliance. But since the mods can be installed on top of each other, having more ships to play with is nice... :D <--- not evil grin
Putting the daydreams on paper, so to speak. Only this time, the paper comes in the form of tables and FRED. Pity my FRED still sucks - I still haven't learned how to use variables - mostly past experiences in simple missions with FRED1. (http://209.85.12.236/5024/118/emo/hahaha.gif)
-
My abilities with FRED are well above average...
-
Well, I have one more question if no one minds :doubt: (actually two, but I'm not too sure as to how I should phrase the second).
1) Do the Alliance fighters come with cockpits?
2) What's the size of all the new fighters in relation to the stock FS2/FS2MVP fighters in general? Are they around the same size, or bigger? i.e. is an INF R2 interceptor bigger than a stock FS2/mediavps FS2, or is it roughly the same size?
Right now I'm stumped by the ships in the OTT pack - one example would be the Benkei, which is bigger and longer than the Media VPs Erinyes depite having the appearance of a "lesser" ship.
When you know nothing about modelling or texturing, it's hard to make a mod with fighters that are consistent in size with the defaults... IMO the OTT ships (I know they were originally made for retail FS2) are in real need of cockpits, resizing, as well as those shiny maps that one sees in the Techroom... :sigh:
-
1) Yes all of them do if you install the HTL pack.
2) About the same as FS2 ones.
Though INFA runs on top of INFSCP the mod replaces the entire INF tables as I needed them to act seperate due to balance changes on the EA weapons for INFA, as well as the new armour coding for INFA.
-
2) What's the size of all the new fighters in relation to the stock FS2/FS2MVP fighters in general? Are they around the same size, or bigger? i.e. is an INF R2 interceptor bigger than a stock FS2/mediavps FS2, or is it roughly the same size?
Right now I'm stumped by the ships in the OTT pack - one example would be the Benkei, which is bigger and longer than the Media VPs Erinyes depite having the appearance of a "lesser" ship.
The R1 Serpent, I believe, was really big (about the size of the Uriel), and I think it was resized before it was put into Alliance.... Wait... Has it?
-
Nope the Serpent is still huge.
-
Is there a reason for it being the size of a heavy bomber or can you just not be bothered to do anything about it? :P
-
I'm just not bothered, it's extra stuff added for you lot to play with.
-
Does the Serpent have hi-resolution maps this time round, then? The last time it had really low quality textures. It was clearly based on the Basilisk's maps (the only difference being its gun pods), but for some reason it lost all its quality when it was saved.
-
Same res, but I did try to improve them a tiny bit, but I'm not an texture maker.
-
Did you change the mesh? That fighter was obviously a hybrid....
-
It would of been a waste of time. The extra mods are just extras for INFA. I didn't want to spend months of them when they aren't used by the main campaign.
-
I know that,I mean for R2.
-
It's not in INF SCP only INFA.
-
Can we call R2....R2? INF SCP is "fuorviante" and could confuse noobs.
Ah,DH,I have 1.000 posts too!!!!!
-
No, as R2 makes it sound like it's compatable with R1, which it is not.
-
It's easier informing noobs that it won't be compatible(maybe near the DL mirror)than telling them that INF SCP isn't the R1 patch....
-
R1 with the patch is still R1.
Saying release 2 says to me that it is a direct continuation of R1.
-
Just specify that it won't be compatible,since I find INF SCP a clare reference to the patch.
How many noobs will start help request threads?
-
Then I'll get many threads about people trying to install R2 over R1 as they didn't see me telling them they are different.
It's not the patch though. The patch is R1.
-
You are the creator,so....
-
Yup, what I say goes :D
-
Yup, what I say goes :D
...and nobody can change it...
-
LOL, I prefer to call it R2. I won't get confused that way, besides, I know that it's not compatible with R1, and that the story's changed... :D
xD
EDIT:
Though INFA runs on top of INFSCP the mod replaces the entire INF tables as I needed them to act seperate due to balance changes on the EA weapons for INFA, as well as the new armour coding for INFA.
Don't quite understand this part - you mean that if we install INFA over R2, INFA's tables will override R2's?
-
1. Alpha 1 won't be single handedly destroying massive warships :D
SuperArmageddons?
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Hey Woo, I wonder if you still have INF:A fighters and bombers model WITHOUT new cocpits?
Coz they would be better to put in Homeworld 2 FS:NA mod than those high-poly ones.
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Yeah, if you want cockpits you need to download the HTL pack. They default without them.
Cockpits are default for INF SCP though, there's no versions without them now.
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Cockpits are default for INF SCP though, there's no versions without them now.
:shaking:
Good thing I'm getting a new laptop after Christmas (lots of reasons, this old computer sucks).
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Cockpits don't seem to tax my old system.
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Let me understand... I need the HTL pack if I want to see cockpits?
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Let me understand... I need the HTL pack if I want to see cockpits?
Yeah? The cockpitted models are on the HTL pack, if I am correct?
Cockpits don't seem to tax my old system.
Uhh... they do on mine...
Will only the Terran fighters have shinemaps in INF SCP or will none have them? Because it looks a bit weird with the cockpit real reflective, and having everything else normal. I was a bit confused with the Glory Shots when all the Terran ships (besides Alliance ones) had shinemaps when the Vasudan and Shivan ones didn't... Or is that just specular and it's just the wrong angle?
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is that just specular and it's just the wrong angle?
Both of them?
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Let me understand... I need the HTL pack if I want to see cockpits?
Yes
Snail:
All lod0 textures have a shine map. Shivans don't shine as much as they are black ships, and from some angles the Vasudan ones can be very bright, but Vasudan ships are fully smoothed so the spec lighting doesn't look as good on them, but autofacet Vasudan ships look terrible as you can see the polygons in their rounded shape.
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One look at my cat's fur will tell you that black can be very shiny.... :cool:
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Bah, I never liked that shiny thing anyway. I always liked the eerie -ambient_factor better anyway... it makes it real spooky...
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One look at my cat's fur will tell you that black can be very shiny.... :cool:
I don't see the SF Gorgon as being the furry type :p
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That's not what I meant and you know it! :hopping:
Ok, what about black marble? That stuff is really shiny. I can think of shiny Shivans, and I think they'd look... no Snail's right, they'd look worse... :ick:
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No chances of changing what Woo has planned :P
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They didn't really asked for anything to be changed.
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It was just an advice :lol:
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=/
I still prefer to play without cockpits :lol: Prolly have to edit the tbm's once the mod is released. Since it's just one line per fighter... oh wait, Inferno is well-known for having loads of new stuff XD
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The main INF mod won't include the original meshes without cockpits so your out of luck there.
INFA doesn't use tbms to enable them. The HTL pack is just a higher prioirty VP file so it loads the cockpitted ones first. If your system can't handle the cockpitted fighters then there's no way you'd be using the HTL ships as those would be far worse.
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I don't like cockpits, especially when you're close when the pilot dies. It looks completely stupid.
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I can't seem to get my afterburners to work in the Inferno campaign. I've rebound and changed from joy to keyboard, so its not my equipment. Am I missing a patch somewhere?
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If your using FS2 Retail and not FS2 SCP on Win 2000/XP try running it in Win 98 compatability mode. I believe that usually fixes it.
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The main INF mod won't include the original meshes without cockpits so your out of luck there.
INFA doesn't use tbms to enable them. The HTL pack is just a higher prioirty VP file so it loads the cockpitted ones first. If your system can't handle the cockpitted fighters then there's no way you'd be using the HTL ships as those would be far worse.
Meaning the cockpits are done without tbm use and the eyepoints were "cleverly" positioned to simulate a cockpit?
Or am I missing something... =|
My system's reasonably fast, it should be able to take the cockpitted stuff. The problem comes when combining them with ships gotten from elsewhere... now those don't have cockpits of any sort... other than the fact that I'm used to flying without cockpits :lol:
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I haven't set up the eyepoints for 'show ship' support, the cockpits are for external use only really.
Both cockpitted model and none have the same filename, but the cockpitted ones are in a higher priority VP and so are always loaded over the standard ones.
Well INF SCP and INFA are seperate from regular SCP mods, so non cockpitted fighters aren't really an issue for us.
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Good thing you didn't add the show ship flag, it would make it too much like descent and less like FreeSpace.
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That's not a thing to be worried about!
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Point somewhat taken... meaning the cockpitted stuff will have first-person cockpits, but they are turned off by default... or something? And external use only? What exactly do you mean... :confused:
VP part understood :)
Sorry if I seem irritating, just wanted to make sure I get the point right...
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No our cockpits are not for first person view. So are for use in standard view so they can be seen externally.
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Can first-person view be turned on, or are they always off?
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I cna play INF without cockpits,I don't give them so much importance.
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Can first-person view be turned on, or are they always off?
You'd need to edit all model eyepoints as well as all their table entries to get it working.
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You'd need to edit all model eyepoints as well as all their table entries to get it working.
We can't do that!
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Yes we can.
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Try it,then inform me.
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It's possible to do, but would be a pain, especially if you edit the original files isntead of using a mod directory, and we patch them later and it removes your edits :D
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Now we have something else to think about :D
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I'd rather play INF without first-person cockpits, ala classic FS style... External cockpits is okay. Internal cockpits simply isn't my thing... (Woo I think I was :confused: all along :lol:, I thought you were going to make first-person cockpits compulsory :shaking: we need some new words to differentiate between FP and TP cockpits...)
Hmm... depending on the number of player-flyable fighters in both mods and whatever add-on packs planned for release, I think I can make do with them... :lol: Probably use Alliance stuff as side1, EA stuff as side1 "special forces", GTVA stuff as side2, SOC as side2 "special forces"... that is if the SOC pack gets released with the third-person cockpits :shaking: and maybe I can put the mediavps stuff to good use too... probably nothing more than edited gunpoints unless the textures are in some format that Modelview32 can't read :shaking:
The thing I really liked about R1 was the SOC autonomy and its associated "elitist" image... and those screens on the new SOC fleet just made me all the more interested :D Then I started thinking: why doesn't the EA have their own special force of any sort? Their area of space is too small perhaps? (:lol:, as if the distance between Earth and Pluto was small... in today's context, that is... :nervous:)
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In S:AH, there was the EAI, but that's not INF canon.
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I'd rather play INF without first-person cockpits, ala classic FS style... External cockpits is okay. Internal cockpits simply isn't my thing... (Woo I think I was :confused: all along :lol:, I thought you were going to make first-person cockpits compulsory :shaking: we need some new words to differentiate between FP and TP cockpits...)
Hmm... depending on the number of player-flyable fighters in both mods and whatever add-on packs planned for release, I think I can make do with them... :lol: Probably use Alliance stuff as side1, EA stuff as side1 "special forces", GTVA stuff as side2, SOC as side2 "special forces"... that is if the SOC pack gets released with the third-person cockpits :shaking: and maybe I can put the mediavps stuff to good use too... probably nothing more than edited gunpoints unless the textures are in some format that Modelview32 can't read :shaking:
Only the cockpit models are compulsary, you fly in normal mode and will only notice the cockpits if you are close to a fighter/bomber in front of you.
There are 12 cockpitted fighters/bombers in INFA, and 23 in INF SCP. That's not all the flyable craft from Terran, Vasudan and EA though.
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Thanks for the info. :nod: :) :D
EAI? I should go take a look... I only played through the first two campaigns, then I stopped... and started looking at the "modding" side of things. :D
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In S:AH, there was the EAI, but that's not INF cannon.
cannon? :lol:
You stopped playing with SAH? :(
Me,Snail and...?!? Who is the third tester?
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neoterran
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neoterran :doubt:
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neoterran
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Nothing wrong with him....
He won't like the campaign,no civilian massacre=no good for him(hehe...)
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Well failing on purpose m14 is kind of a civilian massacre...
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Like I did... I didn't understand that order, besides, who cares about a bunch of civs?
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Well you usually don't kill civilians on purpose.
The GTVA wouldn't allow it :p
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Well we're not GTVA, are we, we're the Martian Alliance (or wheatever, Federation).
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Yeah which formed after the collapse of the old GTA, and they aren't assholes :p
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Well you usually don't kill civilians on purpose, when there might be witnesses
The GTVA wouldn't allow it :p
Fixed that for you :P
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To hell with BETAC!!
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Do the EA side even know anything about BETAC? :blah:
Or maybe they have their own... at least, that's what it looked like from R1 canon, where it was said that they don't attack the Hippocrates frigate... xD
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Hehe, someone else who wastes their time reading tech descriptions all day. ;)
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Meh, I have better things to do. :lol:
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Hey, look Kingdom Hearts II... Huh? Well, you did read them, seeing as you noticed that the EA won't attack the Hippo.
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Should be.
Lots of new models
All new weapons (basically)
New balance system
New music
New mainhall
New message head anis
Per species personas
Complete icon set
Custom AI
Cutscenes
Better Missions
edit:
Oh and a PDF user manual ;7
Hmmm... Is that stuff still happening, or are you dropping the cutscenes? Interesting, custom AI, that's new... And PDF user manual (I'm not so interested in that, but it's still interesting)?
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Cutscenes movies are dropped, it would take me too long to relearn how to do them to a decent level, and it would increase the filesize a lot.
We have new AI classes in INF SCP. They are in INFA too though they aren't used by default.
The manual I don't know if I'll still use PDF. I'll see closer to the time.
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How about in-game cutscenes?
Hehe, I just noticed how dumb my last post was (not so interesting, but still interesting :lol:)
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The camera SEXPS? I liked those, but I bet they take a bit more time than adding a campaign. (though I can just see running a movie with those)
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In-game cutscenes are easy to make, really, but if it's not on Woo's agenda, they aren't goin' in.
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Hehe, someone else who wastes their time reading tech descriptions all day. ;)
I read 1.000 pages books,a few tech descriptions are nothing for me!
Hey, look Kingdom Hearts II... Huh? Well, you did read them, seeing as you noticed that the EA won't attack the Hippo.
Kingdoms Hearts II? you are interested on that game like my borther?
You want to destroy a Hippo like neoterran?
**** :D
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You want to destroy a Hippo like neoterran?
**** :D
Nice, there is somebody else who likes civilian massacres.... :D
For in-game cutscenes:
is there a way to move the camera?
Is it possible to conclude a cuscene with the screen gradually becoming black?
is it possible to see the faces in the upper right corner?(the ones which "speak" in the messages)
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lol,it's not the place where such questions are to be posted.
1)Set-camera-facing(object)
2)fade-in/fade-out
3)disable HUD escpet messages.
-DySkO calls me "The FRED God" for obvious reasons-
Re-T
Woo said that the Lindos has a new design.Can we have some screenshots,or he has just planned the design change but had no time to do it?
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He changed the Lindos? NOOOOOOOOOoooooooooo! :( :( :(
I liked the Lindos.... :sigh:
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Well,I think that it will be better.
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There's probably shots on the INF site of it.
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I can't find them...
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Try the eyecandy threads then. It's been shown many times before.
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I don't have a normal connection! I took too much time just opening a few screenshots!
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INF:A is nearly done, maybe a few more days.
R2.... Woo alone knows. :p
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For me is done.Woos has to fix some FRED bugs.I can do it for him in a few minutes.
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Hey Woo, what's been accomplished on R2 in the last month?
I got it working again and remapped the Gagana, Jotun, Notus, and did cockpitted versions of most Terran and EA ships.
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There were many screenshots too ;)
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Well, Woo also has to fix a few hundred grammar errors too. :lol:
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Those aren't done yet though.
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Of course the errors I was able to find were much less than 100...
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I was exaggerating.
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Me too. :D
However this FRED bugs aren't enough to compensate Woo's modelling.The Arcadia extensions are one of the best things ever made!!!
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More of those extensions in INF SCP :)
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How many extensions are there and what are each of their functions?
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Is it possible to dump a sun behind a planet in FRED, and then use the supernova-start to simulate it going bang...?
:lol:, Arcadia extensions... speaking of them, I'm more concerned about the EA stations :shaking: R1 lacked anything decent... though that tower thingymajig (forgot the name, Lya-something) worked well with a pair of Titans blockading a node to simulate security.
But a tower just standing like that in the middle of nowhere -_-||
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And the Lycaons weren't even half the size of an Arcas or Cairo, though, granted, the EA mightn've needed such heavy installations when they were trapped in Sol.
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Linear shockwave missile - a munition that lets off normal shockwaves several times during its flight to make the effect of a line of expanding shockwaves. Looks very cool and is pretty lethal too. :D
Very original. A bit silly maybe but that doesn't mean I don't want to see it. ;)
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More of those extensions in INF SCP :)
;7
Is it possible to dump a sun behind a planet in FRED, and then use the supernova-start to simulate it going bang...?
:lol:, Arcadia extensions... speaking of them, I'm more concerned about the EA stations :shaking: R1 lacked anything decent... though that tower thingymajig (forgot the name, Lya-something) worked well with a pair of Titans blockading a node to simulate security.
But a tower just standing like that in the middle of nowhere -_-||
Simply create several sun bitmaps with FRED in sequence to simulate the explosion,then play sound Supernova.used succesfully in STHCRS.
Of course this solution has the copyrights!!!
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I'm more concerned about the EA stations
The EA have the EAI Cepheus which has been shown several times. Though there's no extensions for that station.
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I saw the Cepheus,but...what?No extensions? :(
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Only the Arcas really gets them, the Cairo only has one.
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Point taken. :)
Whee... cake. :lol:
:sigh: Not in the best of spirits right now...
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Woo,since R2 isn't finished yet and any change would be impossible to be applied...why you don't add more extensions?Their use has no limits. The Cepheus should have one or two,possibly connected to shipyard use or comm center.
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Simply create several sun bitmaps with FRED in sequence to simulate the explosion,then play sound Supernova.used succesfully in STHCRS.
Of course this solution has the copyrights!!!
You mean, patents?
Regardless, you can't patent a FRED technique...
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So is the Lyacon being scrapped? I liked what was done with that model. I remember when I first saw it, I thought the EA had broken out the industrial grade Raid for some bigass bugs. Then someone redoes it and I made my imfamous comment about it and someone puts it up in the news something to the effect of "See the new Lyacon. It doesn't look like a can of flyspray anymore."
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We have a HTL Lycaon now.
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Woo,since R2 isn't finished yet and any change would be impossible to be applied...why you don't add more extensions?Their use has no limits. The Cepheus should have one or two,possibly connected to shipyard use or comm center.
1. I need designs to actually make an extension
2. The Cepheus has a small ship dock directly connected to it, and the Lycaon acts as a comm center.
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I know you have an HTL Lyacon. I was the one who commented on the original one looking like bug spray. I had been wondering if after all that effort, the new one wasn't getting used anymore. I'm guessing your comment means that it will be used. So that's cool.
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The bottom of the Lycaon was a fighterbay... Perhaps it could be an extention thing?
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I hope it could be an ext. with all my [Dragon]heart!!!
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You know the Lycaon, in my opinion, was like one of those super size rip-off Pritt sticks because the entire bottom is hollowed out. :doubt:
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The bottom of the Lycaon was a fighterbay... Perhaps it could be an extention thing?
No
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These ships have a reason for looking like this. Has something to do with "The Creators"
Ooooh.... That's interesting... Is it not?
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Wow you must have a lot of spare time to go searching through all the old topics in this forum :p
Not really since it's a quote from before the current R1 was in effect
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A lot of spare time. In fact, I've seen nearly all the threads on the last page, many on the second last, and every single one on the first page. There is not one page in this board that I have not seen at least one thread on. As you can see, give a fan (who is completely insane) lots of time and an internet connection, and this will happen. :D
Still it's very interesting to see what Inferno could've been...
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You'd probably love to have access to the INF internal as it goes back to 2001 as well.
Oh there's a topic about what you just quoted on the last page there as well :D
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Hehe, I also use web.archive.org :D
What was the Atlantis Project anyway? None of the info there works on the web archive. Something about a massive station??? And what was going to be in Chapter 5?
I'm insane, aren't I. :D
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The Atlantis was a big station I released many years ago.
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That thing? Isn't there technically a new Atlantis Project because of the big evil space lobster that you can fit an Icanus in? With the little bays that can fit the Nemesis and a few Tereuses in? No?
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Yeah but that's not over 5 years old :D
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Man, Inferno could've been so much weirder. Can you please spill the name of the *******'s? I think it's Inferno. I mean, it fits, no? Also, what was the point in the whole separating the Terrans and Vasudans apart plot? And what was in Release 5 (we know R1 was EA vs. GTVA and the Shivans appearing, R2 was destruction of Gigas, R3 was something else, R4 was Ancients and unknowns, and the last was ???).
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You forgot mentioning the Gargant. (R4, I believe).
Just call R5 the Conclusion to all storylines.
More serious question Woomeister:
When my campaign (Dreamcatcher) is complete (it'll be a while yet), I decided to make the actual Dreamcatcher download an add-on to R1. Cuts down on filesize and download time, you see. But this requires the person to have INFR1 as well. I know that won't be a problem for anyone on this forum, but for others, who have never heard of Inferno (read: n00bs), it might.
The website is currently in production, so I was going to ask for permission to host the R1 downloads on the site as well, or, failing that, at least link to your downloads page for it.
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Megots three more questions :)
1) Do any of the INF ships have fighter mounted flak?
2) "Use models for ship selection" is required, I assume?
3) Are there any visible primary weapons (ala Nukemod)?
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1. Yes the Vasudans have those
2. No it won't work since I didn't set up the eyepoints, only required flags are -glow and -ship_choice_3d
3. No, as it would look weird without redoing the missile files
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Self-quote to make sure my question gets answered. (You might call it bumping a post! :D)
You forgot mentioning the Gargant. (R4, I believe).
Just call R5 the Conclusion to all storylines.
More serious question Woomeister:
When my campaign (Dreamcatcher) is complete (it'll be a while yet), I decided to make the actual Dreamcatcher download an add-on to R1. Cuts down on filesize and download time, you see. But this requires the person to have INFR1 as well. I know that won't be a problem for anyone on this forum, but for others, who have never heard of Inferno (read: n00bs), it might.
The website is currently in production, so I was going to ask for permission to host the R1 downloads on the site as well, or, failing that, at least link to your downloads page for it.
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There was no R5 I don't know were your all getting that from.
I don't mind others hosting R1 as long as it isn't modified. Don't forget the SCP patch if your a SCP campaign.
If your going to link to R1 you might want to directly link to the fileplanet version since this server keeps going down linking to the INF site might cause problems later.
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Wait a second. (checks wiki)
"Use models for ship selection" in the 5.4 launcher is -ship_choice_3d.
Well I was thinking about fighter mounted flak and how those flak weapons need a model file (which is typically Hornet.pof, so I'll ref it here). The problem is that, in the loadout screen, the Hornet.pof will show even though it's a primary weapon, which makes the whole thing look kinda "off".
What about leaving the "$Ship_icon:", "$Ship_anim:" and "$Ship_overhead:" tags blank instead, and then turning -ship_choice_3d off? :doubt: That way the flak weapon will still use the interface art, instead of forcing Hornet.pof to show in the Loadout screen... (that's assuming there is interface art for the weapons...) besides, as far as I know, the regular SCP build auto-generates the loadout screen... and it'll just use a rotating ship model since it can't find the ship_anim for use in the Ship selection screen...
Again, it's just my thoughts on fighter-mounted flak and the Team Loadout menu...
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Our fighter flak weapons are primaries, not secondaries so they don't have that issue.
-ship_choice_3d is essential, as I'm not making several hundred megs of ship anis.
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Huh?
That's odd. I am considering the fighter flak guns as primaries. But on my end I still see the Hornet.pof in the loadout even though it's a primary weapon, that is if I am remembering what I saw correctly... :doubt:
The ship ani's are used in the Ship Selection screen, right? But even if ship_choice_3d is turned off, if nothing is specified in the table (blank entry), it'll still use a rotating ship model...??? But this is probably applicable to the SCP only...
Now I'm unsure on the issue... Reason being, I had a fighter flak weapon, but if I remember right, I couldn't find a way to circumvent the showing of the Hornet.pof other than to turn that option off, so I changed it into a cluster primary instead. I should go check this again later on my own... :doubt:
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The ship ani's are used in the Ship Selection screen, right? But even if ship_choice_3d is turned off, if nothing is specified in the table (blank entry), it'll still use a rotating ship model...??? But this is probably applicable to the SCP only...
If you leave them blank and don't have that flag on the game will crash.
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Woo,check your PMs...
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No, I meant that the flag is there, just that it's left blank (something like the older "$Stealth:" tag).
I don't mind leaving -ship_choice_3d on anyways. I'm quite used to playing the game with it switched on... :)
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If you leave the art entries blank and use the flag it should be fine, but it would crash if you don't use the flag in that case.
We include basic art which is the same for every entry just to prevent the crash. The flag is required to be able to see the ships.
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I think I'm confused between flags and tags now... :lol:
No more questions from me for the time being :)
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Actually, weren't the weapon .ani's little slider things like:
Hull: [] [] [] []
Shield: [] [] [] [] [] []
Subsystem: [] [] [] [] [] [] [] []
(With the [] being blocks).
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There was no R5 I don't know were your all getting that from.
I don't mind others hosting R1 as long as it isn't modified. Don't forget the SCP patch if your a SCP campaign.
If your going to link to R1 you might want to directly link to the fileplanet version since this server keeps going down linking to the INF site might cause problems later.
It was Chapter 5, actually, must've gotten mixed up.
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I find it ugly but Woo recommended it for INF:A....
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Well you can see what it reverts too with INFA if you don't have it on...
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Question about the EA railguns.
Are you using really long trails on the railguns, or something else?
Trying to do MW4-style Gauss rifles, but I'm not getting anything decent out of the fugly squarish trail... (the projectile travels at a speed of 100,000 and you can barely see the trail... kinda bad since I need the trail to be fully visible from attacker to victim including maybe an explosion ani when it hits the victim... and the trail needs to be circular (which is impossible considering that textures are always flat)...
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Are you using really long trails on the railguns, or something else?
The trail of the railguns uses particle spew as well as the standard trail.
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Go donwload the effects media vp weapon pack (adveffects.vp or something). Look at the Shivan Mega Laser/Shivan Heavy Laser. Make it blue. That's basically what a railgun looks like...
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I'm on the hunt for silver ones. But I'll go take a look at it later tonight...
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Silver.... (droool)
Why not use the EA beam textures? That should work for a missile trail?
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I'm already using them for one of my side's beam weapons. And even with some other silver textures I found, I'm not getting a good effect out of the trail...
I'm trying to cut down their reliance on beams because they're supposed to specialise in projectile weapons... I already have an anti-capital flak weapon but you can barely see the shot. That's kinda why I wanted a Mechwarrior 4-styled Gauss Rifle, but again, textures are flat and aren't... circular... plus there's still the fadeout effect. Increasing the fadeout time doesn't do wonders either.
There goes the idea of "flinging a heavy xx-kilogram ball" at a target while having a fancy silver lightshow trail... :lol: :(
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I've made a version of a railgun for a weapons mod I was playing around with which uses the Akheton particle spew. It's close to what I imagined for a railgun (MW4 Gauss gun) though it still needs a bit of tweaking. I set the trail life to about 5 seconds, so that there's a lingering trail between the ship and its target.
It looks quite spectacular when it shoots out and explodes against its target.
[attachment deleted by admin]
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lomao, you're also using the CCD Kiev. :lol:
It doesn't look like much, but it's obviously waaaaay better than my lame cheapo attempt... :lol: But dangit, I really need white/silver trails (side-specific colours)...
I set my trail life to 30 seconds but you still couldn't clearly see the shot from the cockpit, plus there was still progressive fade from the trail head to the trail tail... And the texture became waaay too fugly flat...
Bangwal
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You could try setting the speed of the projectile slower (around 3000-4000 rather than 100,000) which gives the game enough time to render the shot. That way you won't have to depend so much on the trail for visual effect.
The Kiev is a great ship :D
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Awwww, I wanted high speeds and a long trail lifetime to depict the round travelling really fast, just like in MW4. Now I wonder what's the speed of the MW4 Gauss rounds per second... haha... 100,000... LOL...
Yep. With that kind of turret coverage, the right weapons, and the turret $AIClass set to General, the Kiev'll easily squash other capships with tens of thousands more hitpoints... :lol: :lol: :lol:
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The EA railguns are 1000 m/s speed (In Alliance, anyway).
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:wtf: 600-800 they are, not 1000
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...an they're not so magic,they miss their target often.
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...and they're not so magic,they miss their target often.
This is one reason why I converted my anti-cap... "tank gun"... into a flak weapon and turned up the damage...
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They're cool,but their impact sound appears to be strange the first times you listen it(flak gun one).
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That might be because the INF sounds.tbl uses new sounds which don't sound the same as retail ones, but to maintain compatability I have to keep the same filenames.
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Actually, it said '$Velocity: 1000 ; 300'...
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No railgun weak says $Damage: 1000 ;300 not velocity
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There are almost no differences between the small and the big railgun shot. I would like at least two different textures...
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There aren't any texture differences between an SGreen and a BGreen...it's the same weapon, just of different calibre.
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Ooops...
No railgun weak says $Damage: 1000 ;300 not velocity
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I've got a question regarding the Mass values in the POF's used in both INF's.
What's the range of the mass values in INF? (e.g. light fighters have Mass values in so-and-so range, medium has this range, heavy has that range, cruisers blah, destroyer blah2 and so forth)
I'm thinking of setting the Mass values between whatever ships I got here and the ones in both INF's to a uniform level... this way when odd stuff happens, I can at least restrict the errors to the tables... and make sure that whatever weapons I add will behave as intended across all ships... or whatever... :doubt:
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Mass values should be similar to FS2 retail. Fighters usually range from 100-200 mass.
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Hmm... on some destroyers I get really odd numbers, anywhere from 5 to 8 digits... and here I have a light fighter with a mass of over 300...
O_o <--- pondering look
guess I'll have to do a mass extraction of stock FS2 VPs/mv_models to get the mass values... :shaking:
edit: Ezechiel is 1862 :wtf:
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Don't go by the PSC autogenerated masses those are way off. I've had fighters with a mass of 6000 for that.
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PSC? PCS? ???
Point taken, will edit the POF's as necessary... :)
Yeah :lol:, Trashman's Athena has a default mass of 4000 over if I'm not wrong XD
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Athena should be:
213.9201
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Ummm, following that, if fighters are around 100-200 mass, what about bombers, If I dun mind asking?
For cruisers/corvettes/destroyers/carriers/dreadnaughts/juggernaughts/knossos portals/other whatnot, I'll figure them out somehow... :shaking: But then again, this is modding...
Point taken. :)
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Unless you're using jettinson cargo delay a correct mass isn't that helpful.
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Mass will also determine how heavy a weapons impact will be on your ship when it hits you. The heavier the weapon and lighter the ship the more of a hit you take.
In a Jotun for example you will hardly notice when your getting hit by weaker guns because the Jotuns mass is high.
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Oh,I was meaning also....
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Once again, a question if no one minds.
Are these two being used in INF R2? If they are not (and if they are available for download somewhere), where can I get them?
Thanks in advance :)
[attachment deleted by admin]
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Yes to the first, since I took that screenshot
No to the second
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Okay, thanks. :)
The second one really has an EA look to it... dang, if only I knew where to get it. A fighter staging point...?
Bangwal
edit GRRRRRHHH connection problems again... :mad: (:lol:, the very first time I use the :mad: emote on the HLPBB...)
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Could you ask c193 to give you the second one to make it an archives ship? It could be the replacement for the Telemus (I think it fits through the Melia judging from the size comparison with the Orion, if it doesn't it could be a joint operation?).
That screams EA, it even uses the maps (well, after Sid invaded the thread anyway ;))
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It looks like an early version of the Icanus to me. Hmmm... people seem to like that shape.
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Not really, for the Icanus the side section would be filled with coolant systems, plasma cores, reactors and other things needed for making a super-big beam cannon. For that thing, it would probably be filled with fighters.
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Sorry for double posting, but this is completely different and extremely off-topic from the previous post, but absolutely not worthy of its own topic (urg)...
After briefly thinking of the Gargant and the Diablo, I was wondering about somesort of Diablo-Gargant hybrid. Spikey like Gargant, but with the big arms stretching from the back like the Diablo. The Diablo arms will stretch all the way to the front, and the 'normal' arms of the Gargant will be stretched to a further point, and will also get some SUreds on the front (2x damage of USilv). The larger 'Diablo' arms will be armed with SUBFreds (6x damage of USilv). They will come down into a point to form either a OMGWTFBBQRed or a Subspace Rift Weapon.
Presenting, the SH Gargant Super Duper (Goober) Upgrade Class!!!
Whee!!! :D :D 8)
Also please note that the horrible picture is just to show you what is basically looks like, not actually something to be treated like an actual picture
[attachment deleted by admin]
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'Tis an excellent idea, Snail. :nod:
I don't know if I'd call it an upgrade to the Gargant, though. Seeing as the Gargant isn't really a warship in the first place...
Maybe scale the weapons down a few (hundred) grades (x6 USilv power? Seriously, what's the point?), and make it Gigas-sized. Be a very veeery scary ship... :nervous:
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But I was trying to design the ultimate super dooper goober Shivan mothership*!! So I was wondering if we could make the Gargant have big evil arm things. ;)
*
So does everybody :rolleyes:
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Huh?
That thing's a capship around the size of an Orion? I thought it was an installation... :nervous: And I can't really imagine a mobile HQ in the FS universe, unless the Mobile HQ is just a destroyer...
I was looking at some of the older threads here and suggestions were made for fighter staging points. Thought maybe I'd like to try that out...
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eep! one more... (raises hand)
GTF Advanced Perseus... is it scaled to match the size of the MediaVPs Perseus? R1's one is smaller despite the extra missile rack up top... :wtf: :nervous: Or is the new Advanced Perseus the MediaVPs one, but with the third pod rigged onto it? :nervous:
W/H/L MVP Perseus 18/11/23, R1 Adv Perseus 13/9/20
I'm also thinking about the SOF Horae... hopefully a correctly-sized one with better textures and a cockpit is made... Meguesses it should have 3 guns per side, and two on the chassis' rear, beneath the cockpit perhaps? (Not directly beneath the cockpit - the shots will just appear to come from there)
That'll give it the eight guns as found in R1, but without needing to "cram" two guns into a single barrel...
The U-shape firing pattern as found on the Hercules 1... :nervous:
Just a thought if no one minds. :)
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Uh don't go by modelview sizes they take into account thrusters and shield meshes. The R1 Perseus ADv should be the same size as the FS2 retail Perseus, even if modelview says it's not.
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O_o
Point taken
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Is the Horae even in INF SCP?
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Is the Horae even in INF SCP?
No
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Is the GTCa Aristaeus or however you spell it still in? I saw the name in one of the screenshots.
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No, there wasn't a need for an extra carrier as the current Warlock should be able to launch the larger bombers now.
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I remember seeing a checklist of things you still had to do a while ago. What's been done/left to do?
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Can we have a screenshot of the Rahotep? I wondered what that thing looked likke.
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@ Woo
Uhh... if the Horae isn't in R2 (I can see the point, since the SOC isn't autonomous anymore), did it ever find its way into the SOC pack (which as far as I know, you haven't touched up the fighters in it for a long while?)
Hope no one minds me asking :nervous:
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Snail: You posted a pic with it in in the eye candy thread :p
asyikarea51: No it isn't in that pack, the model was kind of basic.
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Oh okay.
I think it's a waste though; it has an interesting concept for a fighter that rivals the Alves/Proteus/HercIII... but I do not have the skills to input a cockpit, high-res textures with shine maps, and four more gun barrels onto it, let alone HTLise it. :( If I did, I'd would've already been busy doing up my own SOC pack, since I'm thinking of using fighters with that paintscheme for a certain "special ops" side that I have in mind... (think I mentioned this somewhere before... something about EA/GTVA special forces and the fighters from INFA / R2 (EA fighters) / the SOC pack).
I can see that the Horae looks basic, judging from the textures as well as all those triangles that form the quad barrels... Unless there's someone out there who knows how to map a high-res version of the green SOC texture onto the HTL Ezechiel, along with some good shinemaps...
That's my thoughts on it... :nervous: :)
(shoot, I'm so sleepy, it's 2am here and I can't think straight (http://209.85.12.236/5024/118/emo/bangwall.gif))
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One question about the Hercules Mark III...
How many guns and missile points does it have? Is it 2x4P and 2x2S like the Alves?
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Herc is 2x2, Alves is 4x4
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4x4? You mean 2x4, right?
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Yeah sorry, it has 2 sets of 4
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4 sets of 4 would be awesome :P You'd probably only get 2 shots in before the weapons gage was drained but those two shots would eat anything :)
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Well it's not getting that many gun mounts :D
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Uhh, the limits for player-usable primary weapons are less than 4... and even if four sets were possible, the refire rate would be so slow, it's irritating...
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Point taken
But four sets of four... 4x4=16?
:confused:
Nevermind, it's pretty trivial anyway... :blah:
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He doesn't mean 4 different primary weapons. He means 16 gun mounts, I believe.
No, he means 8. 2x4 is 8. I believe using hud_gauges.tbl could make it so you can have 3 player primaries?
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Who needs a hud_gauges.tbl file for that? TBP has the Whitestar with 3 primary banks, and we didn't need any special version of hud_gauges.tbl.
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Nuke also had three primaries in his nukemod, and there wasn't a hud_gauges...
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Maybe I'm using a dated build. I'll go check if I can get 3 gunbanks later.
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I've got one about the Advanced Perseus.
Is it the MediaVPs one but with the gun array and the missile pod up top, or is it the R1 one with an added cockpit?
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It's based of Venoms HTL Perseus since I did the initial conversion of that model i created the Perseus ADv HTL at the same time
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Uhm,I have a question:
Is the Lyre HTL(without including the cockpit)?
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The Lyre isn't HTL including the cockpit. It's a standard mesh.
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The first time I looked at it,it seemed like a light bomber.... It's the contrary...
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It's a medium bomber.
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Something similar...
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(http://web.archive.org/web/20030508194121/http://www.3dap.com/hlp/hosted/inferno/renders/alliessm.jpg)
What is the unknown vessel in this picture (the oversized Rahu thing)?
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Old concept for a subspace weapon ship, and it's nothing like the Rahu :p
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They both have the idea of small thing at the back, main part at the front. Does it have a name?
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That looks like the silhoutte (sp?) of the R1 Gigas....
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Huh? No, look closely, there is another ship next to it. If you look in the INF_Main.vp you can see the briefing icon 'rakdest'.
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So? There's also that modified Sobek,the Kurruk I think.
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Obviously that ship is the Kurruk, it says blatantly 'biconkurruk' :P
I'm saying that's the ship we're talking about. Any more shots of the Vidyadhar? ;7
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Vidyadhar?
I missed something...
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Vinaashak equivalent for INF SCP.
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Except it's a lot larger than the Vinaashak...
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But its the same as it escorts the Gigas... Right?
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The Vinaashak has been scrapped or its name has just changed?
?
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But its the same as it escorts the Gigas... Right?
No, both SSJ don't appear at the same time.
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So it's an SSJ,not a SPD.
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Yup.
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Cool. I want to test INF SCP too :lol:
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As do I, and the guy next door, and the guy next to that one, oh, and the guy on the Moon...
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...and few guys on Vasuda II...
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...and few guys on Vasuda II...
I've already told those guys they can't as it takes too long to get feedback from that distance :D
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how about sending feedback using subspace? :D
apart from jokes (if this expression does exist in english...), how are INF SCP and INF:A going?
(yes, i know, i could read the previous posts... but it takes toio much time, i'm lazy...) are you already at the testing phase?
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INFA is in final testing but the no download policy recently started by HLP will delay its release as I'm looking into alternative hosting methods for it.
I'm still making some minor changes to INFA.
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We can't use this server for downloads now due to bandwidth reasons, so we have no place to put any downloads.
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I wonder if GW will do a similiar thing, seeing as they're on the same bandwidth.
That would be bad news for me, because GW has agreed to host my campaign... :(
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And Steadfast too.... :(
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What about DySko's site (or was it Evidad)?
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This is probably a bad question to ask, but what is Steadfast? I've heard a lot of people talking about that campaign...
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Inferno campaign surroudning the GTCa Steadfast, a Telemus carrier (reskinned). Alternate universe in which the EA joined up witht he GTVA peacefully.
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The Definitive Inferno R1 Campaign.
You'll see there what you haven't seen in normal INFR1 campaigns. If you want to know more click on the thirs link you can find in my signature.
Check the last posts in the Campaign List too...
What you probably don't know is that you won't face the Shivans in the first episode. There's...something.
Uh I made the missions trying to give more importance to the player's squadron.the Steadfast is like a character but you won't see it so much times(at least in the first two episodes).
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Don't mind me saying, it contains some bad reskins. :nervous:
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Don't really care,really.
There are other important things in a campaign. We can think about reskins later.
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Now that Alliance 1 is out, I've been thinking about AS weapons (things like AAAf and Flak). So Earth does have a BProto, and I won't be surprised if in Alliance 2, they eventually put scaled-down versions for use against fighters.
But what about Flak? It might just be me, but I'll find it odd if both the GTVA and the soon-to-be EA developed flak weapons despite being cut off from each other for so long, like as if they were psychics and knew what the other side was up to. I don't remember the Luci fleet having flak guns so they couldn't have reverse-engineered those (please correct me if I'm wrong here). Since Sol already uses Gatling Lasers of some sort, would those be used as Flak alternatives, or is there something else?
:confused: :nervous:
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EA don't get aaaf beams until INF SCP chapter 1
INF:A2 beams are for destroyer class vessels only. Cruiser and Corvettes use the railguns
EA develop flak after INF:A so you'll see those in INF:A2
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Flak guns? Same as GTVA flak guns? :doubt:
Or are you talking about the cluster flak. That stuff's cool. :)
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They use both.
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Hmm... well IMO, if Sol is going to have Flak weapons, I think it has to work differently compared to the GTVA Flak guns. Different scientists have different ways of tackling a problem... stuff like that.
Sure, coincidences do happen, but I find it rather hard to believe that both sides' Flak guns end up being exactly the same... :doubt: Perhaps make Sol use the cluster flak (whatever that is) first, then intro the 'regular' Flak guns only in INF SCP (e.g. they saw the GTVA using this style of Flak, and it's deadly in its own way, so they modded their own Flak guns to try and copy the GTVA version)? Just my suggestion though.
Cluster flak? What is that? :confused:
[OFT]omg, 5:05am.[/OFT]
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it either fires more rapidly or creates a 'screen' of flak fire.
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Uh that's like saying the EA can't use beams unless they are different to the GTVA ones.
Flak guns are pretty standard tech and I don't think an energy flak type would suit the EA.
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But that's unrealistic. Having a completely different alliance develop the exact same thing as the GTVA even though they've been apart for 66 years? The Beams I can understand since they're silver and all, but still, giving the EA the same flak as the GTVA is really quite unrealistic. Despite how unrealistic FS2 is already.
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What does the colour of the beams have to do with anything?
I didn't say the EA and GTVA flak are exactly the same, there are differences between the two, but overall it's still the same weapon.
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Variety, of course. They can have the same overall effect as long as they aren't completely the same, like in FS2 they changed the beam colors, you see (but they didn't change the flak, which kinda annoyed me).
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Well there's more of a difference between Terrans and Vasudans than Terrans and EA.
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I think that, in the case of beams, both Sol and the GTVA had already seen the Luci's beam and how it behaved (Node wasn't fragged yet), so I can understand if both sides eventually made their own versions of the beam cannon that performed identical to each other (of course change the colour so that we know who's who :nervous:) Hence why I think that they shouldn't have exactly the same Flak, is because they both hadn't seen something that they could directly copy... surely they had to have come up with their own ideas for the projectile and the delivery system, which resulted in different methods of generating AS Flak?
Again, just my thoughts on it... :)
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Due to the... err... Division?
You said that the Intel section is still the same as in R1. Are there any changes planned (there must be as it still says the SOC is autonomous)?
I think that, in the case of beams, both Sol and the GTVA had already seen the Luci's beam and how it behaved (Node wasn't fragged yet), so I can understand if both sides eventually made their own versions of the beam cannon that performed identical to each other (of course change the colour so that we know who's who :nervous:) Hence why I think that they shouldn't have exactly the same Flak, is because they both hadn't seen something that they could directly copy... surely they had to have come up with their own ideas for the projectile and the delivery system, which resulted in different methods of generating AS Flak?
Again, just my thoughts on it... :)
Maybe the GTA had blueprints in both Sol and outside which were never touched upon until they started getting desperate? I always viewed Flak as a Vasudan weapon, so maybe the Vasudan Admirals trapped in Sol gave the EA the idea, as well as giving it to the GTVA.
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I don't really have an argument there, but I find it odd that you view Flaks as a Vasudan weapon. To each his own I guess. :lol:
My perception in that it's a Terran weapon is influenced by the Flak Cannon in RA2YR (the game I was modding prior to my X2TT/X3TR modding frustrations, before I ended up here eventually).
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Well, if they're Terran the GTVA should be the ****ing NTF since they have absolutely nothing to do with Vasudans. Think about it. :doubt:
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I agree with that. Things V made weren't perfect. Just think about the lack of SEXPs which could have made the main campaigns more playable...
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One question concerning the Peregrine.
For INF SCP, which one is being used? The current one or the new one posted by SLICK2K6? Or perhaps both, but one is going into a modpack released at a later date?
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SlickWhatever was making a HTL one, right? :confused:
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One question concerning the Peregrine.
For INF SCP, which one is being used? The current one or the new one posted by SLICK2K6? Or perhaps both, but one is going into a modpack released at a later date?
If I get that one completed you'll have both. INF SCP includes low poly alternatives to most HTL models which you can swap at will.
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Yey. :) Should be easy to write up a TBM to change between models. :nervous:
I just like the more "rounded" appearance of the original one in the Glory Shots thread. But, no harm in seeing what the new one will look like with a cockpit and textures... :)
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Yey. :) Should be easy to write up a TBM to change between models.
You don't, there's a model backup folder. If you want the low poly model you copy it from there and overwrite the HTL one in data\models. If you want to swap back you copy the HTL one from the backup folder. No TBMs required.
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Anyway SLICK should create models planned and not present inSTEAD of upgrading old ones. Since the EA fighter/bomber textures are upgraded,we don't think so much about a low poly model.
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@ Woo
point taken
------
Since the EA fighter/bomber textures are upgraded,we don't think so much about a low poly model.
One reason why I like the Glory Shots Peregrine. Plus it has the cockpit, so it floats my boat okay. :) Though I do hope the gun positioning is better (who was the other guy complaining about the Peregrine's bad gun placement in R1? Was it Snail? :doubt:).
Another thing, what about the odd red blotches (for lack of a better word) on the Proteus texture? I have no idea what they're for, plus if the Proteus' gun loadout doesn't change from the regular Donar, there aren't going to be any guns mounted there...
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Anyway SLICK should create models planned and not present inSTEAD of upgrading old ones.
I have no other models planned at the moment for either INF SCP or INF:A2
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I didn't know that.
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Waddabout archive ships? ;7
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Waddabout archive ships? ;7
?
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I guess he's asking if Woomeister plans to bring back any discontinued designs, like he did with the SSJ Vidyadhar (sp?).
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The Vidyadhar isn't discontinued.
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It was, though, wasn't it? And you brought it back?
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The Vidyadhar was an archive ship to begin with.
If SlickWhatever redoes something scrapped, it could become an archives ship.
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he will probably redo the Telemus for us :lol:
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The Telemus was a good concept, like the Lindos' bigger brother. Perhaps another archives ship. (Me and archives :))
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Then create this archive by yourself.
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Perhaps another archives ship.
No, too low quality compared to the HTL Lindos.
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There WILL be an Inf archives, just you wait. Oh, and go down and look at this thread (http://www.hard-light.net/forums/index.php/topic,33203.0.html). It includes many to-be archives ships.
And Woo, I was saying if Slick does the Telemus for Steady, it could be textured back to the EA style and plopped into the archives as a HTL only.
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Not if it doesn't have our EA turrets it won't...
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Awww... :(
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Since we can't host our own files anymore, I won't be hosting anything not produced by the INF team at the moment anyway, since I can't really.
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The Scion of Vasuda strikes again.
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Ask your questions here and we'll try to answer them.
Why is this thread 50 pages long?
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edit:
people love to bother woo :)
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Because its very old and it has not been unstickied. And I hope it doesn't too. :)
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Why is this thread 50 pages long?
Becuase we get lots of questions :D
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Actually it was more like:
Question Post
Answer Post
ORLY
YARLY
NOWAI
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Inferno threads, as far as I have seen, seem to turn into chat rooms, often having very little to do with the original title. :p
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Though the chat is usually Inferno based, hence I allow it :)
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Woo, 2 questions regarding HTL stuff, but not INF:A-only ships.
1 - Was there any reason why INF:A uses the stock Faustus model and not the HTL one available in the MediaVPs? Does it have something to do with the docking bay placement? Would placing the HTL one in the models file break any missions in INF:A?
2 - I see you're also not using the reskinned HTL Leviathan model, rather the same mapped Fenris model. I think you said that you did this to avoid using another set of maps. If I were to simply write a modular table to tell the game to use the remapped Leviathan from the mediaVPs, would that break anything in INF:A? I only ask in case you've customized the Fenris/Leviathan model to INF:A?
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1. This is why:
(http://inferno.hard-light.net/faustuserror.jpg)
PCS refuses to convert my remapped version
2. You'd need to extract the Leviathan model you want and it's maps, and then change the model it wants using the tbm.
It's to avoid using more large textures and the official Leviathan is not different to the Fenris in looks. Since we don't use the Fenris in the main campaign anyway changing it would be pointless IMO.
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Oh as a note the HTL Orion in INF:A was a remapped one to fix a similar error, so it's not the same as the one in the media vps.
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Remapped... :confused: Erm... is this related to textures?
Sorry for my n00bness. :(
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The big red arrow on the pic
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Who's going to notice except for a tester?
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I noticed it :p
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In INF:SCP GTVA bombers have PAC cannons. Does EA bombers have railgun cannons that play a role of GTVA PAC? If no, then what do they have?
Will they have it in INF:A2 ??
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They use the Ripper cannon only.
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The GTB Surt, which is a joint venture between the GTVA and the EA uses a railgun system. Archives ship. (I love being a super fanboy)
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The Leda uses a 'kind of railgun' for INF:A2 only
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The big red arrow on the pic
I don't get it. What's it pointing to that's wrong?
Or does the texture somehow contain a big red arrow? :p
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No, instead it contains half a turret :p
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Yeah, I see it now. (I was about to ask what the problem was.) It looks like half of a missile turret.
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To be more specific, are you referring to the area enclosed in green, the area enclosed in fuchsia, or the line overdrawn in blue? (I can only assume you mean the fuchsia region, in which case, the arrow isn't pointing to exactly the right place. :p)
(The picture colors are messed up because I was in a hurry and used Paint. ;))
[attachment deleted by admin]
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I think what he wants to make out is that the texture is wrong. If you look at the bottom half of the ring section (the peice your fuchisa ring is over) there is a simgle continuous texture on its front face. That should continue around the entire ring (like on Woo's model) but on the HTL one textures from elsewhere on the ship are mapped there for some reason.
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I think what he wants to make out is that the texture is wrong. If you look at the bottom half of the ring section (the peice your fuchisa ring is over) there is a simgle continuous texture on its front face. That should continue around the entire ring (like on Woo's model) but on the HTL one textures from elsewhere on the ship are mapped there for some reason.
Yeah
For those who still can't see:
(http://inferno.hard-light.net/faustuserror2.jpg)
You should be able to compare the green section with the non HTL model
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Gotcha. Looks like a jorb for Galemp then.
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Yeah PCS refuses to convert my fixed version.
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I've got this whack idea for INF:A2, though it probably won't work due to the "slow" speed of light.
Perhaps in an INFA2 mission, have a supernova animation play somewhere. The brilliance of a star going BANG, but at the cost of many lives. Too bad the EA knows nothing.
"What is that ant-sized object in the telescope?"
SJ Sathanas... :lol: :wtf: :nervous:
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Now you guys know why I had asyikarea51 daydreaming for the HLP Installation. :P
Um... Question? If the Plutonians have modified ships, will they be different from the ships used in other factions (ie. Will a Plutonian Leviathan have a different entry than a Neptunian Leviathan). Or will you just be using the Special Hits function?
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There is no Neptune faction, so they don't have their own ship models.
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So Jovian Coalition = Jupiter, Saturn,Uranus and Neptune?
Or there is JC, Saturn Federation, Unarus-Neptune Union just like in S:AH??
Could you tell us more about each Sol faction, coz INF:A don't have any techroom entries.
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The factions in INF:A are not the same as INF:A2.
The SAH factions have nothing to do with this at all.
-
So here is what we know:
INF:A
Earth- Earth,Moon,Mercury,Venus.
Mars- Mars, asteroid belt
Jupiter- Jupiter.
INF:A2
EA- Earth & Mars ?
Jupiter- ???
Pluto- ???
Others- ???
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Jupiter - Jupiter, Pluto, Neptune, Saturn and Uranus
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I think he meant Intelligence information, which disappointed me too. I mean c'mon, it only takes about ten minutes of writing in the Species.tbl to get a few tech entries out.
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It takes a bit longer to write ones which aren't total crap :p
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Not if you spend some time thinking about it beforehand. Hmm... I guess that could be considered part of the writing process, couldn't it.
Oh well, the Intelligence entries are great fun to write, I think. Lets you flesh out the universe of the campaign a bit more.
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I've got this whack idea for INF:A2, though it probably won't work due to the "slow" speed of light.
Perhaps in an INFA2 mission, have a supernova animation play somewhere. The brilliance of a star going BANG, but at the cost of many lives. Too bad the EA knows nothing.
"What is that ant-sized object in the telescope?"
SJ Sathanas... :lol: :wtf: :nervous:
The light from the supernova would take decades (or even longer) to reach Earth and it would be bright for weeks on end.
-
Not weeks, years.
-
Slightly off topic, but one thing that I wonder about is - why haven't the GTVA forces attempted to make radio contact with Sol? If I remember correctly the Alliance has a presence in Alpha Centauri, which is only a bit more than 4 light years away from Earth. With all the huge radio arrays present on Earth, the stranded remnants of the GTA would be sure to pick up any transmissions.
That also might fit into the Inferno storyline. Somehow.
-
There was a thread about this, "Communication with Earth still possible" or something similar.
I don't think that adding such things in the storyline is good. No one in Sol knows what happens in GTVA space and vice versa. Making contact and nothing more is useless.
-
Plus, four lightyears of distance means that there is a pretty big communications delay between messages. It would take years for each side to transmit recent happenings. By then all that info would be out of date, or possibly wrong.
-
I'm thinking maybe it's possible, considering the timeline in which INFA and INFA2 occur... Maybe by the time of INF SCP (2400?), the light would already be visible?
(not in a good state to think now, so I admit I kinda shot this out without thinking right :blah:)
-
Inferno occurs in 2401. :P
This topic has been brought up a lot. It gets kind of annoying. ::)
-
With release of INF:A and work on INF:A2, I have a strange feeling that INF SCP is on hold :(
Does there is any progress, WIP related to INF SCP (excluding recent work on HTL models like Peregrine) ??
What need to be done for INF SCP to release??
EDIT: about INF:A2
will you use newly discovered Kiuper-belt miniplanets like Sendna and Xena(?? this name sux :P ) in plot??
-
Most of my interest is currently on producing the INF:A standalone modpack, Sids back working on INF SCP.
-
you mean you're not alone anymore?? YAY, btw could you ask Sid to make some update "glory shots topic" of more INF SCP ships?
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He's got more important thing to do right now. What he wants to change requires a lot of changes to the tables and lots of fixing needs to be done.
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Inferno occurs in 2401. :P
This topic has been brought up a lot. It gets kind of annoying. ::)
It has?
Understood. I'm shut for now.
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Is Sid going to rebalance the game? If not, what's he doing? When did he come back?
-
Yes, and redo the missions again, last night
-
What about the new missions?
-
Well new missions can't be done until they are done.
-
That's gonna need a few, right?
-
The HTL Leviathan in INFA2... is it using the same textures as it currently does in INFA (exception: nameplate), and the same number of turrets?
Odd, I know, but I couldn't live with it anymore and decided to transfer the MediaVPs Leviathan over to INFA. Canon, canon! :lol: If INFA2's new Leviathan maintains the turret numbers and the same textures, I'll do the same for that one. Or better yet, INFA2's HTL Leviathan on the MediaVPs Leviathan textures, with the strong blue colours on the centre circle thingymajig (but that's only if I don't run into errors with the texture renaming, as said in the next sentence. :() :lol: :lol: :lol:
Oddly enough, I tried changing the texture names on the INF_Fenris.pof using both PCS and Modelview, but the texture list became corrupted. No idea why... so I used cruiser01x.pof out of the mediavps instead.
-
It worked for me. I even switched to HTL Faustus.
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It worked for me. I even switched to HTL Faustus.
You mean renaming the texture names of the Inferno Fenris POF?
Odd. I'm using the MVPs Leviathan POF. :wtf: At least the turret numbers and positions are the same, so it's not that big a deal (but no idea on INFA2's modded Leviathan, which is why I'm inquiring about it).
-
Well, you see I'm running INF:A as a mod of my main FS (as it should), but I also play with the Media VPs in my main FS directory (which is something that I know that isn't exactly looked well upon). Therefore, all I had to do was extract the INF:A ships table file and edit the Leviathan to use cruiser01x.pof. For the Faustus, I just changed the model name in the tables to science01.pof. All the models and maps are then pulled from the media VPs.
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Oh, okay. Point taken. :)
I'm not running the MediaVPs, so I had to do the texture renaming and stuffs.
-
The HTL Leviathan in INFA2... is it using the same textures as it currently does in INFA (exception: nameplate), and the same number of turrets?
We're currently using the Plutonian model for the regular Leviathan
(http://inferno.hard-light.net/SALeviathan.jpg)
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I can do tech descriptions. Go ask MT. ;)
Okay, I'll stop being modest.
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Well I took that shot in FSPort mode, so the mod was using the FS1 tech entries :)
-
Well, new entries are welcome...
-
Yeah for in non FSPort mode :)
We've got plenty of blank ones right now too.
-
Write there what you aren't supposed to write in com briefs and briefs(something the pilots should know).
-
That reminds me.
With all these new ships coming out in INFA2 and INF SCP, well...
Who are the manufacturers of these new ships (particularly the EA and Jupiter vessels)?
:nervous:
-
Those aren't finalised yet.
-
Atlantis Corp maybe..or Sol branches of Han Ronald and stuff.
-
Right. Point taken. :)
Looks like the only lead will be INFR1... Atlantis? But then again INFR1's story doesn't apply to INF SCP anymore...
The Donar manufacturer's name sounds nice... what was it again, the Aerodyne Corporation or something? :blah:
-
Atlantis Corp
That ones used on the EA tables for INF SCP, and the INF:A tables are basically imports of that data right now.
-
So Atlantis is INF canon.
The Sol division of Han-Ronald isn't a bad idea either... oh wait. On the GTVA side, does Han-Ronald still exist? (INFR1 states they did the SOC fighters... well at least that company didn't die out like what the wiki said... :shaking:)
Sheesh, then when the war's over and treaties get signed... Two companies under the same name... :nervous: :D
And I keep thinking it's Han-Roland, not Han-Ronald, even though I'm wrong. Must be the word association playing with my mind... :wtf:
-
So Atlantis is INF canon.
Well yeah, it's a massive station orbiting Mars were a certain large vessel is being completed.
-
So it's being used, right?
-
And I keep thinking it's Han-Roland, not Han-Ronald, even though I'm wrong. Must be the word association playing with my mind... :wtf:
In FS1 one of the .anis had Han-Roland in it as opposed to Han-Ronald so I think it caused some confusion.
-
Well that wasn't the point.
-
Well Han-Ronald just reminds me of McDonald's, oddly enough. Small yet overpriced burgers. Ugh.
Han-Roland sounds nicer to me. :lol:
Aww, CRAP!!! Now I just remembered a really silly mistake I made in a Burger King outlet not too long ago... arRRRRghhh... (http://209.85.12.236/5024/118/emo/bangwall.gif)
-
I know, 'Ronald' doesn't have that sort of feel to it as Roland. Plus, it's the name of my driver. :P
-
Whoops. Sorry... :nervous:
[OFT]:wtf:, it's 4:04AM and I'm still going. Back to sleep, or to my sketching, I go...[/OFT]
-
Question. Will the SC Rictus by GE (IIRC) be used in Inf? The one that chews through fighters but gets owned by the Bellerophon?
-
No
-
Archives?
-
Rictus? Bellerophon?
Damn I wanted to use these names in STHCRS! Someone stolen my idea! Where they come from, Snail?
-
Dunno. GE made them. Posted them on Inferno boards. Woo fogot about it I guess.
-
GE=Galactic Emperor?
-
Yeah.
-
Do you have a link?
-
I'll go fish around for a bit.
Gotcha. http://www.hard-light.net/forums/index.php/topic,19535.msg381456.html#msg381456
Oh, the piccies aren't working sadly. :(
-
I have problems with English,ok,but if you use another language I can't understand.
Piccies are pictures I hope.
-
Dunno. GE made them.
He didn't make the Bellerophon, Venom did, and that's in the main INF campaign.
-
Piccies = Pictures, yes.
Oh, and do you have access to Inferno Alliance Internal? Come and see here.
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Dunno. GE made them.
He didn't make the Bellerophon, Venom did, and that's in the main INF campaign.
Uh? Where's that ship?
-
in the main INF campaign.
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INF SCP you mean because there isn't a Bellerophon in INFR1(I think).
-
Yeah
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Hey there, I'm having some issues with R1 or the patch,I've looked with VP veiw at the missions and it's missing mission#6 but that's not abig problem.What is though is what ever mission # it is [The one where the Kismat and Diablo are there and you have to disable the main beam cannon of the Diablo "Stand off" I think]
Well, everything is there but the Diablo is completely disabled and doesn't move. i played the retail version and had my butt handed to me.The scp/open version doesn't seem to work and I've tried old and new downloads.It [Diablo]just sits there and does nothing If you try to destroy it It will take over an hour and a half..
So is it the download, or is it that R1 w\patch won't work with the new 3.6.9 build or something that I'm not grasping.
-
There's another thread about this problem in this sub-forum.
Which SCP build are you using? It's a SCP bug.
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L.G.M, I'm using 3.6.9, basically part of the Turey install and modular install. I'll look around for a possible fix. Thanks
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Everybody's getting this bug! :nervous:
Who's next?! :shaking:
-
O.K
-
Do you guys play via the Techroom or in a campaign?
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Campaign
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If INFR1 will ever be voice acted, I will edit the campaign and fix this bug.
-
I believe it has something to do with the model, not the mission. Unless there's a buggy event self-destructing all subsystems and submodels.
-
I had a similar when playing Flames Of War: you have this bug when a warship departs and appears in the next mission under red-alert. I think I can fix this bug by calling one of the 2 Diablos "Diabloè" or "Diabloç" <---you won't see the last letters in game ecc ecc.
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Heh, I realised Inferno Public forum just got really quiet. All of Inferno's fans have been in Internal. :D
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Well the INFA internal, you shouldn't be able to see the main internal :)
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Does Zagreus, Tyr and Vidar will be use in INF:A2 or they will be decomissioned in time of INF:A2 campaign?
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Well the INFA internal, you shouldn't be able to see the main internal :)
Actually, I do see it. And I have Inferno SCP modpack and the latest mission block too. ;)
They are still used by Pluto, I think.
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Actually, I do see it. And I have Inferno SCP modpack and the latest mission block too. ;)
Heh that would be kind of hard, you can't get the INF SCP modpack off the internal :D
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Yeah? How do you think I know so much about Inferno? ;) :D
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I've seen you looking through really old threads before :p
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You know a lifeless fanboi needs SOMETHING to do.
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Heh, I realised Inferno Public forum just got really quiet. All of Inferno's fans have been in Internal. :D
Pfft, no wonder it's so lifeless out here. :rolleyes: (no sarcasm intended)
But then again I still have plenty of overdue stuff to finish and a future to worry about. :( :mad:
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Heh, I realised Inferno Public forum just got really quiet. All of Inferno's fans have been in Internal. :D
Ah-hem! What about me? Don't I count as an Inferno fan? :blah:
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Your not as noisy as some others :D
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I guess I'm not noisy either. When someone on this thread talked about a Diablo problem, it reminded me that when I played ITDoH, it had no engine subsystem but yet it still acted as if it did by moving and jumping out.
Gee..I guess That'd be me.. At least the real me since my dam housemate keeps using my ID instead of making his own. Fan, yes of both, but it's just I like R 1 better it seems to strike me as a more progressed time line, for the ships that is. plus more variation not Fs1 revamping.
Lt Gen.. Why don't you fix it anyway? It's not like Woo's going to go backwards and Voice act an Old project.When He's working on something new[ I wouldnt would you]
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Because my thread about the voice acting for R1 is buried.
I would have fixed some bugs and added some SCP features, like show-hide-jump node in the mission where you first encounter the Shivans.
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Also he's busy with a project of his own... as are most of us.
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How's Dreamcatcher coming along? I'm still looking forward to that one.
-
How's Dreamcatcher coming along? I'm still looking forward to that one.
Oh yeah! Do you need a tester, Hunter? :D
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Not quite. Part 1 still has about four or five missions to complete, also some of the earlier missions need fine-tuning. I also need to find some time to figure out how to get the ****ed website up. I'll put out a call for testers once I have the missions done. It'll be awhile yet.
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<do not try to join the Dreamcatcher team...do not join the Dreamcatcher team...you still have 135326436265 campaigns to complete....you can't ruin your life because of your behaviour!>
Urgh...create a topic in that special forum...post the missions there if you need help...
<I couldn't resist>
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I'll take this chance to remind people that Dreamcatcher has its own thread (see signature), and that I would request discussions about it take place there, instead of stealing space from other project's topics.
-
You mean in-stead....
:lol:
You can discuss about DC in that forum too, if you want. People like Edivad might help you.
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You can discuss about DC in that forum too, if you want. People like Edivad might help you.
Yeah, if you need help, here I am.
You mean in-stead....
"That boy will be hung... i know that boy will be hung."
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"Not before killing 1,000 people." :D
DySkO may help you.
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DySkO may help you.
In what? In testing Dreamcatcher? If it's that, I'm glad to help, otherwise... :nervous:
Unless you need some tables done. That's all the modding I'm able to do :D
-
DySkO can FRED too.
<ehm, let's return "on-topic">
-
Fine, I'll ask a question.
What will become of the second-to-last Gigas? (the one which has been sean but has not been released) Will it be scrapped?
-
I don't plan on releasing it if that's what you want to know.
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I'm not asking for that. Just want to know if it will be used in a different role or something, or just scrapped.
-
Scrapped, we have better looking models than that one now.
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Will it ever be released.
Better models? Like what? The Vidy?
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Like the new Gigas.
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Woo, genius at knowing how to answer questions without actually anwering them. :P
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I did answer the question. We scrapped that Gigas as we have a better looking Gigas model.
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Woo, genius at knowing how to answer questions without anwering the way you want them to be answered, thus without actually answering them. :P
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In other words no pics :p
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Woo, genius at knowing how to answer questions without answering them the way you want them to be answered, lacking pictures, thus not actually answering them. :P
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That's really annoying, Snail.
-
That's really Funny, Snail.
fixed
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No, not fixed. I mean what I said. If you think it's funny, you say so. Don't pretend you're correcting me.
-
Does the new Gigas look like the Rakshasa?
-
It'a a similar design to the previous versions, yes.
-
Time ago you posted all the Gigas version, but the last one wasn't clear. The shape, however, was Rakshasa-like.
-
Yeah that's the one :)
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How come you answered his question?
(You don't need to answer this question because I already know the answer to this question). :p
That's really annoying, Snail.
I would insult you but I'm not in the mood to do so....
-
I would insult you but I'm not in the mood to do so....
Ah ah, this is the English version of a common sentence...
-
I'm not English. I've just lived in England for half of my life (probably the rest of it by how things look right now).
-
So? I'm not Italian. I have been adopted when I was just a baby.
-
Hey Woo, can we see some pics of the different versions of the Gigases? I would like to see how it "evolved." Specifically, what did the one-that-will-never-be-released look like?
A cookie to anyone who gets the reference... :drevil:
-
He posted the evolution showing the Gigas in four different forms (the final one being heavily blurred, so no details could be made out) awhile back... I think it was even in this thread!
-
Yup. It must be somewhere...
I know that the new Gigas is a bit Rakshasa-like thanks to that image.
-
Well the last two were also based on the Rakshasa design.
-
Are you guys using a version of the HTL Lucifer with added turrets anywhere in SCP or AS or A2?
-
Yes, INF SCP uses a HTL version of the Lucifer set up like our upgunned one we released. INFA uses both the regular turret HTL Lucifer and the same one as INF SCP.
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1) The INF SCP Lucy has no shields but more weapons (2BFReds, 2 LReds, 8 SReds).
2) No.
3) AFAIK There are no cap shields anymore.
4) Probably.
-
One odd question on SCP - Corinthos missile.
What number is it, as in, GTM-??? (where ??? is the number I'm looking for).
If you guys haven't come up with a number, I can suggest one... which pays tribute to something I'm not a fan of XD
;) :lol: :)
-
GTM-55L
-
:blah: <---- shock
:lol: the reply is so straightforward, it's creepy... whatever, thanks anyway. :) :lol:
-
Expected Answer:
Terran weapons have numbers depending on their explosion size and type.
-
Where'd you get that?
-
Lesbian
-
:wtf: :lol:
-
Uhm... do we have something else to talk about?
-
Okay. I'll ask a few questions.
1. If the Vidyadhar is not a second Vinaashak, then what is its role?
2. There have been a few shots of a GTVA drydock (in mission 3 I believe). What is its name?
3. Plain blue beams may look bad beside the Vasudan and Shivan beams that Bobbau made. What is your solution?
4. If the Gigas can't fit through the gate, does it make multiple jumps until it gets to Earth, giving time for the GTVA and EA guys to attack it?
5. What new weapons does the Inferno Sathanas have?
6. When the GTVA were attacked by the EA, was the Nyx in service?
7. Is the EAF Aurora interceptor still in the modpack?
8. Do the Vega Wars still take place?
9. Will there be any other Inferno campaigns besides INFA1, INFA2, the main campaign(s) and Gateways?
10. Will the Vasudans have any real involvement in the plot?
11. Will there still be a super rebellion (the one we see in the SOC chapters)?
12. Will there be SOC loops?
13. Will we fly EA fighters?
14. Can we have more eyecandy?
15. Will I stop asking annoying questions?
-
3. If you mean the beams I made for INFA, those aren't used in INFSCP
5. More AW capabilities
6. No
7. Yes
8. No
9. Possibly
10. Yes
11. No
12. No
13. Yes
15. No :p
-
15. No :p
That's true actually.
1. When was the Lindos put into service?
2. How long has the EA war been going on at the beginning of the campaign?
3. Was the Ryujin in service at that time?
4. Will the Tech Room database change with the missions (using tech-add-ships, etc.)
5. Who is 'Karpinsky?'
6. Is the SF Asthur still in the modpack?
7. Are there any new Gas Mining vessels?
8. Are there any planned missions into Shivan space?
9. How many missions total?
10. Will there be any officer exchanges?
11. How many 'main' Chapters are there now?
12. Will the Mihos have guns on the outer gun set or the inner?
13. The Oberon and the Tereus have a sticky-outy thing at the bottom, are there any subsystems placed there?
14. Are subsystems placed (on other (and all)(capital) ships) at logical places, or just splattered everywhere?
15. What cargo does the EAFr Titus haul? Or is it a bulk freighter?
16. Is the Corvus a troop transport or a normal transport?
17. Will the Auriga have any beam weapons in INF SCP?
18. Do the Vasudans have a lighter carrier (counterpart to the Leneaus)?
19. Will the Oracle be destroyed? If so, when?
20. Now can we have more eyecandy?
-
Don't you think it's a bit exaggerate?
-
Huh? Most of them are serious questions that I want to be answered. It's just the last few that are a little silly.
-
1. When was the Lindos put into service?
2. How long has the EA war been going on at the beginning of the campaign?
3. Was the Ryujin in service at that time?
4. Will the Tech Room database change with the missions (using tech-add-ships, etc.)
5. Who is 'Karpinsky?'
6. Is the SF Asthur still in the modpack?
7. Are there any new Gas Mining vessels?
8. Are there any planned missions into Shivan space?
9. How many missions total?
10. Will there be any officer exchanges?
11. How many 'main' Chapters are there now?
12. Will the Mihos have guns on the outer gun set or the inner?
13. The Oberon and the Tereus have a sticky-outy thing at the bottom, are there any subsystems placed there?
14. Are subsystems placed (on other (and all)(capital) ships) at logical places, or just splattered everywhere?
15. What cargo does the EAFr Titus haul? Or is it a bulk freighter?
16. Is the Corvus a troop transport or a normal transport?
17. Will the Auriga have any beam weapons in INF SCP?
18. Do the Vasudans have a lighter carrier (counterpart to the Leneaus)?
19. Will the Oracle be destroyed? If so, when?
20. Now can we have more eyecandy?
3. No
5. EA Commodore
6. Should be
7. No
8. Not at this time
11. 3
15. It's a bulk freighter mostly
17. No
18. Rahotep
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So you didn't answer Q.2, huh? Well I'll try a different approach.
When was the Melia constructed?
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I didn't answer 2 as it was changed at a point, and I don't know what the current mission plans are as I'm only dealing with the modpack side of INFSCP right now. Sid will know the answer to that question.
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When was the Gaia constructed?
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Please just call it Melia to stop confusion with the OTT Gaia.
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Why?
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to stop confusion with the OTT Gaia.
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Read my post in the other thread.
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At this time... Maybe there will be later, just not planned yet. I hope so. And I hope the Gargant isn't... Scrapped.
-
Scrapping the Gargant? Impossible!
-
It nearly did happen. In fact, Woo isn't even sure if the Gargant will even appear in Inferno anymore, or what lies in its future (the Gargant's future, that is, not Inferno's future).
-
Question (don't worry, just one this time! :))
What was the EAFB Scimitar? Is it scrapped? If it was crapped, can we have a description at least of its role and stuff?
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It's not scrapped.
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Then what is it?
(oops, i realized i put crapped instead of scrapped! :lol:)
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Well it's EA in INF SCP... I wonder... How come it hasn't been talked about or seen in any screens?
-
The Icanus takes down the Gigas...in a short amount of time, the Shivans bring the Gargant.
If you want to scrap the Gargant, make it free-dlable. I want to take a screenshot and set it as wallpaper...
-
Well it's EA in INF SCP... I wonder... How come it hasn't been talked about or seen in any screens?
It is a stealth bomber...
Satisfied? ;7
-------------------------------------------
I recall that bomber actually. IMO, the ItDoH version needs a reskin though. The textures aren't of real high quality. Also, the Pegasus maps don't really fit the whole visual theme of the EA. Many of their ships are grey and more industrial (for lack of a better descriptor) in appearance. The shape of the Scimitar is good, but the skin clashes with the rest of the EA fleet.
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The argument could be made that the Pegasus maps clash with any fleet.
IDEA! A whole fleet of black and blue ships! Whoah, that would be creepy... :shaking:
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My point is that if the GTVA invented "the look" of the Pegasus before the Melia was built, then why does a ship for the EA have almost the exact same appearance when the two governments had no contact during that period?
That's why I say that the Scimitar's skin clashes with the EA fleet.
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It probably uses the EA uniform fighter and bomber skin.
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It's a different model to the one your probably thinking of. The stealth Scimitar is a very old model.
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Maybe the materials required to create a stealth fighter or bomber even when firing are...blue.
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Question. Aldo has released Bob, the startled Vasudan in a cockpit. Will you add him in?
(most likely not since it's a lot of work)
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Probably not.
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LieutenantGeneralMobius and 10 Guests are viewing this board.
Pretty satisfying,uh?
I don't want more stuff by Aldo.
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Why? His models are very good. Look at some of the stuff in Lost Souls.
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He's a nice guy, we all know, LGM. Thanks for deleting your post.
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His models are good but he is a dkhd.
First I ask him if we can use his models in Steady, and then you say so of him? :doubt:
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That's not very nice.
Hey, Dysko, delete the quote you fool!
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I rarely insult people :) When I write offensive words I usually joke :D
He should behave better, anyway. <_<
:p
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Well since Aldo is one of Infernos main content providers, and LGMs statement is extremely rude I think I'll close this before it gets out of hand.
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Huh? This thread's unlocked?
Thanks :), this way I can ask any SCP/A1/A2 questions here without spamming up the other threads. :doubt:
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Hooray!!! Question time!! :D
I have a question already!
What is the Hailfire cannon in the Gateways campaign, and can we see it in action?
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If you mean the Hailstorm, I believe it was featured in one of the previous trailers.
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Ah, yes. Hailstorm. Whatsitdo?
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Kill Shivans
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Whoa, that's such an info leak! You just gave away the entire storyline of Chapter 1 & 2! :eek:
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I removed my crappy post...
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...and my number of posts has been reduced by 1.
Ok, now it's fine :)
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kk... Next question... Let's see here.
What is the SD Iblis' armament (I'm interested in that destroyer since the original Ravana sucked ass)?
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Whoa, that's such an info leak! You just gave away the entire storyline of Chapter 1 & 2! :eek:
Haha wrong, dude. The INF SCP storyline is completely new, and I haven't told you guys too much about it. And I don't plan to do so in the future. :P
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Kill Shivans
Does that not spill THE ENTIRE PLOT of Inferno Chapter 1 & 2? Hmm? No matter what, you can't say that that doesn't happen. :P
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It's not the entire plot though :p
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Yes it is. It's the entire storyline of Chapter 2, at least! :P
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An entire Chapter dedicated to the Shivans?
And the Reborn HoL? A new Terran Rebellion? :P
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Not reborn HoL, 'Great Rebellion.' That's a T/V rebellion.
You know, I actually think that the Procyon Confederal Autonomy is the only joined Terran-Vasudan rebellion in any campaign so far. It's either a plain Vasudan rebellion or a pure Terran rebellion. A joined rebellion versus a joined alliance makes it seem as though the Terrans and Vasudans are much closer.
I had an Inferno idea in which the GTVA is poised for another T-V War, but then a huge rebellion that is against a second war comes up, working together. The player overthrows the main GTVA government here. A new government is set up in which the Terrans and Vasudans are equal, etc. etc.
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I don't comment your post because I don't want to spoil some of my "WIPs".
Not reborn HoL, 'Great Rebellion.' That's a T/V rebellion.
I was refering to two rebellions. Ch2 could be about the Shivans and the HoL as logic consequence plus a Terran rebellion. Please don't tell me we'll fight only the Shivans in Ch 2 because...I don't believe it :P
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Well maybe we get to fight more EA.
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What remains of the EA you mean...
But there must be something about the HoL.
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Yes, the involvement of the Vasudans is always a good thing.
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There must be Vasudan rogues! The GTVA isn't stable!
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Yeah, I agree with High Max. :)
It's been said many times before; Inferno would be hollow if there was nothing gained, just a big war with lots of mods. Something should be learned about the enemy.
Woo must have his own orientation to what he believes the Shivan's motives are.
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In INFA, we're spending our energy to describe the situation in Sol. Something similar can be done for INF SCP, too... SC 5 :P
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It's not the entire plot though :p
If you decide to make the story much less interesting by not revealing any info about Shivans, their origins, and motives, then I think that there isn't much to the plot.
It's more interesting by not reveal anything it makes people more exited about project;)
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What's your point? Woo must have his own theory, right? :)
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As a matter of fact, I do have a few questions:
first, is this battle part of R2?:
http://www.youtube.com/watch?v=Rhbf9X9s0GA
Second, when you say inferno has fighter beams, does that mean the player also can shoot those beams or is it shivan craft only?
Third, I saw several times you saying the gargant hive ship will not be destroyed, do you mean in R2 only (in that case it will be destroyed in R3) or do you mean never? It would be great to see one day the shivans definately halted (and their flagships, gargant and upwards) destroyed. Someone actually proposed destroying a gargant from within using descent like gameplay, could this happen in the future (perhaps inferno 2?)? the idea looks promising.
Thanks again anyway for the satisfaction you have all given to us who don't like unfinished stories.
regards.
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Is the storyline of the later chapters finalized ? If I have an idea that I think would be A1-supar, would you consider at least reading it ?
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Yes, if you send PMs to the members of the team. If your idea is accepted...you can't write it where everyone can read it!
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Even if its the most intriguing and excellent story EVAR, Woo probably wouldn't use it. :doubt:
Yes, I know I'm being an ass. I am sorry. But it's true.
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What's your point? What are you trying to say?!?
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Woo will most likely not make large story detours at this time, or any other really.
We can only hope so. Inferno's story is a bit bland right now.
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Uh? You know what Rampage did, the storyline is going to be developed better this time :D
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Yeah... But I really have to find out what the **'* ******* ***** ****** is. I hope it's not a ********** ******.
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I thought it was **** ***** *** ******. Links, please.
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Inferno crashes whenever I start the game. It won't load and says this debug msg:
Error: ships.tbl(line 2454:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$ND 239 234 134].
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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Get this file (http://www.fileplanet.com/hosteddl.aspx?%2f3dactionplanet%2fhlp%2fhosted%2finferno%2finfr1scpv10.exe). It should help.
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i got an question about all the ships
are we gonna see all the ships(except the accients) of the earlier release? or even better are there gonna be more ships.
if not wich ships have beeing schraped (not the warlock plz!)
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The Telemus and the Vesuvious have been scrapped. Other ships like the Lindos have a new shape. There no longer is a SOC fleet: ships like the Solaris are now part of the normal GTVA fleet.
*woo* no-one is supposed to know about that
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All SOC cap ships are scrapped except for the Solaris IIRC... So that includes the SOSD Olemus and the SOD Segomo... But they may be added to an 'optional' ship pack..
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Ah, it's Vesuvius. Italian Pride -1. :blah:
They may be added...but are there going to be SOC based campaigns?!?
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Other ships like the Lindos have a new shape.
NOOOOOOOOOO! :( :sigh:
No no no no no! The Lindos was my favorite ship out of the entirety of R1! Now it has a different shape... :(
I hope this new shape is as good as the old one... otherwise I'll just use the old one in lieu of the newer version.
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Personally (and disregarding time and effort issues, sorry, stressful week and no mood to think about more work :blah:), I'd leave the regular mods as they are, but any and every scrapped ship ends up in HTL and gets released in a "so-and-so expansion pack".
One person can have tons of ideas. Tons of people = the possibilities are close to endless.
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Other ships like the Lindos have a new shape.
it wasnt my favorite ship but it was a unique ship! :( it was more like a flying fortress to me than a ship and thats why iy was unique? why did you scrapped it? :( and will it be completely diffrent or are there still little things of the old model
or is this all classified :ick:
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All ships with new shapes are far better than their old versions :)
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All ships with new shapes are far better than their old versions :)
cool!
does that means the lindos is more fortress than ever? :D
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Sure, the abilities of the Inferno Team modellers have improved ;)
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Dare we ask for some screen shot?
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There are some screenshot in the main INF site. Woo has the links on his signature :)
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The eyecandy threads are far more up to date than either of the INF sites for screenshots.
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All ships with new shapes are far better than their old versions :)
That is subjective.
Not that I doubt that pretty much all ships look far better than they used... I liked the old Lindos design. I will be extremely sad if it has changed drastically.
Still, I'm going to try to keep an open mind about it...
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You're right, it's the result of the work of experienced modellers. :)
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I'm still looking for that pic I had...
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The new Lindos: (http://inferno.hard-light.net/INFJuly02.jpg)
I think it looks a lot better then the old version. :yes:
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Of course. More polygons and better textures. :yes:
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cool! that Lindos looks REALLY good! great work INF team! :yes:
what's the big brown structure at the bottom left of the picture?
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The so-called 'big brown' texture is most likely the Melia.
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The new Lindos: [Pretty Picture]
I think it looks a lot better then the old version. :yes:
Whew... when I saw the words "New Shape", I was thinking that someone had changed... well, the entire shape. :p
I like it. :yes:
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I like it. :yes:
Of course you do *hides gun*
urk, beeteedoubleyou, the Darkness' shape has been completely changed... :( I know...
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The side mounted pods at the top of the towers...Are those torpedo pods?
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They were in R1 but they may have been changed to Railgun mounts I suppose (I dunno)...
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They launched Hellfire torpedoes and yeah, I think they're railguns now. :)
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The new Lindos: (http://inferno.hard-light.net/INFJuly02.jpg)
I think it looks a lot better then the old version. :yes:
im in love!!
WOOHOOO
ITS EVEN BETTER THAN I TOUGHT!! ITS A BETTER FLYING FORTRESS! :D :D
edit: damn.. i really cant wait to get my hands on the new inferno ;)
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I like it. :yes:
uthe Darkness' shape has been completely changed
in a positive or negative way?..
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I haven't seen the new one but Woo has said it is a COMPLETE REDESIGN. *screams*
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I haven't seen the new one but Woo has said it is a COMPLETE REDESIGN. *screams*
hmm i quess will have to sit down and wait.. :p
i thinks is way cooler than the old one..
i liked the old one but maybe it was a little thin.
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The old Darkness was a bit blocky...just a "bit" :blah:
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I hate the old darkness, mainly because it had that dumb huge triangle on the belly of it :ick:. I am glad that it is being completely redone.
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The Darkness always kind of did have an unfinished feel to it. I'll be interested to see how the new model shapes up.
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errrm dare i ask what it is.. if thats a cruiser/corvette/destroyer... :no: of course if thats a replacement to the Arcadia... or.... some kind of superweapon :yes:
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Love the new lindos. Model looks alot better than old one, yet close enough to it to not be a completely new ship
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urk, beeteedoubleyou, the Darkness' shape has been completely changed... :( I know...
No it hasn't
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Eh? I thought you said it was? Can't we see a screenie? Or is it that Jovian one you posted on internal?
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Can you stop posting about stuff mentioned on the internal in the PUBLIC forum :rolleyes:
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Well you leak everything anyway... :blah:
If you don't like it you could always snip it off or delete it.
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Too late... everyone's seen it. :D
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Too late... everyone's seen it. :D
WHAT? THE NEW DARKNESS?!?
WHERE??
or do you me the lindos? :ick:
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No basically some INF models are going to be replaced and I didn't want that information spread and two idiots went and mouthed off on the public forum.
However there is nothing to show and since I'm now going to get lots of people bugging me about it I think I'll close this thread again.