Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: Lukeskywalkie on January 03, 2006, 06:02:31 pm
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Inferno R1 with the patch and the latest CVS build works great, couldn't be better, but I always loved . I had a handy system of switching between them, too; but now, it seems, I can't get the sol campaign to load up at all. you just install inferno, and copy over, right? what am I missing? when I do this, I get 50 bagillion errors telling me about missing turrents and stuff. I'd be more specific, but I deleted it in anger.
what's the best way to get sol - a history working?
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As far as I remember there was a repited Lines in the Ships and Weapons TBL that comes is Sol: A History, aside from another few misspeled lines, I just paid attention to what the Error dialog says and fixed it the 1st time I tried to play Sol, but just, 1 second more and I would just have said "to hell with this...." or to be more accurate "to Inferno with this...", the best way to get something to work is to treat the problem patiently, believe me, it's true.
If it is that, then the fix just need a few minutes...
Maybe you can check (or ask) if there is an updated version in the Freespace 2 Campaing Forum (here at HLP)
I should be updating Sol: A History after I finish R1, and try to add the Sol Independence (Orion) with the right Colour, and Hi-Res Backgrounds, but I am not too sure.......
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Erros in SOL TBls:
icons.tbl: line 6: Oh my.......!!!!, someone used a ":" and not a ";" (typo error....)
weapons.tbl: line 492: Double line double data, line repited twice @Laser Glow: 2_laserglow03
line 1191: Double line double data, 1st line is write data, 2nd is wrong data (needs ;; )
line 4057: Double line double data, 1st line is write data, 2nd is wrong data (needs ;; )
line 4065: Cool "Homing: NO" and this info is submitted:
+Type: HEAT
+Turn Time: 1.0
+View Cone: 180.0
I don't really undertand the sarcasm in that line. Solution, Homing: YES
line 4893: Missing the ";; " for +Weapon Range:
ships.tbl:
about line 3502: a bunch of BFSilv and BSilv without the " " (quotes)
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But if you're in a rush, better try this:
http://files.filefront.com/S_AH_FixedTBLszip/;5080959;;/fileinfo.html
Ah....I need to update Sol: A History........Do those TBLs fix your problems ?
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Most of the SAH bugs should be fixed by the SCP patch. If you do update SAH, I'd suggest trying to use TBM files for it to minimise this happening again.
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I'll try the updated tbls; thanks. I'll post back on how it works when I get home and test it.
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The problem is that the INF R1 SCP Patch (or INF_2Patch) tables are overriden by the ones in Sol. Some campaings seems to have been released with some noticeable bugs (I don't really remember if the same happenes with Aeos Affair v2.0 or Delerict v1.0).
Those TBL that I fixed should eliminate, better to say fix, all of the prompted errors that Sol generates. I also, even before make in a step in Sol get suffocated by all those errors. That's why I start making update (and I choose INF R1 1st), in Sol the errors were really noticeable, enough for someone without experience to fix them, what I mean is that it should be more easy to update Sol than Inferno R1, but before I attack Sol, I need to see what I can do with Inferno since it's the parent.
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Ive been having an issue with all the ships in Sol being the same, All fighters for example. Is this becuase i'm running SCP? Or is it a known issue with tables that has yet to be fixed? :confused:
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so, who all here thinks that my idea might work? ? ? ?
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uhhhhhh........ 214? You sure your in the right thread? :lol:
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uhhhhhh........ 214? You sure your in the right thread?
I wonder the same....
Anyways, I have separated the Tables for Extra Non-Used Ships in INF R1 as Woomeister suggested. That means it will be a full SHIPS.TBL featuring only the used ships in INF R1, which are 66 (truly 67, I removed the Earth.pof since now it's a background), that means there will be space for 44 extra ships.
I really don't know what to do with the Extra Ships, if do a full TBM with all the ships, so I do this, I separated the Extra Ships by Species that means something like this:
INFunusedAncientShips-shp.tbm
INFunusedEAShips-shp.tbm
INFunusedGTVAShips-shp.tbm
INFunusedShivanShips-shp.tbm
INFunusedSOCShips-shp.tbm
INFunusedVasudanShips-shp.tbm
I know it's a lot of TBMs, but MODs like Solar Wars just use Ancient ships, if I put those in just one big TBM people will start editing the TBM because no one will use all the 40 extra Ships, so that will cut a little the edit....
I also separate another pack for use to make Shivan playables:
messages.tbl: Just the Shivan Comm when you call the Support Ship
INFshivAddWeapons-wep.tbm: Lightspeed extra Weapons
INFshivanSupport-shp.tbm: 2 entries, one for the Shivan Support Ship, another for the Nephilim with 3 SBanks
Of course this will let Sol: A History to work really OK, without Ship limits Warning. Though making this gives the Tables order it's just messing things a little, I believe more in dynamic limits.....
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I believe I still need to separate the extra entries for the non-used Ships, like in the Turret Angle Fix, it doesn't bother the gameplay, but it does bother the Debugger and I want to see if I can get rid of the warnings...
This just take me minutes...as I say, until there is something stable specially with the Media VPs v3.6.8, I can't really make anything. The CVS Builds are now working really fine specially with the $Team detection and the Animation Code.
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INFunusedAncientShips-shp.tbm
INFunusedEAShips-shp.tbm
INFunusedGTVAShips-shp.tbm
INFunusedShivanShips-shp.tbm
INFunusedSOCShips-shp.tbm
INFunusedVasudanShips-shp.tbm
I'd suggest seperate SOC and Ancient tbms, then combine the others. If someone just wanted a single ship from the Vasudan one they would be better the copy the entry into their own tbm so that they only readd what they need to use. That would still give them maximum space to add anything else they want.
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Okay, thanks Woomeister, I was unsure if that was good, I mean...those extra TBMs are useless to me and probabily to anyone playing INF, until they're playing a MOD.
I have get rid of all the Debuggers Warnings, I have to make a full species_defs.tbl, I already make the mod.ini, the DDS/EFF version of the Animated Cyan and Silver Beam Glow (**), and added the +burn time: xx.x for the Decals, it still crash your game, but well...
I believe the Animated Orange and Red Beam Glow *.DDS/EFF is already present in the Media VP v3.6.8 Delta (that will improve memory usage and speed)
I have one thing left:
1 - The Yellow Nebulas, I am not sure of replace the repited Nebulas since it will change the look of the original INF R1, but I am sure I'll replace it for the dNeb02, the Nebulae which has a planet in it, it's is really easy to see it's the same Bitmap, no matter how many you combine over...
??? - The Maps ?. Maybe when R2 is released, or when I feel it would be worth to spend the needed time (a lot...)
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For Sol: A History, I'll make 3D Planets and Moons, except for the Earth, which I have done with Clouds and Atmosphere, but it's not compatible with the SCP engine, since it uses Binary Alpha, and the Earth Clouds is just a White Texture which abuse from Alpha levels.
This is mostly because, there are lot of Hi-Res Planar Maps, while Backgrounds really lack in quantity and quality, except for the Earth one...plus the shadows of the planets will depend on the Sun's position, so it will be variable, and not static as Backgrounds....
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I have get rid of all the Debuggers Warnings, I have to make a full species_defs.tbl
The original patch table is quite out of date now it'll still work but debug builds will complain about missing data. It shouldn't be too hard to add the missing stuff as there was an example somewhere of a complete table for the default species.
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The original patch table is quite out of date now it'll still work but debug builds will complain about missing data. It shouldn't be too hard to add the missing stuff as there was an example somewhere of a complete table for the default species.
Yes, you posted it at the Update Thread, I already have done it. There are no Debug Warnings, not even 1 in FS2 and neither in FRED2....
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There is just one thing that I am missing, as soon as I get an answer I'll upload the full Update:
The Asteroids entry in the Stars.tbl is set to Bitmap which is used for Nebulas, should not be it a BitmapX, I mean after all that's how planets Backgrounds are handled...
In S:AH, the asteroids in the stars.tbl was edited to be a BitmapX, I believe that way should be right...I am wrong?
EDIT:
Found the solution to this, yes it needs to be a BitmapX, but there is no difference until it's a 32 Bit Image with the right Alpha, which is now correct, now the stars are seeing only throw the black area of the Bitmap, and not the solid asteroids, as it was before...this can be noticed at INF Mission 12
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As soon as I finish this I can take care of S:AH, I am still having mayor problems, specially while porting Planet Models, but well...
The mayor problem will be the TBLs of S:AH which differ a lot from with the matching entries INF R1, even the Lenghts, Missile Banks, and Gun Mounts (***), I don't check it, but I believe the one S:AH should be the wrong ones.
In any case, I'll I'll check in INF R1 by deleting the Descriptions, that way FSSCP will generate the exact data, and not edited one, just to be sure....
Also it will end using the enhacement files from FSPort v3.0 (I need to download this), since S:AH shares things with FS1, FS2 and INF
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EDIT:
INFERNO:
Yellow Nebulas:
(http://i29.photobucket.com/albums/c254/Shadow0000/Yellow_Nebula.jpg)
(http://i29.photobucket.com/albums/c254/Shadow0000/Yellow_Nebula2.jpg)
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I make an -AIP (AI Profile's Modular Table), which modifies the entry to allow Shockwaves to damage SubSystem on Small Ships.
I believe this is calculated by Mass in the Model POF, so...if the Mass of the Shockwave is greater than the one in the affected Model, then SubSystems on that ships are damaged (which have no Shield or a depleted one), after all the Shockwave makes the Ships shudder or shake, and that should be enough to decalibrate things such as SubSystems...
This is really important, maybe not much for INF R1, but is a lot for Ancient Ships, which are totally unbalanced (yes, I play Solar Wars and get a really bad impression on balance).
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I also add the SJ Sathanas to the SHIPS.TBL, it means that now 67 entries are being used, it's used for the Brifieng at Mission 15, and I changed the Shivan Super Capital entry in the icons.tbl which was the Icon of the Gargant, for the one of the Sathanas used in FS2.
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(10,000 or 25,000 characters is the max for single post ?, it depends on the Forum anyways...)
SOL: A History
I have problems with the Texture replacement in FRED2 everytime I tried to save a mission it crashes if I use that feature, anyways...(again):
(http://i29.photobucket.com/albums/c254/Shadow0000/JCD_Majesty_001.jpg)
(http://i29.photobucket.com/albums/c254/Shadow0000/JCD_Majesty_002.jpg)
Did I mention that now the Decals are working OK, yes they are, see the red section of the Independence on the 2nd ScreenShot.
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I am making a Full S:AH TBM which contains the specific changes from it, however this is useless for the FS1/FS2 entries until there are dinamyc limits, that means that the INFR1 Ships will be made as +nocreate but the FS1/FS2 ships will be created even when they have a lot of repited data.
The Weapons TBL reamins untouched by me, for the moment...
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EDIT:
I already make the TBM for dynamic limits (useless for now...), and the one that well be used, only for Ships.TBL the Weapons TBL should be easy but it's not pretty bad isn't, it should be all a big TBM, however the Weapons.tbl both in the INF_Main.vp and INF_2Patch.vp is preventing me from adding the Weapons of INF and S:AH as a TBM...well it will be the hard way, but it will be.
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The MOD.INI for INF (I already finish editing all fixes in the patch for INF, so this is a little old):
(http://i29.photobucket.com/albums/c254/Shadow0000/INFmod-INI.jpg)
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How far along is your work making Sol A History fully updated graphics wise, like the updated R1, Shadow ? I just used your tables to get the thing to work, and It would be nice to have some nicer looking planets, etc.
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Well, so so, here are the changes (good that I make a Version.txt now):
Well aside from the "so many things updated to INF R1 that appear in S:AH":
1 - Nameplates for:
A - Orion/Independence Destroyer (and -shine Maps)
B - Fenris/Leviathan Cruisers
C - Faustus Science Cruisers
2 - SkyBox (starfield.pof) to all Missions
3 - Rotated most Backgrounds to either made the Shadow on the planet match the Sun position or just to hide the fact it is a static bitmap, while it is the same at least rotated it's some difference.
4 - Replaced the 2D Moon Bitmap at some Missions where you are really near the Moon, for a Moon in 3D Model (5400 polys/ 75 segments [MAX is 200 / 39,600 polys]), using a 4096x2048x32 DDS Texture Map (originally 8192x4096x32 TIFF), rotated the Model Bank (Y Axis) so you can see both faces in different Missions, thing that is impossible with 2D backgrounds.
5 - Modular Tables (TBMs) for all which was possible, this simplifies a lot the changes in from INF to S:AH, still there are a lot, since it uses a lot of FS1 TBL entries.
6 - Changed the wrongly and missing FS2 "Prometheus R" and "UD-8 Kayser", one used by the "GTB Medusa" Turret, now is using the "Avenger" as in FS1, and the other by the "GTB Ursa" Turret, now is using the "Banshee" as in FS1. The same goes for the "Training" weapon used for the "GTFR Chronos".
7 - Ported and bring back to the FS1 Weapons, like INF "Avenger T2" for FS1 "Avenger". Also with all the extra enhacements (Descriptions/Bitmaps/Decals/etc.), this also goes for the already FS1 present ones "Phoenix V"/"Interceptor"/"Tsunami"
8 - Changed the Leviathan Model from cruiser01.pof (Fenris/Red Lights) to the Leviathan one (cruiser01x.pof/Blue Lights)
9 - Added missing Hi-Res "Interface" from FS1.
10 - Changed all the Suns, to be the SunSolar (SunGold but RGBI 1.0, 1.0, 1.0, that means no yellow light, just white light)
11 - Make the coloured Icons for the Interface of the GTF Ulysses, GTF Hercules MkII (*), GTF Valkyrie, GTB Medusa, GTB Ursa
(*) Looks really Low-Res
12 - Make the Anti-Aliased/Anisotropic (8xAA/16xAF) of the GTF Ulysses, GTF Hercules MkII (HTL), GTF Valkyrie, GTB Medusa (HTL) (**), GTB Ursa (HTL)
(**) There is a Black area at the Turret, for some reason the Texture Mapping went wrong with MODVIEW32, but it looks OK in game (not a model problem).
13 - Added AB Trails all fighters and bombers which has AfterBurner.
14 - Added f_shockwaves for all Small Ships which lacked of Normal Shockwaves (Fighters/Bombers/Freighters/Cargos/Turrets/etc.)
15 - Changed the MODed entry of the GVF Thoth, which was PVF Thoth, just to be as FS1, I just used the alternative name in Mission 01 to "PVF Thoth", there was no needed of Modding the name.
16 - Changed the Species from "Terran" to "GTA", in order to allow the "GTS Centaur" to Support us, when you use an EA Ship, then the new "EAS Eos" will re-arm you.
17 - Changed the FS2 Piranha missing entry used by the RMI Phobos & RMI Phobos, and Added entry and changed turret banks for the FS1 equivalent: "Synaptic" bomb, as there should be no trace of FS2 in S:AH.
Is already finished but I still don't have time to upload it, since I need to upload first the true final version of the update for INF R1 (37,5 MB compressed / the actual is at 23,3 MB), then Upload the S:AH Update which is 18,9 MB compressed.......
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Awesome to hear you did all that work.
Let's hope you can overcome your bandwidth limitations soon so we can all share in your improvements.
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Been about a month, wanted to give a
:bump:
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There are lot of campaings out there waiting to be played, I still didn't have the chance to play Trascend, well because I don't wanted to...just by curiosity neoterran, do you already played S:AH ? (with the fixed TBLs I posted above)
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The problem is that I don't passed any of the Primary Weapons from FS1 to S:AH, so basically you're using FS1/FS2 Ships with weapons balanced for INF, so when you get the EA Ships (Claymore/mkII/Peregrine/Stentor/Gagana) there isn't any real improvement...in exchange FS1 Primary Weapons were much weaker, example is the FS1 "Avenger" vs. the INF "Avenger T2", and so...
If I have time a not anything better to do (or download), I'll upload the last version of the Update for INF R1, uploading S:AH's Update is no problem, but I should ask to Blaise Russel for his permission, he is the creator of S:AH so his decision is determinant
Aside from that, I started to drift away from INF since the moment I get contact with 3D Studio Max
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Shadow, I have played a few missions of Sol A History with your fixed tables. It's quite a cool campaign, which is why I want to wait for you to (hopefully soon) upload it (so I won't play anymore missions until that happens) and the further improved Inferno. I've now beaten Inferno R1 so I'm less interested in it than Sol : A History. I'm sure Blaise would be more than happy to see you've done the work to bring it up to SCP par.
Well, glad to hear you are improving your skills, I hope you don't lose interest in Freespace SCP because it is quite a cool game, We're all in need of a fully up to date (read : Direct X 10, Shader Model 4) version of Freespace for super-beefy systems, but until then (I don't see any games in development that are space and have the fun factor Freespace does) I'm in love with the SCP.
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I have an issue of my own.
Whenever i start a mission, there are no primaries, but if I call the support ship and it docks, they appear!
What's up with That?
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Probably a pilot file issue or mod conflict. Start a new pilot file and check for other mod tables.
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The fixed tables finally enabled me to play through Sol: A history, though I think I am missing some backgrounds. I have the Earth, Venus, and Mars backgrounds, but are there supposed to be backgrounds of the other planets you visit throughout the campaign (such as Jupiter)?
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Yes, as I announced in the Official Web Site, you would travel by all the planets of the Solar System, I don't want to spoil the campaing but Saturn and Jupiter are the latest to appear (Uranus and Pluto are halfway in the campaing).
Some of the planet backgrounds are included in the SCP Patch of INF (INF_2Patch.vp) so S:AH just have the missing ones...but they're there and you should be able to see them...
You should have them, remember SA:H is a Sub-MOD of Inferno, be sure to have it in the right directory paths
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Yes, as I announced in the Official Web Site, you would travel by all the planets of the Solar System, I don't want to spoil the campaing but Saturn and Jupiter are the latest to appear (Uranus and Pluto are halfway in the campaing).
Some of the planet backgrounds are included in the SCP Patch of INF (INF_2Patch.vp) so S:AH just have the missing ones...but they're there and you should be able to see them...
You should have them, remember SA:H is a Sub-MOD of Inferno, be sure to have it in the right directory paths
where is the offical website you are talking about?
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The info is submitted by Skippy in his Campaing List Website, S:AH website is:
http://mysite.wanadoo-members.co.uk/sbre/sah/sol_a_history.htm
Do you get it to work with the Fixed TBLs ?
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yes, It's working alright (without the mod.ini), i am able to play the first mission. But it does not use any high polygon models and SCP effect at all. i wonder if I can edit those in?
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you've got to make sure you're linking to the mediavps in your mod.ini.
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hmm, how do I use the new nebulae background then? Sorry if I am asking redundant question. This forum isn't especially noob friendly because most info I see are seemingly very advanced.
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No, it isn't very n00b friendly, most people around here have solid working setups and have forgotten about the work they put in to get them to work. I spent at least 50 hours working on Freespace SCP before I figured everything out, but I treated it as an enjoyable hobby.
As far as the new nebulae, it depends on what you're talking about. there are several sets of nebulae. Theres the retail set, the sets that were used with the old campaign mods, the New Freespace2 set, and the Lightspeed Ultra High Quality Set. You're probably talking about the fact that the nebulae in Inferno are old and don't look very good. First, make sure that you are linking to the mediavps in your Inferno mod.ini and that you have the mediavps in a seperate folder. this way, when you select the inferno mod, you also load the mediavps as well as the Infernovps. To run Inferno R1 in the best quality mode for the SCP you also need to have Inferno R1, The SCP Patch for R1, and Shadows SCP Overhaul patch, which is in the thread "Updating R1" in the Inferno forum. Shadow's patch is what gives you the improved nebulas, if i'm not mistaken.
If you follow all the instructions you can get Inferno R1 working with with the SCPs and all updated graphics and many fixed bugs. It's a really fun campaign to play but it is short. Keep in mind Inferno R2, which isn't released yet, is a rewrite of the entire campaign. (Like an alternate history).
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ah, I didn't make myself clear enough. I have everything setup for Inferno and I am running it at the highest quality mode (it looks gorgeous, especially the battle over earth), however, I want to use the ultra high quality background for Sol: A history campiagn.
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That's up to the discretion of the original author of the campaign, and why alot of the older campaigns (unless they were updated for SCP recently) don't look as good. Shadow0000 made extensive improvements on his own accord to Inferno R1 to bring it up to the quality of stuff like the Freespace port, Destiny of Peace, Derelict, etc. He also has made these improvements to S:AH, but he hasn't been able to upload them (go and read the updating Sol:A History thread through.) He did make some table files available so that S:AH will even run. S:AH gets some improvements from Inferno (+SCP Patch, +Shadow Patch) but it has other problems, like the weapon names are wrong, etc etc. some of the planets still look like crap, etc.
So, until Shadow uploads his updates, which also depend upon Blaise Russel (the author of S:AH) approving them, you will have to wait to see the campaign look as good as it could. Also there is some politcal stuff involved as S:AH is an Inferno mod, really, and Woomeister, the master of Inferno has said he doesn't 100 percent agree with the continuity of the S:AH storyline.
Really, welcome to Hard Light. Freespace SCP is awesome, but it is disorganized, unfortunately. My advice : Make friends with the right people ;)
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I see a lot of potential in the FS2 engine (very efficient) and looks sufficiently good. However, it's unfortunate that Inferno 2 hasn't been released. There are so many new ships in Inferno that just one ship (say the nemesis or that Vasduan Carrier) allows you to make a whole campaign around it.
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Yes, once Inferno R2 is out, we can make mods that continue the inferno storyline. Inferno is a hell of a lot of work tho, so I understand why it takes them so long. The worst is knowing there is a working build of Inferno R2, no matter how incomplete, seeing scenes from it in the threads is really patience testing...
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shadow, can you pm me about how to add those backgrounds as you did in those screenshots? I have a good internet connection and maybe I can help out. I have some coding experience but I am new to FS2 engine. Personally I think SOL: AH works all fine now but the planets look pretty bad. I wonder if there is any quick fix that'll allow me to fix them for my private usage or (if the campiagn maker agrees) public consumption?
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renegade resurgence is another solid 30 mission campaign that works great with the SCP but needs some planet upgrades.
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Well there can be a lot of uses for R2. Ex. my friend wants to get some ships from it to use them in his own champaing. I also know few guys, who wants to use R2 to make their own champaing (R2-independent, alternative Inferno reallity). Also, i have a lot of ideas for R2-based champaings (mostly pre-Chapter1, but also few R2-independent ideas).
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Some staff members would like a modpack pre-release for those who want to make their own campaigns (ie no campaign included with it) but it's not currently up to the standard I would want for such a release. However such a release may be on the table if the main campaign struggles too much and the main mod is more complete.
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woomeister, can you maybe upload the mod pack and have an open map contest?
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The mod is 536mb (uncompressed) and consists of over 6110 files. I only plan on doing 1 public release of a pack that size.
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personally, I think R2 should come first so people can see the intent of the ships, how they're used in the storyline etc, before people start using them in mod campaigns. But that's just my opinion.
I would also like to point out that for large files of multi hundreds of megabytes, bittorrent should be used. It's the protocol of choice for distributed sharing of bandwidth, and it just doesn't make sense to host such files on a single server anymore. Start a torrent in superseeding mode from a server instead and allow other clients to help seed.
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If no-one seeds you can't get the file. BT only works well in larger communities willing to seed the file.
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right, well instead of having a server serve the file over and over again, have the server run a bittorrent client and stay seeding. if you're the only seed, superseeding can cut down on the amount of bandwidth used again until there are other seeders. Of course this does require a dedicated server, which i just realized Inferno (or the Freespace SCP) doesn't have, right ?
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Woomeister, I have a T3 connection (20mbs/second) with 5 gig of bandwidth to May 17 (that's the time I will be leaving my dorms), I wonder if I can help out seeding the file if the only thing that prevents the release of R2 now is hosting.
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No, i believe that he's talking about a R2 based modpack for mission developers, Handy, I think R2 is still not complete due to several issues noted in the other threads.
What we really need to to is get Shadow0000 to upload his fixed S:AH setup and his Revised R1 Patch, which he's had for almost 2 months now :shaking:
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If we release it now we would have to release lots of critical patches as we change and improve things for the main campaign. These changes may then cause conflicts with anything you start to build using the pre release. We sometimes totally remove weapons or make major stat changes which would definitely break balance.
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I am glad that dev here is a lot more friendlier than those in my other gaming community (battlefield series). However, I suggest that maybe you guys can release R2 build piece by piece. For example, release those ships that are completely finished and will unlikely to be changed again as R2B1, so modders can go ahead and start working on missions. This will definitely bring A LOT more popularity into inferno.
As of right now, totally patched R1 looks goregous, but it's only availabe to those who dig this forum. I wonder if you guys can release a R2 modpack along with converted R1 mission, just for popularity purposes.
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I am glad that dev here is a lot more friendlier than those in my other gaming community (battlefield series). However, I suggest that maybe you guys can release R2 build piece by piece. For example, release those ships that are completely finished and will unlikely to be changed again as R2B1, so modders can go ahead and start working on missions. This will definitely bring A LOT more popularity into inferno.
We did that with R1 and so both versions ended up slightly different as a few things were changed after the ships were released. The SCP patch brings the multi VP version up to the standard of the final full VP version.
We can't release in chunks this time as everything is designed to work in a standalone format, and everything is heavily integrated into it. I'd need to release all the maps with the ships as they won't work in standard SCP without them, then you'd need our weapons for them which requires the effects, and then you need the tables to get the right balance with them.
As of right now, totally patched R1 looks goregous, but it's only availabe to those who dig this forum. I wonder if you guys can release a R2 modpack along with converted R1 mission, just for popularity purposes.
Porting R1 to R2 modpack wouldn't work very well, several key ships are missing (diablo) and some ships are completely different (Warlock) I'd need to port over all the R1 mods for it to work right, and that would be another large download to do so.
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do you guys have a possible ETA on the modpack itself? I suppose it'll be better for all of us if you guys release the modpack before the main campaign is done.
Also, is there anyway to make shadow release his Sol:AH patch? I heard that he has them for awhile.
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Also, is there anyway to make shadow release his Sol:AH patch? I heard that he has them for awhile.
I am having a few troubles, just one to be correct, the other isn't much important:
1 - DDS Planet Backgrounds, this just doesn't work, they are too blurry due to MIPMAPS, the "not good" solution would be to erase them from the VP and put the *.TGA, so the Advanced Effects would be already included...
But maybe if I convert the *.TGA backgrounds without MipMaps (-nomipmap), then there will be no blurryness, of course there won't be LODs (MipMaps) at all...
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This one (I won't make this, probabily):
2 - I never ported the true FS1 Primary Weapons. The problem is not porting the Damage and other Gauges, the most troublesome is that if I change names like "Avenger T2" to "Avenger" I have to edit about 40 Missions to correct them, even with a text editor that takes a while, there are a few (since a lot of weapons from FS1 and ST weren't included in S:AH)
One week I was putting all the work of the day, just to update it, one day I awake and it was like I was a total stranger, for some reason I loose motiavation so sudden, the process of edit so many missions becomes too repetitive, which is really boring, aside from the fact that by that time it was when I started to do some 3D models...
-----------------------------------------
Venus (*.TGA), I made the Background from a 3D Render I made:
(http://i29.photobucket.com/albums/c254/Shadow0000/Venus00.jpg)
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Personally I think the main problem I had with SOL:AH is the planets. The weapon stats and stuff like that doesn't really matter (for the usual players, i guess).
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Personally I think the main problem I had with SOL:AH is the planets
You're right, however when it comes to planets Backgrounds or Maps, it's really hard to tell, there are a lot of planets which don't have Hi-Res versions, even Celestia uses a hybrid Map for Mercury, it's a mercury MAP filled with the one of the Moon, it's look good, but it's really noticeable ("that's not mercury")
The weapon stats and stuff like that doesn't really matter (for the usual players, i guess).
I was trying to match FS1 storyline as much as possible, as S:AH goes from FS1 to INF's EA story, it pass over FS2 and so all GTVA related stuff. And the fact that the EA ships don't really represent that much of a improvement to be so drastic, well the Gagana is quite a difference, but the others using the same prymary weapons have quite a few disaventages...
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2 - I never ported the true FS1 Primary Weapons. The problem is not porting the Damage and other Gauges, the most troublesome is that if I change names like "Avenger T2" to "Avenger" I have to edit about 40 Missions to correct them, even with a text editor that takes a while, there are a few (since a lot of weapons from FS1 and ST weren't included in S:AH)
Well the Avenger II is not the same as the original Avenger. Though the current one used by the EA is close to the FS1 Avenger in stats, so I setup armour support for my Sol fleet to reduce the effectiveness of the original Avenger against stronger opponents, which gives the Avenger II more of an advantage over it.
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The weapons don't matter. Just port the fixed planet set out so we can reap the labors of your improved planet work.
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The weapons don't matter. Just port the fixed planet set out so we can reap the labors of your improved planet work.
quoted for emphasis.
speaking of which, is there anyway to give Sol an actual image (instead of a big glow, like if you can actually see the sun and its black dots, etc)
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Venus (*.TGA), I made the Background from a 3D Render I made:
(http://i29.photobucket.com/albums/c254/Shadow0000/Venus00.jpg)
I hate to be a stick-in-the-mud (and that really is a beautiful render of the Venusian surface, by the way), but you cannot see the surface of Venus from space. Like, at all. That atmosphere is incredibly thick and inpenetrable to the visible light spectrum. If I remember right, all those images of the surface were taken in the infrared range. This is your work, so your call, obviously, but if it's realism you are going for...
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Venus (*.TGA), I made the Background from a 3D Render I made:
(http://i29.photobucket.com/albums/c254/Shadow0000/Venus00.jpg)
I hate to be a stick-in-the-mud (and that really is a beautiful render of the Venusian surface, by the way), but you cannot see the surface of Venus from space. Like, at all. That atmosphere is incredibly thick and inpenetrable to the visible light spectrum. If I remember right, all those images of the surface were taken in the infrared range. This is your work, so your call, obviously, but if it's realism you are going for...
The GTVA began a terra-forming campaign since the 22 century, and one of the most terraformable plant is venus. in fact, it would be cool if you can actually put cities there.
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I hate to be a stick-in-the-mud (and that really is a beautiful render of the Venusian surface, by the way), but you cannot see the surface of Venus from space. Like, at all. That atmosphere is incredibly thick and inpenetrable to the visible light spectrum. If I remember right, all those images of the surface were taken in the infrared range. This is your work, so your call, obviously, but if it's realism you are going for...
Don't worry, I was aware the Venus has a very thick Atmosphere, it's clouds cover most of the surface, making the surface almost impossible to see...I have tried as I shown with the render of the Earth, like in Celestia, Venus is composed or at least two or so spheres (1 for the Yellow atmosphere, 1 for the clouds, 1 for the surface), but due to the way that the SCP manages the Alpha Channel (transparency) is impossible. Until maybe a Material system or some feature like that is supported...that's why I choose to only add the Moon as a 3D models, it is pure surface (the only extra effect is that it reflect lights a lot...)
Plus, the old Venus background is very much like that render, you can see the surface clearly, which is wrong...
Venus as seen in Celestia:
(http://i29.photobucket.com/albums/c254/Shadow0000/venus_celestia.jpg)
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The GTVA began a terra-forming campaign since the 22 century, and one of the most terraformable plant is venus. in fact, it would be cool if you can actually put cities there.
No, due to what perihelion said, it would be impossible to see it until it would be a 3D model, and you would go inside the atmosphere of the planet, it would be impossible to see from space, aside from the fact it is already hard to see cities in the earth from the space, so...
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Mars (caption from a Render made by Space Graphics):
(http://i29.photobucket.com/albums/c254/Shadow0000/Mars00.jpg)
Mercury (half-Mercury, the gasps are artificially filled with the Moon MAP):
(http://i29.photobucket.com/albums/c254/Shadow0000/Mercury00.jpg)
Pluto (same Res as the old Background, but 32-Bit colours):
(http://i29.photobucket.com/albums/c254/Shadow0000/Pluto00.jpg)
Sun (actually not, just replace the old bitmap for the SunGold one):
(http://i29.photobucket.com/albums/c254/Shadow0000/Sun00.jpg)
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wow, this is goregous. Ever wonder if there is a possiblity I can help out, maybe beta testing the planet background or help distributing it? It looks pretty much finished.
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Don't worry, I was aware the Venus has a very thick Atmosphere, it's clouds cover most of the surface, making the surface almost impossible to see...I have tried as I shown with the render of the Earth, like in Celestia, Venus is composed or at least two or so spheres (1 for the Yellow atmosphere, 1 for the clouds, 1 for the surface), but due to the way that the SCP manages the Alpha Channel (transparency) is impossible. Until maybe a Material system or some feature like that is supported...that's why I choose to only add the Moon as a 3D models, it is pure surface (the only extra effect is that it reflect lights a lot...)
Plus, the old Venus background is very much like that render, you can see the surface clearly, which is wrong...
Venus as seen in Celestia:
I could make the double sphered render using a 3D program, an just take the screenshot, as I do with that Venus background, the main reason why I didn't do it probabily, is that Venus's surface Map is really Hi-Res (4096x2048), but the clouds maps are really mid to low res, plus I would need to make some kind of glow as if it were an atmosphere (like a bloom shader?), and that is harder for me, than making a 3D model, so probabily that's the reason why I didn't bother, because I could take the screenshot direct from Celestia, but even in there, it doesn't look like a Hi-Res background
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I need to get up to date with Media VP v3.6.8 Delta, I have to see the changes, so I don't forget anything (like I have done before):
1 - The DDS backgrounds will be left with the MIPMAPS, this means for the ones that don't download the extra "Advanced effects" pack will probabily have blurry planet backgrounds (of course the MIPMAPS depends on the Resolution you're using, blurryness may vary)
---------------------------------------------------
2 - I'll see this one, add and replace all of the INF weapons to the ones used in FS1 (and ST, if there are)
I'll post some screenshots of the other planets later...
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Okay, just as long as you eventually upload the planets pack later. :D
If you're just going to tease us with screenshots of how great your Sol:A History looks, I'll tease you with shots of how crap mine looks :0P
(Yes, I know I can replace these planets myself; But I'd rather standardize on your version)
As for the weapons, I don't think it is so bad that there are weapons like Avenger T2 when it's supposed to be Avenger. We're on earth after all, you could explain it as the Sol System had slightly better / different weapon variants as the far fleet during the same period. And as Woomeister said, you don't want to change them to Avenger anyway as they're not exactly the same.
RELEASE THE PACK !
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And as Woomeister said, you don't want to change them to Avenger anyway as they're not exactly the same.
No, I won't change only the name, I will change all the TBL entry of xxxx weapon to match the ones from the FSPort, I'll need to add in the pack, the Interface and effects for that weapon (ex: Avenger), plus the "Avenger T2" will be still in there but will only remain for EA ships, so you may not only all the gauges will be different but you will able to notice which one is each one by just seeing them in-game...there will be some problems with the FS1 Prometheus since the INF one uses the same name, probabily I'll need to use an extra entry for the EA one (surely "Prometheus EA")...and add Decals for those weapons...
Now that I remember I need to fix the Icons (icons.tbl) as I changed the Species, some icons are messed, that's was the last I was doing but never finished...
- Well less things to do, since I already get along with the Media VP v3.6.8 Delta, the only thing left to see is to check that newer CVS build don't give problems, specially FRED2, since there are times and builds which you don't want to edit Missions because it corrupts them...
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RELEASE THE PACK !
First I need to upload the last version of the Update for INF, and everyone will say "it looks 100% the same as the previous", there aren't really graphical changes, except for a few touches...(just like the same for Solar Wars...)
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If you're just going to tease us with screenshots of how great your Sol:A History looks, I'll tease you with shots of how crap mine looks :0P
:lol:. Thanks, well, since I want really to finish S:AH, I'll post a lot of screens giving some info about (20 screenshots / 700 KB / not much)...
Neptune (same RES as original but 32-Bit colours / 512x512x32 ):
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0716.jpg)
Another mission:
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0736.jpg)
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0744.jpg)
Jupiter (orinal image Res = 1920x2400 / "resized" to 2048x2048, I delete and add black pixels to match the power of 2 resolution, so there isn't quality loss):
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0719.jpg)
Another Mission:
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0756.jpg)
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0755.jpg)
Mars (an edit made by me from Space Graphics render, notice the clouds / Original Res 1600x1200, "resized" to to 1024x1024, yes was one is shrinked a bit, otherwise it wouldn't fit in that res):
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0720.jpg)
Venus (A render made by me with Venu's Surface Map, Map Res = 4096x2048x32, that means you just divide the hemipshere resolution by 2 (4096/2) and you get the best Res for the Background (2048x2048), as known Venus seen from space doesn't look like this (maybe in dream does):
(http://i29.photobucket.com/albums/c254/Shadow0000/Venus00.jpg)
As perihelion requested...(I am joking :D), I made another render more realistic of Venus, using it's Cloud Map (Map's Res 1024x512x32), so again cut an hemisphere, and max res for the background is 512x512 (4 times less than the other, that's why I didn't want to use it), since in this mission Venus is really big you can notice the blurryness (in the other not), for what I see in Celestia Venus cloud seems to be opaque so I didn't appply any transparecy...:
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0722.jpg)
Another mission, here it looks good because it's near the range of it's resolution:
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0727.jpg)
Same as before (Venus) but with the surface background:
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0761.jpg)
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0763.jpg)
Uranus (Original Res: 1724x1716 / sadly *.JPG / resized to 1024x1024, this one is noticeable shrinked, however it isn't Hi-Res image), I wouln't recommend this for people with epilepsy, it's too bright (reflective)...:
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0734.jpg)
This is fatal, it's better to use solar glasses, because it's really annoying:
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0748.jpg)
Pluto, another mission, this time smaller in scale (same Res as before but 32 Bit colours / 512x512x32 ):
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0738.jpg)
Saturn (Original Res: 8888x4544x32, I cut the black pixels to 8192x4096 and then resized to 2048x1024, 4096x2048 was too much and would be almost impossible to enjoy it, because it would be too deformed in X/Y Scale, but if someone play in 2048x1536 it can be joustified...)
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0751.jpg)
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0753.jpg)
Next Mission:
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0754.jpg)
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Just for fun:
Jupiter (new):
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0758.jpg)
Jupiter (omg...ehr, I mean "old"):
(http://i29.photobucket.com/albums/c254/Shadow0000/Jupiter00_Old.jpg)
Nothing special about this one, but features the blue Leviathan (back is the Fenris) and the Hell Storm X (also the Nameplate, but it is really hard to see from that distance):
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0742.jpg)
Here is a closer one to the nameplate (UNC Harpoon):
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0743.jpg)
I hope I didn't overdid (did I?)......well the Hell Storm X change has a big difference, is quite noticeable, but I'll better explain that later...
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sweet! now I just want to play the new S:AH more and more.
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Since I may have said it so many times, I'll be short, the main change I make to the Hell Storm X is that it now fires between intervals of 1 second, this makes a small difference in meters, so they are separated, I make this because I noticed that big guns, Missiles, all of the Cruisers and above weapon try to shoot at 1 Hell Storm X, and the Radius of the weapon like a missile is enough big (a few meters) in order to not only take down the aimed Hell Storm X but all the 6 or most of them, because being more than a real Swarm it was too narrow in space...(though I would have prefered to have a Multi-Warhead Anti-Cruiser Bomb, but it seems impossible to for a Swarm type missile). In any case this change make Cruiser and above class totally defenseless, though they still get to destroy 2 at once or so, depending on the Radius of it defenses...
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Argh, Shadow, you're killing me, every time I see your name in this thread, I think, "Has he uploaded it ? Has he finished ?"
Truly looks amazing my friend. You're a pillar of the community. ;)
Of course you realize I can't play S:AH until you're finished becasue it looks so much more realistic the way you have it.
Well, here's hoping you can have it uploaded prior to July.... :sigh:
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Argh, Shadow, you're killing me, every time I see your name in this thread, I think, "Has he uploaded it ? Has he finished ?"
That remembers me of....have you heard about the legend of a Sega DreamCast emulator called "Icarus" (well, it sure annhilated a lot of people's hopes)
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Regarding the has finished it, I have left:
1 - Port the FS1 Weapons from the FSPort used in S:AH, this include TBLs, effects and Interface
2 - Add Decals to the ported weapons (very easy and fast)
3 - Make the Missing Briefing Icons (I hate this one, the palette is so evil...) (***)
4 - Fix the annoying Debug "Initial" Warnings (*)
5 - Fix other Debug Warnings, in-game ones but not all (**)
(*) I think there is some TBM bothering, it tells me something about that the original $name: entry doesn't match, the match are identical and I know what to think: "Hey there is no "entry", because evil Windows is using is evil loading inverse way just to bother the user once again"
(**) As many have seen there are Debug Warnings which present even in FS2, such as the "one Dockpoint for the Support Ship, Dock will look strange", so I'll fix the bothering ones, at this moment there is only one, which is something about a missing entry for a Turret on the Leviathan and the Fenris, I believe the TBL has been taken from FS1 or the FSPort, and so one of the new HTL models has an extra Turret or something like that and is trowing error (even if there wasn't that Turret in FS1 in the Levy/Fenris, there should be there the entry with the empty turret as "none")
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(***) As I have separated more Human Species (why have GTVA, SOC, EA, and GTA for S:AH), there is more place which we can use to have a more wide selection for icons (though still it's one per class, ex: one per species's Capital, supposing they have more than one class). Like this, 2 destroyers, different species (EA vs. GTA) and see the icons aren't the same:
(http://i29.photobucket.com/albums/c254/Shadow0000/screen0767.jpg)
I am making the missing ones, but which are used in Briefings only (I think they are the Tereus, Darkness, Lycaon and Belus), the Lindos is a Destroyer like the Tereus, so it's useless that I make one, the Tereus appears more times in Briefings and plus the Lindos doesn't look like it, when seen from left or right.
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In other news it seems that about a little less than 2 months ago (the 3/27), the Cassini make an incridible Hi-Res MAP of Jupiter last was of Res 1800x900, that's from Low to Mid Res considering that Jupiter is so big and colourish, while this one is of Res 3601x1801 (it has been already reworked to match colour and stretched to 4096x2048 by Steve Albers)...Anyways I could make a Render and if it looks good as the other background why could have two different versions to use in different missions (In S:AH there are 3 Missions which take place really close to Jupiter, though it appears in lot of missions, it's so big it's really hard to not see it from other planets)
Edit (I was right, original background's resolution: 2048x2048x32):
(http://i29.photobucket.com/albums/c254/Shadow0000/Saturn_cassini_new.jpg)
While it seems that the quality is both the same for the 2 images, it is and very high indeed, the main difference is that the original has a really black side and that's somewhat dissapoiting because it makes it really easier to notice it's same background in every single way, no matter how it is rotated, in exchange this is mostly in the day's side (like Venus and Mercury render)
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wow, amazing work, I'm glad you're still interested in doing this work. You have many waiting with baited breath (will you understand this ? I dunno ;) ) for your S:AH, SCP edition. Hey, is Blaise gonna weigh in on this or what ? I'm sure he'd be proud to see his work redone to look as awesome as it does in these shots.
After all, S:AH has a special place in most people's hearts. It's space fighting in our own solar system, not in some far off star system. I can't tell you how much fun it was to fight in Inferno's battle over earth. That's why we really need to see S:AH, Shadow0000's SCP Patch 1 complete, soonish ;)
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Hey, is Blaise gonna weigh in on this or what ? I'm sure he'd be proud to see his work redone to look as awesome as it does in these shots.
I'am afraid I still haven't contacted him, this is due to the cause it's not finished...
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Ah!!! the icon system is going to make me go crazy, I remember now, that was the reason I left updating it, it was "how much difficult can be to make and add a few icons", I would wish that we could specify it in the ships.tbl for each ship, and *.EFF interface would be a blessing, because the palette for icons is really tricky. Anyways I already finished it, good, because I hope I never have the need to touch the icons system again...
At least I have finished the Update for INF, everything is in place, and no more annoying Debug Warnings...(despite some really unoticeable minor bugs)
[sarcasm] Ah...excellent [/sarcasm] FileH seems to be down...
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The only left to work with Sol - A History:
1 - Port the FS1 Primaries (for that I need to port the exact same ships, from FS1/FSPort, again this is easy but I have got to check it doesn't break anything)
2 - Debug Warnings (Initial and In-game ones)
Even so, I am not sure of what to do, I should try to finish my model, otherwise I'll be always wandering, and because without a proper model I can't test all of the features (TBLs) I want to check if they're possible...
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keep up the good work shadow, I am looking forward to play it.
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So I'm not the only one who can't get to FileH? Whew. I thought I was having a weirdass DNS problem or something.
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Yes, FileH is down, so I don't know what to do, if find another place to upload INF's Update, or to wait them to bring it back online.
However, anyone knows about some free website for hosting at least 100 MB ?, that would be more than enough, until is stable (not FileH, and not RapidShare/MegaUpload or anything like that).
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Damn, i wanna play this so bad. Well i'm on renegade resurgence right now anyway, which is kicking my ass.
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I have to confess :( I haven't played the FSPort, well it's not that bad, isn't it ?...not as bad as say I never played (finished) FS1 campaing... :nervous:
[...goes away running...see you later]
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what's wrong with rapid share?
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Good question. I am not sure, but if it is like MegaUpload, it just trown away you files after some time (a day) they haven't been downloaded, so I don't want to be uploading then every time this happens, and it will happen soon or later...
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Good question. I am not sure, but if it is like MegaUpload, it just trown away you files after some time (a day) they haven't been downloaded, so I don't want to be uploading then every time this happens, and it will happen soon or later...
I have a free and high speed connection, so if you need someone to upload everytime, I am up for it.
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I'm not sure you know what you're getting into.. the bandwidth will be huge if you host the files. And you need to be able to host them so they're 24-7 available via http.
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I'm not sure you know what you're getting into.. the bandwidth will be huge if you host the files. And you need to be able to host them so they're 24-7 available via http.
I am talking about uploading to rapidshare everytime. I expect something around 100mb for SolAH patch.
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can't we use something like filefront ?
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am talking about uploading to rapidshare everytime. I expect something around 100mb for SolAH patch.
No, Compressed in 7-Zip:
INF's Update: 40,1 MB (Uncompressed 165 MB)
Hi-Res *.TGA Backgrounds: 26,3 MB (Uncompressed 123 MB)
S:AH's Update: 17,9 MB (Uncompressed 57,6 MB [**])
[**] For now, if I port the FS1 Weapons, is surely I must end porting all of the *.Ani for the weapons, such as Icons, tech room and weapon selection screen animation (a few MBs more, compressed)
-------------------------------------------------------------
The Fixed TBLs for Sol: A History are now hosted at FileFront as neoterran suggested:
http://files.filefront.com/S_AH_FixedTBLszip/;5080959;;/fileinfo.html
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can you release this, shadow?
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he's bandwidth limited, so it takes him forever to release patches, and on top of that, he's already said he isn't finished with the S:AH patch.
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Use Oxyshare, www.oxyshare.com...
700mb max per file, direct download, not waits, FTP uploads (recomended CuteFTP), no bandwich limits, no download limits, files decay in 30 days if there is not downlaod activity, but you can refresh your own files :D
P.D. I made the mods.ini and a .bmp images of both Inferno and S:AH for my pack, you may like to use them...
http://www.oxyshare.com/get/160935495644774758155ed/mods.zip.html (http://www.oxyshare.com/get/160935495644774758155ed/mods.zip.html)
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Thanks, but I am using FileFront, though I believe users may need to register in order to download the file.
P.D. I made the mods.ini and a .bmp images of both Inferno and S:AH for my pack, you may like to use them...
http://www.oxyshare.com/get/160935495644774758155ed/mods.zip.html
Thanks, but I already make long time ago the one from INF:
(http://i29.photobucket.com/albums/c254/Shadow0000/INFmod-INI.jpg)
And the one for S:AH (the first thing I updated), is this:
(http://i29.photobucket.com/albums/c254/Shadow0000/Sol_A_History_mod_ini.jpg)
I didn't really add the "Forum" link because the real forum of S:AH was closed long ago, though I am unsure if to redirect to the INF's Forum, the problem is that I don't want to bring people to make requests or complies to the wrong place...
----------------------------------------------------
Sorry guys, but I feel like I need to finish my models, I have made quite a few detailed, but they aren't really enough to make a playable model, so I need to focus on this...
Anyways when I have time I'll upload the last version of INF's update to FileFront
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Well, how is everything coming along, Shadow0000 ? :hopeful:
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I didn't made any progress or update in the Campaing since the last post, around May 27, that's due to many events:
(1) The release of the Media VP v3.6.8 Zeta (Which is probabily soon there will be a v3.6.8 or v3.6.9 final)
(2) The CVS Builds, specially the v3.6.9 RC 1 branch and so, I am troubled in which is the best to use
(3) World Soccer Championship ? (yeah, like if I play there, sorry I was just giving excuses...)
No seriously, in order to update properly I need to have (1), so I make sure it works properly and even make a patch, if needed, or just the last CVS to make rid of the annoying but useful debug warnings...
Again, I am pretty enjoying or boring making 3D desings, and that's the problem, if I would take it seriously I would have finished my model time ago, however due to the fact I need to finish multiple models in order to make one playable model, you can guess why, it's turns to be pretty boring because I can't really post my models in the moding section because they still don't conform a playable model. Sorry for the confusion...
----------------------------------------------------
Also ShivanSpS made a great work with the SCP Pack, S:AH shouldn't give problems to players anymore, since he added the fixed TBLs and make a mod.ini for it, so...
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shadow, it's not that we can't play S:AH, we've been able to since April. But the screenshots on page 3 of this thread... that's what i'm interested in. I don't have time or the graphics skill to replace the planets myself. Since you've already done the work, i really don't see why you can't at least upload what you have done so far, and worry about the ships and inferno upgrade later. Inferno is what, 15 missions long ? And abandoned ? Seriously.
The way saturn looks in your S:AH alone would be worth the price of admission. Please consider uploading the work you've completed so far soon.
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shadow, it's not that we can't play S:AH, we've been able to since April. But the screenshots on page 3 of this thread... that's what i'm interested in. I don't have time or the graphics skill to replace the planets myself. Since you've already done the work, i really don't see why you can't at least upload what you have done so far, and worry about the ships and inferno upgrade later. Inferno is what, 15 missions long ? And abandoned ? Seriously.
The way saturn looks in your S:AH alone would be worth the price of admission. Please consider uploading the work you've completed so far soon.
I know what you mean, I am also not working anymore on INF, due to the Species.def I made, and some other changes, S:AH will totally needs to use the last version of INF (which I haven't still upload), and I know what you mean with "it's 15, mission?", let me correct you, there are just 14 because, one seems to have never been included in R1 or either pass the numeric scheme (was Mission 05 ?), surely Woomeister can answer that, plus anything that I update in INF will be usable an updated to any Sub-Mod, though there are 2 right now, S:AH and Solar Wars - Chapter 1 (a remake of this last wouldn't hurt), maybe there are enough FREDers, or they are just waiting for R2.
I'll see what I can do, there are more things I can do, but nothing that I am willing to...(specially since my will and motivation is right now being drained by 3DS max).
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Mission 5 was a subspace mission were you went looking for an SOC fighter group, who get wiped out by the Shivans but give you a warning about things to come. We didn't like it so dumped it and then added the SOC scout to the following mission. The cut was done not long before release so we didn't renumber the rest.
In the SOC campaign you would of seen more of those events.
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Well, shadow, perhaps you could consider releasing the upgraded planet backgrounds. That's all I'm really interested in, anyway.
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Yes, I can do that, but you may have to wait. I just need to upload the last version of INF, and then all the Background in S:AH will change, as I have already said I tried to update it really inderectly by just updating INF itself, however they will look not good at all de to the DivX/DivY, and that can only be solved with S:AH update.
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:lol: [amnesia] Before I upload the last version of the INF Update, I need to review and fix all the Alpha Channels in effects/maps folder which are wrong (black), as now the v3.6.9 RC 2 Build really supports Alpha Channels[/amnesia]
I forget about that, sorry but I can't upload it until I check and fix that at least...
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hmmmm !!! :D sounds promising ! :D :pimp: :yes:
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Heya SHadow0000 how goes it? Another month in the can, are we any closer to release ? :D
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hi,
yeah, i hope so too.
*take my dog, rise she in the air and shout* go shadow go *put my dog down back to the flur*
Mehrpack
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Just release a beta with the wrong weapon names and the other problems, that's better than nothing ! I hate seeing those ugly planets every time i load S:AH.
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In S:AH I keep getting errors in missions featuring the Saturnian destroyer. Whatever class it is doesn't seem to work, whereas all the other Inferno ships work fine. Is this a known issue?
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In S:AH I keep getting errors in missions featuring the Saturnian destroyer. Whatever class it is doesn't seem to work, whereas all the other Inferno ships work fine. Is this a known issue?
No by me at least, be warned, some of the first build redmenace compiled a while ago, from July and so, has missing the "supercap" Flag (for Super Capital's AI), anyway I don't think that's the problem, but Debugger builds go crazy with a millions of "There's no Class for XXXX Ship". This was fixed in Redmanace's recent buils from July 07, I think.
Plus my update of INF R1 is crashing, I haven't checked if the standard one does, but on Mission 02, it's CTD because there are too many Bitmaps...or so it says.
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Apart from that I'll have to re-update the Independence with the Orion Model included in the Media VP v3.6.8 Zeta, since it seems to have been slighty updated, I believe is just texture renaming, so it maybe faster.
Just release a beta with the wrong weapon names and the other problems, that's better than nothing ! I hate seeing those ugly planets every time i load S:AH.
You already have S:AH, that's much better than nothing :), oops, sorry I hope I didn't sound mean.
The problem is that I don't want to release a BETA, when I updated INF R1, I released it because I was aware that most of the update was working fine, and everything that not was under a list of "To-Do" or "Warning: Don't activate the -decals Flag unless you want to restart your computer, in which case it will much faster and easier than the traditional way...", that time I was totally clueless, but now that I know what I am doing, I'll just feel responsible.
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The last time I was updating, I was in my endless fight against the Briefing's Icons, it seems that I wiped a lot o f them in INF R1, I now notice why it happen, and now I am aware why they are missing in the S:AH update.
All of this was caused because I take out the "Unused ships" from the ships.tbl, which it seems that in fact, they were used to have a more wide selection of Briefing Icons, though now I separated is totally useless, I have to fix that.
I can't finish S:AH update until I finish with the Update for INF R1, and I fix what is pending:
27 - Debogus Warnings, Missions Initial Warnings related to Missing Icons due to the removal of some "unused ships", which were actually used to show Briefing Icons (ex: ATT Dallie, others).
Not much of a problem, I just need some logic...now if I could only find some
28 - Debogus Crash Warnings "Gigas Max Split Plane"
Obviously involves editing the model, this is not a real problem, is a dynamic limits one, the fact is that it crashes the mission and that makes it more important than any other warning, as I can't really Debug the mission, at least what is loaded after the Gigas
29 - Generate and include all the IBXs (Easy)
Just F3, about 130 clicks (ships and missile), and magic.
30 - The Scripted Flak cannons, I already implemented the Zeta ones, but those seem to be boggus.
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Well, that is a lot of work Shadow. If there is anything I can do to help you along, please let me know.
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If I were optimist, I would say all that would take me a just day, I would need to focus a lot, however I am too distracted with modelling so it will be impossible, I am afraid I am going to see errors and try fix them, while the fault couldn't be mine, which would end breaking everything.
INF Update:
I have already made the IBX for INF, for S:AH, I don't understand if I have to also copy ("clone") all the IBX of INF again, this is pretty useless since there are no changes in the Models, however every MOD look at it's */data/cache folder, S:AH don't use neither SOC or Vasudan models, however they're still present, I guess I'll have to include those a 2nd time.
I don't know what to do with the Scripted Flaks, there have been a few opinnions, and I never get to see the problem with the ones in the MVP Zeta, so I can't really tell the difference (even when I know it has something to do with the particle spew).
S:AH Update:
I have to convert again the Independence with the new Orion that is included in the MediaVP Zeta, but as reported, it seems there as UV problem or a texture naming problem.
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wait, the independence and the orion ? wha ? the independence is it's own class of ship, no ? Bigger than orion class ?
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wait, the independence and the orion ? wha ? the independence is it's own class of ship, no ? Bigger than orion class ?
It's not a scaled Orion, is just a re-textured Orion, and not even that, just the name of the textures changes , and different color scheme.
In S:AH the Independence has beams, however the Beam system is never adapted for the Orion, like we get to see in FS2.
Q: The Orion & Independence need to be 2 separated models (2 IBXs) ?
Yes, one time I was thinking in use the "Texture Replacement" option in FRED2 and change the Weapons (EA Beams, others) using the Ship Editor. Until here it is OK, I save the memory of duplicating a Model (POF). The problem is that the Independence is completely different in gauges in the SHIPS.TBL, there is no way to change that dynamically.
The only possible solution, would be to have 2 entries (not 1 as said above), one for the Orion and the other for the Independence, the difference is that in this case, the TBL changes from:
$Name: Independence
......
$POF file: Indendence.pof
To:
$Name: Independence
......
$POF file: capital01.pof (the same used by the Orion)
This means every weapon is automatically and correctly in the TBL, there wouldn't be any need of edit the weapons in FRED2, but I would need to edit in every Mission the Textures for the Independence, the nameplates are already there, so...
This is really trouble maker, because I don't know if it will save memory, my FPS are already good, but I'll do what I need to get it really efficient, it is useless also I think, because there will be only 1 Model/1 IBX, but the problem is that S:AH doesn't features missions in which we get to see an Orion and an Independence.
All that just let me out of ideas, specially if I change so much for something which seems a theorical improvement, but remember it should work, in theory...
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There might be a problem with texture replacement that you may need to consider. The HTL Orion has additional textures that won't be changed if you do the replacement on the original model. These maps may not look right on the retextured ship. If you support the use of HTL ships with SAH it may become a problem.
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I noticed I can't change the textures for lower LODs, specially the lower one, however for the distance it is used the difference in color is slighty, and the MIPMAPs in the DDS seems to change gradually, and not abruptly, so it's not like it's going to be too noticeable.
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Sigh, Any updates ?
I wish I could do this myself, but I can't seem to find where the maps are located for the large planets.... Shadow0000 ! Come back to us !
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There has been no progress, I was kind of finishing my model, however I am now distracted because I am trying to buy/build another PC, which irocanically it hasn't any new component, even after almost a year there are no new hardware seems to appear, that's really dissapointing, I would have liked to get something a little more powerful.
I wish I could do this myself, but I can't seem to find where the maps are located for the large planets.... Shadow0000 ! Come back to us !
What Planet's Maps ?, remember Maps are the textures of the Models (POF). Normal textures used for effects and the Skybox/Starfield are located in the "effects" folder, if you want to replace the old 8-bit for one of higher quality you just need to place them there.
The 8-Bit (256 colours) PCX compression that those 2D planets is pretty old, I remember getting really good quality even with the 256 colours version.
INF: This is a quite old bug, where the docked Cargo is collided it will...well see by yourself in the screenshot below, seems like a problem with Mass on the Cargo, probabily because the value is too low or 0:
(http://i29.photobucket.com/albums/c254/Shadow0000/Magical_Cargo_Bug.jpg)
S:AH - Campaign 02 - Mission 03 (the other mission where the 3D moon is used):
(http://i29.photobucket.com/albums/c254/Shadow0000/Moon_Campain02_Mission03.jpg)
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I read this thread an now I´m really confused. :confused: What do I need to play the Sol Campaign with the best details? Somebody wrote about an inofficial patch, which needs to be installed to get Sol work. What means "inofficial" in that case? Where can I get it (and even other files that are needed?)
@ Shadow: Am I wright that you have to do some more coding to improve the graphics of Sol? How long do we have to wait till we get a complete "upgrade"?
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I read this thread an now I´m really confused. What do I need to play the Sol Campaign with the best details? Somebody wrote about an inofficial patch, which needs to be installed to get Sol work. What means "inofficial" in that case? Where can I get it (and even other files that are needed?)
Once you download S:AH, you just need to add this files to make it compatible with the SCP, but remember these files are not needed for it to run in FS2 Retail:
http://files.filefront.com/S_AH_FixedTBLszip/;5080959;;/fileinfo.html
@ Shadow: Am I wright that you have to do some more coding to improve the graphics of Sol? How long do we have to wait till we get a complete "upgrade"?
Is not coding really, is more like basic 3D modelling and a few arranges to use S:AH with effects from the SCP.
I can't give a date, there are a few small bugs remaining, there is a chance that I get a broadband internet service not too far in the future, if that happens is probabily that I'll finish this.
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Can we get an update on this ? Please finish it and release to the community Shadow0000, you're our only hope.
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You can always play Alliance and Alliance 2 if S:AH never gets revamped.
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...or BR makes S:AH 2.
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But it will likely not be INF Canon.
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It's a campaign anyway.
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But it will likely not be INF Canon.
Woomeister isn't very forgiving when it comes to other people making supporting mods for Inferno (this isn't a very good attitude to take, IMO, but it is certainly his prerogative, and who be it for me to decide, however, it's not the way I'd handle it. But i digress...)
Regardless, S:AH was freaking awesome, and although it doesn't reallly seem to mesh with INF:A very well (if at all) it really doesn't matter to me, all these battles and campaigns are hella fun to play and "believe" in.
Personally the original Inferno was great but it ended prematurely and it suffered from "lets just make a HUGE shivan ship" syndrome, which is not the way to go, that's already been done (Sathanas) in FS2. INF:A is not released yet so I cannot discuss it at length. S:AH was flawed in some respects but had very enjoyable gameplay.
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You can always play Alliance and Alliance 2 if S:AH never gets revamped.
Oh, i've played Alliance. It's very good. But It doesn't have the feel of S:AH at all, although it does have its' own, very unique feel, and is a high quality campaign. You all should be looking forward to it.
That doesn't make me want to have a revamped S:AH (even just with 16 million color planets would be fine) any less however; they're quite different.
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I didn't want INFA to have the same feeling as SAH. If it did I would of gotten accused of copying SAH, or of not been original enough.
I tried to do a FS1/INF SCP hybrid style and I think it worked well, though you won't really see the INF SCP in INFA until INFA2.
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And let me just be clear : I'm only offering constructive criticism by way of my humble opinion.
I don't want anyone to think what I say should be construed as anything less than 100 percent admiration for the hard work and effort that goes into creating these free and amazing mods, and supporting them on these forums.
They're all great and they should all live.
The fact that S:AH might live in an alternate universe from INF:A is fine with me; I'm still 'Alpha 1' in both and I still have a job to do :D
Besides, there is nothing quite like huge torpedoes coming at you in INF:A :D
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And really, Alpha 1 is merely a designation. It's like saying Wing One, Pilot One, but shortened to Alpha (which is One in Greek) One. I completely agree with NT. A lot of hard work goes into these campaigns. It's really hard to write a campaign when all you get for feedback is, "This sucks, it plays just like such-and-such." Inferno was completely different from any other campaign because it was completely re-worked and had faster gameplay because of the faster fighters. Now everyone's expecting the next Inferno in every mod. YOU AREN'T GONNA GET IT!
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Wing One,Pilot One or Mobius One(the best ever).
INF:A is very good thanks to FS1 music soundtracks.
PS
I wanto to fix that Vela Cargo Bug. I need just to change the mass value,right?
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PS
I wanto to fix that Vela Cargo Bug. I need just to change the mass value,right?
I believe I checked the TBLs and the Mass in the POF model and it's OK, in fact I wasn't able to reproduce the bug, the cargo remain docked without moving, anyways it's not that important, I give it importance because everytime I played that mission I noticed the vela's cargo started moving erratically while still being docked. Maybe it has something to do with a bug that has been fixed in newer builds.
It could also be that the docking point in the Vela is just to close and the cargo gets intersected in the Vela's hull, but I am not sure about it. While this is not related to SAH I need to fix the bugs/updatein INF before being able to polish SAH.
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I have an Inferno-based, non-Inferno-storyline mission that has two Velas and their cargo involved. In an early test, those cargo containers went bonkers... I think the last time I looked at it, I tried to fix the error by setting up waypoints for the Velas, and making the enemy units ignore them (instead of a "defend against so-and-so" mission, now it's a "defend against a hijack attempt" mission).
Same-ol' Alcyone of the death squad, participating with a subspace drive ripped off the Nemesis. :lol:
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Good to know that someone else is having problems with that (it's more like a not so good...). It's still happening even in newer builds. Unless it's an intersection problem I can't guess what else could be, I first though that if some ship would collide the cargo due to it's low Mass it would move away, but it's not this.
In the first case the solution would be to edit the Vela POF and put it's frontal dockpoint a few meters away, maybe just 1 meter would be enough, but I am not sure if this is the problem.
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Definitely not a collision... I accidentally rammed the Danaus into the cargo, but nothing happened.
Decided to fire up R1 for nostalgia again. Here's a screenie of the problem:
BTW, when I was flying, there was an EA corvette directly above the Vela. When the Vela changed direction to evade the corvette (or at least, I think it did), the cargo pod started going bonkers. I don't think it happens with waypointed directional changes though - maybe sudden changes in direction only.
Ahwell... :blah:
edit: *aa51 :lol:'s at the Woodpecker's message...
[attachment deleted by admin]
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It could be connected both to Mass and the docking point. Fixing one thing won't resolve the problem because there's the other...
I could fix this problem if someone tells me how to do it.
Woomeister time ago talked about an axis problem fixable with any modelling program....
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It could be connected both to Mass and the docking point. Fixing one thing won't resolve the problem because there's the other...
I could fix this problem if someone tells me how to do it.
Woomeister time ago talked about an axis problem fixable with any modelling program....
I would have fixed it myself if I would know how to, but since I don't know the reason of the problem I can't think of a fix.
The Mass can be edited either in PCS or ModelView32, in PCS is in the headers tab, in MODView32 you need to open the POF Editor. But it's not the problem, the Vela's Mass is 10,000 while the Vela Cargo's Mass is 1,000 it's OK.
The dockpoint gets technically intersected, if you check both Vela's and it's cargo dockpoint origin is at the same location where the Hull ends meaning that there is not even 1 vertex of distance when both of these models are docked, I don't know if this is causing the problem, but some of the ships that I see leave a small distance for docking points which usually can't be seen, but can be measured.
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EDIT: I already found the problem, look, follow the green line border:
(http://i29.photobucket.com/albums/c254/Shadow0000/Intersection.jpg)
The Hulls are getting intersected.
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Yeah...what you have intention to do now? I'm interested on fixing this bug.
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It's not easy to do, either I or someone else would have fixed this. Let me see:
The Dockpoints need to be reallocated, the Cargo's dockpoint Y Position is set at Y = - 0.5, while the Vela's Y Position is set at Y = - 4.5 (for Point 00), so what you need to do is center it vertically meaning Y = 0, however the Cargo Dockpoint is set at Y = - 0.5 but it seems to be docked upside-down, so I believe you should modify:
In the Docking Tab:
Number of Points 00 => Position => Y = - 0.5
Number of Points 01 => Position => Y = 0.0
Visibly there is no intersection, the problem is that the bug still happens, it's probabily that the Vela Cargo doesn't really fit or it's just too tight, in this the model would need to be resized to a more manageable size.
Beware that what I wrote could be totally misleading, I am not sure, I would keep updating and fixing both SAH and INF R1, but I am busy trying to make some models.
That doesn't make me want to have a revamped S:AH (even just with 16 million color planets would be fine) any less however; they're quite different.
Even in 256 colours, the Hi-Res Planet Backgrounds look like 16 million better, it's up to the method used to downsample the colours in your image, in the old backgrounds the downsample method was one of the worsts.
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One question, since I haven't touched R1 in forever.
Does the cargo move around in FRED when docked with the Vela? If it does, then I think I've got a similar problem involving an Argo... (not an Inferno-based problem though)...
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Uhm no..
I know what do you intend...
If your Punisher(the Argo with 2 Titans...we are using it in Steadfast too :D )has the Titans docked with it,in FRED they appear in the in-game position. When you start rotating the Argo, the Titans remain where they were. If you move the Argo,they return in their iriginal position.
What are you saying is most likely connected with FRED,not the shipmodel.
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No, this time I'm using a different model I got off Sectorgame, I wanted to try something more complex than two Titans. Unfortunately I think my problem is completely unfixable; even after editing the dockpoints, the whole Argo chassis is still colliding and dragging itself around in the mission. Not to mention that some of the beams get caught in between... it lets loose a BSilv, it ends up KILLING itself... :mad: :shaking: Bobbau's debug build also doesn't test for docked objects, plus I have no idea where his "check hull" flag is supposed to go to, so I'm... stuck.
That Argo needs to support two platforms, three Elysiums and one Hercules at the bottom dock (for some odd reason, I can't seem to attach an undock sexp to the Hercules when the Argo gets blown up). And it's still called the Punisher, for lack of a better name. :D
HAIL THE DEATH SQUAD!!! :lol: One captured Tereus with some Silver and Blue beams, one Alcyone, one Phobos and one Argo... Fight to the death, throw EVERYTHING (including useless flak) at SSD Lucifer's and STILL come out victorious... :lol:
Some screenies I shot. I originally wanted to post it in the Modding section in the hopes that I could get a fix, but I changed my mind. I'll have to go back to two ridiculously overpowered Titans, and boost the Argo's HP to corvette levels... :lol:
[attachment deleted by admin]
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Why you don't edit the models,adding more docking points or just replacing them?
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How many people are in DeathSquad?
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@ LGM
That's what I was thinking. Since I can't model, either I go back to Titans, or play around with dockpoints (don't think I'll get the intended results though, considering the dockpoints on the Argo).
@ Snail
Didn't plan that part out extensively, but there's at least three. Was a 15-minute idea of sorts, that'll eventually get stored in my brain until I find a use for it, either in hobbyist or far-fetched future commercial work. Need details for... perhaps, implementation into a campaign, like Steadfast or something? :drevil: :D I can probably do a write-up... :lol:
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15 people to crew a destroyer, huh? :P
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15 people, or 15 minutes? :confused:
Anyways, I found another clever way to use the Charons... HTL Elysium. I have yet to test it out though. But it's a shame I can't solve my problem; I really wanted an Argo with 8 BSilv's (edited for own mod), several smaller beams, several silver slash beams and a couple of Subach-ish/Flak weapons for anti-fighter work. :(
If it wasn't for the dragging and suicidal beams in the test mission, it can literally chew through a 200,000+ hitpoint, 26-turret Orion in less than 5 minutes, and still have the moxie to frag three wings of fifteen fighters (6,6,3 Major).
The Elysiums were on the Argo to simulate gun capacitors. Friendly-stealth-invisible, ship-invulnerable, play-dead, disable-built-in-messages, cannot be ordered around, et cetra. But in the end I still set the Elysium turrets to General and put Subach-ish guns on them, despite the visible clipping between them and the Argo... Bangwal
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Need details for... perhaps, implementation into a campaign, like Steadfast or something? :drevil: :D I can probably do a write-up... :lol:
Do you need something in particular?
Geez you are exagerating a bit... 8 BSilv? You need a giant reactor....possibly of the size of an Installation!
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BTW, can I have the 26 turret orion? PM me and I'll tell you me email adress. Been looking for that thing for one hell of a long time now...
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It's TrashMan's one. I got it off HC, clicky the smiley. I think it came with FOW as well. :) (http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=198)
No I don't need anything in particular. Just wondered why Snail brought up the question (how many people), thought maybe an idea of mine or two was going into somebody's campaign. :doubt:
Giant reactor? Hence those Elysiums... troop transports converted to become power capacitors. And the Argo isn't supposed to carry troops either - just one lone dude sitting at one heckuva command console, plus all the turrets are automated and firewalled to the death. Rest of the cargo space is where your reactors and whatnot go, while the Herc is for evac purposes in case the Argo goes bang (which has never happened). Herc also serves as a backup capacitor - in case the energy cycle screws up, the guy can reroute power. At least, that was what I had in mind... :nervous: As for Orions, now I wish someone made a HTL version of Hamano's Orion... perhaps around 5/6k polys too. Orion mayhem... woohoo :lol:
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But 8 BSilv...
An Herc for Evac operations? Put in another Elysium :D
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But there's only one guy in the Argo. It makes more sense to use a fighter IMO. Plus I assumed that the Charons would have reactors of their own to support the eight BSilv in the first place. Those added capacitors just allow the Argo to fire longer and more powerful shots. Since the majority of Death Squad personnel don't give a crap if they melted their main guns anyway... they practically melt a couple a day and have them replaced like magic... as long as they get the job done (and blow the living crap out of the enemy target a hundred times over). :lol: :nervous:
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So what IS deathsquad anyway?
And I wanted the lo-poly one.
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Don't know if I should mention it.
I don't remember there being a lowpoly one. :doubt:
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There was on his rogue serv account before it died. It was there iwth the upgunned Typhon.