Hard Light Productions Forums

Hosted Projects - FS2 Required => Inferno => Topic started by: DarkBasilisk on July 28, 2006, 10:57:16 pm

Title: S:AH Still SCP Possible?
Post by: DarkBasilisk on July 28, 2006, 10:57:16 pm
Ok after someone pointed out my stupidness I got Inferno with SCP working, now I'm wondering is S:AH still possible with the SCP? I got the tabel fixes and setup the mod.ini file but I'm having the problem somoene else had posted about earlier ( http://www.hard-light.net/forums/index.php/topic,40354.0.html ):

Error: Could not load in main hall mask '2_MainScreen-M'!
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\MenuUI\MainHallMenu.cpp
Line: 1086
[This filename points to the location of a file on the computer that built this executable]

The problem didn't appear to be answered fully in that post so I was wondering unless something has changed if someone could please answer it this time.


Title: Re: S:AH Still SCP Possible?
Post by: neoterran on July 29, 2006, 01:17:47 am
you need : Inferno, Inferno R1 Patch, Inferno R1 Shadow0000's patch, and Freespace port to be reference in order to play S:AH correctly. You can play it after that, but it still has really out of date planets.
Title: Re: S:AH Still SCP Possible?
Post by: Pnakotus on July 29, 2006, 02:51:38 am
Neoterran, did Shadow0000 release his Inferno patch?  I've just got R1 and the R1 SCP patch.
Title: Re: S:AH Still SCP Possible?
Post by: neoterran on July 29, 2006, 08:24:55 am
Yes, he did. It's in the Updating R1 thread in the Inferno forum. However, it's a little out of date now that the SCP's code has been changing and the links are probably dead since Fileh went down. Also he said he has an update for it and another update for SA:H... if you look in the Inferno forum in one of the SA:H threads he shows pictures of what his S:AH looks like with all new 32 bit color planets and it's awesome looking. But he never released it because it wasn't finished and he was "too busy"

A big shame
Title: Re: S:AH Still SCP Possible?
Post by: DarkBasilisk on July 29, 2006, 06:43:03 pm
It took the cvs 5.4 launcher to get his to work out properly but adding the fs1 port and adjusting the mod.ini appropriately worked :) I'm about halfway through S:AH
Title: Re: S:AH Still SCP Possible?
Post by: Dark Hunter on July 29, 2006, 11:29:03 pm
I envy you.... It sounds like a brilliant campaign but I never could get it to work.... :(
Title: Re: S:AH Still SCP Possible?
Post by: Pnakotus on July 30, 2006, 12:00:13 am
It shouldn't be hard to get it working.  Just put FSP, INF and the media vps in separate mod folders, and use a mod.ini that includes the line

        secondrylist = ,Fsport3,Inferno_v1,Media_VPs;

(or similar, depending on your directory names) in your SAH mod folder.  These days you don't even really need the Inferno builds - Taylors multi_light runs INF and INF-derived campaigns/mods just fine.
Title: Re: S:AH Still SCP Possible?
Post by: DarkBasilisk on July 30, 2006, 12:30:59 am
I envy you.... It sounds like a brilliant campaign but I never could get it to work.... :(

It is incredibly well done, I enjoyed it a lot :) I believe I'm on the conclusion level for the last chapter right now.
Title: Re: S:AH Still SCP Possible?
Post by: neoterran on July 31, 2006, 12:37:48 pm
Now if we can just get the planets and the weapons updated, and the sun, it would truly shine.

Shadow0000,  you're our only hope....