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Hosted Projects - FS2 Required => Inferno => Topic started by: Shadow0000 on June 21, 2007, 03:51:27 pm

Title: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on June 21, 2007, 03:51:27 pm
DOWNLOAD:

7-Zip file format [filesize: 43 MB], you can download it from it's homepage located at www.7-zip.org

http://www.mediafire.com/?32azlwmydzj or http://files.filefront.com//;8244950;;/

Instructions:

1 - Decompress the downloaded file.

2 - Create a Directory in your FreeSpace 2 folder called "inferno" (without the quotes) and copy the 3 uncompressed files there (just in case the files are named "INF_1Patch.vp", "Inferno.bmp" and "mod.ini")

3 - Be sure to have the MediaVPs in a folder called "mediavps" (without the quotes, again, in your FreeSpace 2 folder). This is used by MODs so MediaVPs don't give problems to play FS2 Retail. Remember to use the SCP Launcher to select the MOD folder ("inferno" in this case).

What you need:

 - SCP v3.6.9 (Official Release) recommended, or newer if available.
 - MediaVP v3.6.8 Zeta (mv_cell is not required) and the MP-170 updates, or newer if available. (***)
 - INF R1 + SCP Patch. Both available to download at Inferno R1 homepage.

*** Any other MediaVP update not present in v3.6.8 Zeta VPs, but used by INF R1 that could improve quality

Updated Animated Beamglows (Muzzleglow): http://www.hard-light.net/forums/index.php/topic,38935.0.html

Updated Warpmaps: http://www.hard-light.net/forums/index.php/topic,39502.100.html

Screenshots:

http://i29.photobucket.com/albums/c254/Shadow0000/screen0906-INFR1_00.png
http://i29.photobucket.com/albums/c254/Shadow0000/screen0909-INFR1_01.png
http://i29.photobucket.com/albums/c254/Shadow0000/screen0913-INFR1_02.png

----------------------------------------------------

Independence vs. Diablo Red Alert bug http://www.hard-light.net/forums/index.php/topic,44363.40.html

If you're experiencing this bug download this workaround:

http://www.mediafire.com/?15smtnkigjn or http://files.filefront.com//;8028205;;/

Instructions:

1 - Decompress the downloaded file.

2 - Copy and paste the uncompressed dir in the "inferno" folder.

----------------------------------------------------

OPTIONAL MEDIA:

Advanced Effects:

TGA Planet Backgrounds [filesize: 30 MB](Same Res, but Higher number of Colours):

http://www.mediafire.com/?czyx2y4jclj

Instructions:

1 - Decompress the downloaded file.

2 - Copy the files to the Inferno's R1 "data\effects" folder (create the folder if needed)

The Hi-Poly FS2 SubSpace Node, for anyone who wants to use it instead of the INF one:

http://www.mediafire.com/?ewmd9dmxgi0 or http://files.filefront.com//;7833969;;/

Instructions:

1 - Decompress the downloaded file.

2 - Copy the files to the Inferno's R1 "data\models" folder (create the folder if needed)

----------------------------------------------------

Extras:

NOTE: don't download this until you're making a campaign which either uses Shivan Ships as the used by the player, or a Ship that is not used in the INF R1 Campaing (and unused ship). It won't break anything, but it will be useless, and will make the Limit in Number of Ships be high, and could later give problems with other MODs like Sol: A History or Solar Wars.

Shivan Support add-on (Modular Tables, not Models):

http://files.filefront.com//;7833917;;/

Unused INF R1 Ships (Modular Tables, not Models):

http://files.filefront.com//;7833918;;/

----------------------------------------------------

DOCS:

History & Changes (including remaining bugs and suggestions):

http://files.filefront.com//;8246179;;/

Nebulae Replacement Readme:

http://www.mediafire.com/?1jny4j1xgnz or http://files.filefront.com//;7836007;;/

----------------------------------------------------

Changes in the TBLs (before the Inferno team kills me):

1 - Weapons.tbl/Ships.tbl : Deleted the @ to symbols. It's a Flag that allows that entry (ship/weapon) to be available for the Demo version of FS2.
2 - Weapons.tbl: changed the Hell Storm X from $Swarm to $Corkscrew in order to prevent the destruction of multiple missiles by a single shot.
3 - Removed all unused Ships in INF R1 to allow Sub-MODs to be added using TBM (Modular Tables)

Special Notes:

1 - I made the Weapon's Descriptions to fit in 1024x768 res (at least).
2 - Anything broken by this update it's my total responsibility, report it to in this thread, don't bother the INF Team for my mistakes....thanks.

Feel free to give your opinion/feedback/bug report (notice that a few ones are already documented at the end of the History/Changes readme).
Title: Re: Inferno R1 (Unofficial Update)
Post by: lefkos on June 21, 2007, 04:44:56 pm
COOL
the pics look great!
downloading
Title: Re: Inferno R1 (Unofficial Update)
Post by: Koth on June 21, 2007, 11:50:02 pm
I can't believe you've done it! It took you more than a year but you did it. Now that's a fine piece of work. :yes: :yes:
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on June 22, 2007, 01:21:14 am
Thanks

I am not sure if this is much different from my other released versions, in terms of graphics it's almost the same, all the changes made were for compatibility from the MVP Delta to the Zeta ones, back then it was done months before the other thread was locked but I couldn't release it because of my internet connection, this is more of an arrange of the other topic which was more for a WIP (and because the download links were completely dead).

There are a few "To do" in the History/Change Readme but most of those fixes involve using a 3D modelling program to fix the problems, which isn't hard, but I am not good at converting models from FS2 to 3DS, then fix and make all the process back, which means I am not going to make any of that, but if someone else can or want to...

I wasn't sure if to post screenshots of other missions like 14 or 15 due to spoilers, these missions are better to take screens, but it would be really bad for anyone who didn't play R1.
Title: Re: Inferno R1 (Unofficial Update)
Post by: perihelion on June 23, 2007, 04:56:44 pm
I appreciate your efforts, Shadow0000 (welcome back, by the way!), and I hate to sound ungrateful, but while we are patching things, would it be possible to fix the Independence Vs. Diablo (http://www.hard-light.net/forums/index.php/topic,44363.40.html) bug as well?  Even if it is nothing more than turning the red-alert status off of that one mission, at least everyone wouldn't have to resort to editing the mission file anymore.

I'm about to give it a shot and make the change myself for the first time, but frankly, I don't trust myself not to screw it up.  That's why I've put it off this long, and I expect I'm not the only one.

My other question may be a very stupid one as I suspect the answer is, "Hell no!" but...  You made some comments about Sol: A History and Solar Wars.  Is this patch supposed to allow them to work on the SCP as well?  (Like, in conjunction with the R1-SCP Patch?)
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on June 23, 2007, 09:03:24 pm
If anyone notices an *.IBX that is generated in INF's "cache" folder while playing it, let me know and I will include it in the update, I used the F3 lab for ships and missiles, however things like shockwaves or debris can't be seen and are generated only in game and at certain places or events.

Quote
I appreciate your efforts, Shadow0000 (welcome back, by the way!), and I hate to sound ungrateful, but while we are patching things, would it be possible to fix the Independence Vs. Diablo bug as well?  Even if it is nothing more than turning the red-alert status off of that one mission, at least everyone wouldn't have to resort to editing the mission file anymore.

That's supposed to be a mantis bug for v3.6.9 ?, I remember playing with really old pre 3.6.9 builds and it didn't happen.

Like before, that's a bug with current builds, even when there is no Decal support the entries are still in there, I have no problem with fixing something, but that's a workaround, and the Red Alert for that missions is part of the R1 setting, I won't include the workaround in the main VP (INF_1Patch.vp), but I'll upload it as temporary workaround for v3.6.9 for anyone experiencing this bug, like I have posted in the other threads for the MVP Delta, things like this should be separated.

Quote
My other question may be a very stupid one as I suspect the answer is, "Hell no!" but...  You made some comments about Sol: A History and Solar Wars.  Is this patch supposed to allow them to work on the SCP as well?  (Like, in conjunction with the R1-SCP Patch?)

There hasn't been any work really, I somewhat update INF to learn tables, with S:AH I learned about the use of planets (3D or Backgrounds), but at some point I get bored with the repetitive table work that S:AH needs.

I believe the campaign should be playable with no errors, I never asked Blaise Russel (S:AH), or Gai Daigoji (SW), and I don't want to bother people ask for permission to post an unfinished update that could become a burden. If you check S:AH now with this update the backgrounds should have changed but still look deformed, though that's the most it can be done without a direct update.

This is the last I have done, and I didn't made it for S:AH or INF:

http://www.hard-light.net/forums/index.php/topic,45994.msg944052.html#msg944052

I also made a version using Specular on the water but it seems there is no way to avoid the Alpha, and I get also the stars and background reflected.

http://i29.photobucket.com/albums/c254/Shadow0000/screen0920.png
http://i29.photobucket.com/albums/c254/Shadow0000/screen0923.png
http://i29.photobucket.com/albums/c254/Shadow0000/screen0928.png
http://i29.photobucket.com/albums/c254/Shadow0000/screen0929.png
http://i29.photobucket.com/albums/c254/Shadow0000/screen0930.png

Leaving all that aside, there are a few fixes that S:AH need and can't be ignored:

21 - Texture Replacement is using "Duplicate", now that "Normal Texture Replacement" works, change it for Orions/Independence and Faustus.

* - I modified an Orion to change the Texture names so it could be used as an Independence, however the ones in MVP Delta and Zeta are different, I remember using the Delta, but I don't know if I have redone the same process with the Zeta (and I am not even sure if this also needed to be fixed or updated in future MVPs).

* - The Fenris and Leviathan have new updates, I remember that the MVP Zeta ones (and the first updated ones after), threw errors with the Debuggers, this was due related to a Turret problem. In any case I hope replacing the model will just do all the magic and don't ask me to change every mission using those models.
Title: Re: Inferno R1 (Unofficial Update)
Post by: jr2 on June 24, 2007, 01:45:28 am
Looks nice... gonna get this one when I get home... :)
Title: Re: Inferno R1 (Unofficial Update)
Post by: Woomeister on June 24, 2007, 04:21:05 am
If anyone notices an *.IBX that is generated in INF's "cache" folder while playing it, let me know and I will include it in the update, I used the F3 lab for ships and missiles, however things like shockwaves or debris can't be seen and are generated only in game and at certain places or events.

Use the -pofspew commandline. That generates an ibx for every pof file it can find including asteroids, missiles, debris etc
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on June 24, 2007, 04:59:37 am
Thanks Woomeister, that's really useful for the IBXs.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Snail on June 24, 2007, 05:00:26 am
sw33t
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on June 25, 2007, 01:50:28 pm
Why would anyone want to play Solar Wars? When i played the campaign it was so buggy that half of the missions didn't work. Sorry for this post if it has been upgraded since then.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on June 25, 2007, 02:05:25 pm
Don't worry, I have the same though as you, but I was able to finish it without any bugs, what bothers me is that is totally unbalanced. The Satyr (ancient heavy bombers) have Hitpoints comparable to a Fenris or Levy, it's afterburner reachs and speed 195 m/s, and if it wasn't enough you're given the most mediocre ships and crappy weapons in all the EA fleet, if there would be a available a set of better ships with Hell Storm X...

The Nightmare's tables have dummy or empty weapons, which makes it even more incomplete.

And as a personal opinion, 3 long missions spended flying almost alone lost in a nebula is not fun, I mean even before you start it means, you will have the same ship and weapons for the 3 missions.

Besides that, the update is just to make the Tables modular (TBM), for example most of R1 tables are used without changes, however the nightmare ships are added for example. Changing the background, to the Hi-Res ones and adding the starfield/skybox to every mission. There isn't much else that can be done about SW, debugging also, but due to the incomplete nightmare entries the debugger will give me a myriad of errors.
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on June 26, 2007, 01:53:36 pm
3 missions in the nebula? i only got to the mission where you had to guard the Utopia, and after 3 wings of Gorgons the Shivans stopped coming. I escorted it for 20 minutes and then died because i was too far away from the start, or something. In the mission before that it just sits there after the gigas shoots at it.
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on June 27, 2007, 06:41:06 am
The MediaFire site doesn't work. I tried it in Firefox and with the IE Tab, which mimics IE.

EDIT : I just wait a few seconds before clicking download.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on June 28, 2007, 08:17:29 pm
Quote
3 missions in the nebula? i only got to the mission where you had to guard the Utopia, and after 3 wings of Gorgons the Shivans stopped coming. I escorted it for 20 minutes and then died because i was too far away from the start, or something. In the mission before that it just sits there after the gigas shoots at it.

I managed to get of rid of most of the bugs, warnings and empty entries in Solar Wars, but I am not able to correct that bug in FRED2. It's Mission 04, you're supposed to destroy 3 AF Kato wings (or four), 2 AB Attis Wings, and then 2 AB Satyr wings, this last each with 2 ships each. But for some reason the "Win" event doesn't return true, and the allow warp SEXP never activates, along with the "Depart" directive.
Title: Re: Inferno R1 (Unofficial Update)
Post by: jr2 on June 28, 2007, 08:59:13 pm
Ya, that was a pain right in the butt.... waiting for 4ever with nothing happening on 64x time compression.  That was the mission with the Knossos, right?
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on June 28, 2007, 09:47:44 pm
Yes, that mission usually takes you about 30 minutes, so I set the time compression waiting for the enemies to arrive from 10000 m to 30000 m.

The problem is that the mission finish really there, the SEXP is set to "when Dragoon wing is destroyed", blabla "Win" becomes true "Commander: Situation under control, jump to the Utopia", then a chained to the Directive text for info no real use, and apart another SEXP to Allow Warp, however the first "Win" SEXP seems to never be executed for some reason, I can't really see why there are other SEXPs like that in the mission but none of those fails.

It took me quite a while to re-implement all the nightmare tables, with the weapons, though I don't know who made the weapons, I can see some entries were cloned from existing FS2 tables.

This is not as painfully as that bug, but did anyone pressed the Target key to swith around all the model present in the first mission, I get this:

http://i29.photobucket.com/albums/c254/Shadow0000/Solar_Wars_error.png

It seems your ship is inside a 12,000 Km model, that's another one already fixed FRED2.

http://i29.photobucket.com/albums/c254/Shadow0000/Solar_Wars_update_01.png
http://i29.photobucket.com/albums/c254/Shadow0000/Solar_Wars_update_02.png
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on June 29, 2007, 09:02:52 am
I forget where to get the campaign. If you could send it to me i might make a project out of sprucing it up.

[email protected]

Or if that doesn't work

[email protected]

I'd much prefer if you sent it to my Gmail, if you could send it at all.

Thx.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on June 29, 2007, 11:12:56 am
Solar Wars: Chapter 1 website

http://www.freewebs.com/neo-terra/index.htm
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on June 29, 2007, 12:19:29 pm
Thx. I'll get to work.
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on June 29, 2007, 12:34:53 pm
You said something about fixed nightmare tbls? Those would help alot. BTW I am inexperienced and wouldn't know where to put it. This is the first fredding that i have done aside from a very nicely shaping up INF mission that suddenly became corrupted. Anyone know how to fix this?
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on June 29, 2007, 12:43:03 pm
Here is a fixed ships.tbl, in case you try using Solar Wars with INF R1 + SCP Patch:

http://www.mediafire.com/?3qohtrzddbz or http://files.filefront.com//;7918019;;/fileinfo.html

I have made one also for Sol: A History if you need it:

http://www.mediafire.com/?1zszut0gdwt or http://files.filefront.com//;5080959;;/fileinfo.html

Remember both tables are for use with INF R1 + SCP Patch.

Quote
This is the first fredding that i have done aside from a very nicely shaping up INF mission that suddenly became corrupted. Anyone know how to fix this?

That's why I try to Debug tables, fix missing data from models, and get rid of FRED errors or warnings. Usually FRED2 silently replaces things that doesn't like, I saved the missions using v3.6.9 and listed every single change in a readme, I believe there was a single error. You should always compare your saved mission with the old one to check there is no missing or modified data, sometimes FRED2 builds can be bugged and wipe certain important data.

The tables posted above should work, the nightmare ship works, they're just missing weapons, or having some of them replaced with Shivan ones. I can't post the tables, because of the way I reimplemented the Nightmare tables I would need to give you all the update itself.
Title: Re: Inferno R1 (Unofficial Update)
Post by: jr2 on June 29, 2007, 07:58:14 pm
What about the newest, unofficial INF patch?  That won't mess anything up, will it?
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on June 29, 2007, 08:13:13 pm
I think it shouldn't mess anything, I fixed those TBLs so I could start updating both campaigns, but I keep the files aside because that's the closest format I could leave as the original, which I usually play to see I didn't mess anything. I don't use FS2 retail because it has no debugger, less warnings, and such stuff.
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on June 30, 2007, 08:08:08 pm
Where do I put icons.tbl?
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on June 30, 2007, 11:20:49 pm
All the Tables (*.tbl) go into the data/tables/ folder, either for Sol: A History or Solar Wars: Chapter 1 you need to overwrite the existing files.
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 01, 2007, 08:21:46 pm
and where do the campaigns go? I tried putting S:Ah in it's own mod folder and in the inferno folder and it came up in FRED with an error about the GTVA Rapid Laser glow.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Kazan on July 11, 2007, 10:37:42 am
the I v D workaround doesn't workaround
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 11, 2007, 12:01:53 pm
Thats cause the mission name is changed to INFM7-SCP or something. You have to give it the same name format as the other missions.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Kazan on July 11, 2007, 12:26:34 pm
got it.. i'll look at it later.. i'm desinging a ship right now
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on July 11, 2007, 10:21:36 pm
My mistake, I work with renamed INF****-SCP.fs2 missions in order to not confuse the standard Inferno R1 with the one I am updating, and be able to test missions faster using the techroom.

I updated MF/FF links in the first post with the corrected filenames for the Independence vs. Diablo workaround.
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 21, 2007, 02:23:24 pm
I keep getting this error
Code: [Select]
Error: Can't open model file <vesuvius.pof>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

I have Solar Wars in a folder, and INF in another, the mod.ini points to the right places.What causes this error? Sorry for all of these noobish questions, but this is my first attempt at the like of this. I have the fixed ships.tbl.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Mehrpack on August 03, 2007, 06:23:03 pm
hi,
do have anybody a mirror for me, pleace?

mediafire does everytime cut the serverconection if 100kb only remain.
doesnt know why, try it with serveral broswern :(.
and the file is on filefront gone  :(

Mehrpack
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on August 03, 2007, 06:37:37 pm
Please stop using your name at the end of every post.
Title: Re: Inferno R1 (Unofficial Update)
Post by: jr2 on August 03, 2007, 07:43:33 pm
Hmm, you'll have to wait till I get home, which might not be until tomorrow...
Title: Re: Inferno R1 (Unofficial Update)
Post by: Vasudan Commander on August 03, 2007, 10:04:21 pm
I never got why people had so many dreaded problems with the Independence vs Diablo mission.I never got a problem with that.

Maybe its just cause im cool.  :pimp:
Title: Re: Inferno R1 (Unofficial Update)
Post by: Dark Hunter on August 03, 2007, 10:22:45 pm
That was, I believe, a product of the evil Red-Alert bug. I never had problems with it either, but a lot of people did...
Title: Re: Inferno R1 (Unofficial Update)
Post by: Mehrpack on August 03, 2007, 11:10:26 pm
Please stop using your name at the end of every post.

hi,
i dont see the problem with that.
since over 8 years i writing my name under my post, and nobody criticism it.
nobody has never someting negativ say, somebody wonder and ask why, and then i tell him thats my postingstlye.
other copy it and use it at thiere own.
so if you dont like it, feel free to ignore me, but i dont chance it.

@jr2: nice, no worry i will wait, thank you (pre-dated) :).

Mehrpack
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on August 04, 2007, 02:37:02 am
The files won't be up until tomorrow I guess, FileFront seems to schedule for deletion files of more than a few MBs.

I have made some changes to the update, I'll upload first the 7-zip files, and if I have time the zipped ones.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Snail on August 04, 2007, 06:35:49 am
Please stop using your name at the end of every post.

Stop posting.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Harbinger of DOOM on August 04, 2007, 06:59:31 am
Please stop using your name at the end of every post.

Stop posting.
QFT
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on August 04, 2007, 07:55:14 am
I'llstop griping about your name at the end of posts... :doubt:
Title: Re: Inferno R1 (Unofficial Update)
Post by: Snail on August 04, 2007, 08:11:05 am
It's just pointless and stupid nagging. It doesn't do anything but make you look like an asshat.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Woomeister on August 04, 2007, 08:27:56 am
Enough please as I don't want to have to lock this thread.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Snail on August 04, 2007, 09:15:46 am
Okay.

Why is the Avenger T2's explosion the Subach one? It looks weird. It could use Vapula_Impact.ani instead
Title: Re: Inferno R1 (Unofficial Update)
Post by: akenbosch on August 04, 2007, 11:40:12 am
@Snail: Stop posting, start modding.

@VC: how did you avoid it? would you mind telling us what you did in the mission before indi vs. dia?
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on August 04, 2007, 09:24:33 pm
Quote
Okay.

Why is the Avenger T2's explosion the Subach one? It looks weird. It could use Vapula_Impact.ani instead

FS1 doesn't use a Impact Explosion for the original Avenger, neither INF R1 does, I guess I changed all the none Impact explosions that didn't have a proper ANI (******_Impact.ani) to Subach ones.

I didn't implemented FS1 weapons in S:AH, I never get to know which weapons are older versions of the current ones. I already explained this with the Arrow and the Trident, where the Arrow should be a FS2 Harpoon and the Trident a FS1 Interceptor, even so I changed both missiles to Harpoon's model since there isn't a hi-poly Interceptor, and because of the same reason I mentioned before, I don't exactly know with weapons are other versions already existing ones.

On a side note, I am having some troubles uploading the files...

Quote
@VC: how did you avoid it? would you mind telling us what you did in the mission before indi vs. dia?

I also don't have problems with that mission, but I didn't tested it recently, I just know it happens or it doesn't.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Woolie Wool on August 05, 2007, 09:36:28 am
But still, why use Subach_Impact? Maxim_Impact is more logical for the Avenger, as is Kayser_Impact for the Banshee, MS_Impact for the Flail, etc.
Title: Re: Inferno R1 (Unofficial Update)
Post by: akenbosch on August 05, 2007, 03:45:49 pm
because he can do whatever he wants.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on August 05, 2007, 10:39:03 pm
No, that's totally impossible, and even if I could, is what I am avoid.

Quote
But still, why use Subach_Impact? Maxim_Impact is more logical for the Avenger, as is Kayser_Impact for the Banshee, MS_Impact for the Flail, etc.

I have no logic to follow, I explained I didn't play FS1, neither ported it's weapon to S:AH.

There wasn't a xxxxxxxx_Impact to replace, and I didn't know it was an enhanced version of FS1 weaponry, however I pay attention to the TBLs:

Quote
+Tech Description:
XSTR("The Avenger cannon was completed by Terran and Vasudan scientists as a joint project following the end of the Terran-Vasudan War, and a rising number of encounters with the Shivans. The EA uses this more refined but slightly less powerful version as its standard armament for its own breed of fighters. It is roughly equivalent to the Subach HL-12 in power.", -1)
$end_multi_text

It has already the colour to match a Vasudan weapon, the Vapula is used for Terran Turrets, and some Shivan weapons, I don't really see that these weapons are more related to the Avenger than a Subach.

Subach HL-12: Subach HL-7
Luyten D-9: Subach (read tech description)
Mekhu HL-12: Mekhu HL-7
Avenger T2: FS1 Avenger (subach currently)
Adv Disruptor: Akheton SDG
Mace: Morning Star
Prometheus: Prometheus R
Prometheus Adv: Prometheus S
Hastor: Maxim
Ripper: Maxim
Kayser Adv: UD-8 Kayser
Khonsu GV-5: UD-8 Kayser

There are no Circe or Lamprey matchs.
Title: Re: Inferno R1 (Unofficial Update)
Post by: jr2 on August 06, 2007, 08:21:42 am
hi,
do have anybody a mirror for me, pleace?

mediafire does everytime cut the serverconection if 100kb only remain.
doesnt know why, try it with serveral broswern :(.
and the file is on filefront gone  :(

Mehrpack

Mehrpack, which file do you need?  The latest unofficial update, nothing else?  If so, this (http://www.megaupload.com/?d=PLX4TZKY) is it.  If you need another file, let me know.  (You will need the latest version of WinRAR or 7-zip (http://www.7-zip.org) to open .7z files.)
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on August 06, 2007, 06:06:40 pm
I uploaded an updated version, links are on the 1st post of this thread as usual, however I have no time to make and upload a Zip package, I hope there will be not much troubles because of this. I also deleted any other link that went down front FileFront.
Title: Re: Inferno R1 (Unofficial Update)
Post by: jr2 on August 06, 2007, 07:41:48 pm
Umm, so that is newer than mine, right?
Title: Re: Inferno R1 (Unofficial Update)
Post by: Mehrpack on August 06, 2007, 08:12:47 pm
hi,
thanks alot jr2 for your work and time :yes:   :cool: , that was the file.

i have it upload the update that had shadow posted now on my own privat webspace, so if anybody need a mirror send a pm to me.

Mehrpack
Title: Re: Inferno R1 (Unofficial Update)
Post by: Shadow0000 on August 06, 2007, 09:15:03 pm
Quote
Umm, so that is newer than mine, right?

Yes, but is not really that important, it include all the IBXs now, I stopped using the typo version on the mod.ini as you suggested, I also re-saved all the missions using FRED2 v3.6.9 and docummented the changes, just in case a bug appears. I have also updated the History/Changes doc, it should be more detailed.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Grizzly on August 09, 2007, 11:21:11 am
Doesn't INF:A has an impact version of the Avenger Mk II?

But other then that, good work, all we need now is Lightspeed's nebulae added to the missions.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Snail on August 09, 2007, 11:54:13 am
But other then that, good work, all we need now is Lightspeed's nebulae added to the missions.

It's set in Sol so they'd all be the same.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Mobius on August 09, 2007, 11:59:42 am
But other then that, good work, all we need now is Lightspeed's nebulae added to the missions.

It's set in Sol so they'd all be the same.

Eh? Many of the missions take place elsewhere...
Title: Re: Inferno R1 (Unofficial Update)
Post by: Snail on August 10, 2007, 08:57:58 am
Huh?

M1 = Sol
M2 = Sol
M3 = Sol
M4 = Sol
M5 = Sol
M6 = Sol
M7 = Sol
M8 = Sol
M9 = Sol
M10 = Sol
M11 = Sol
M12 = Sol
M13 = Sol
M14 = Sol
M15 = Sol
M16 = Sol
M17 = Sol
M18 = Sol
M19 = Sol
M20 = Sol
M21 = Sol
M22 = Sol
M23 = Sol
M24 = Sol
M25 = Sol
M26 = Sol
M27 = Sol
M28 = Sol
M29 = Sol
M30 = Sol
Title: Re: Inferno R1 (Unofficial Update)
Post by: Grizzly on August 10, 2007, 01:36:44 pm
Thats a different campaign, Snail!

I meant Release 1 to be lightspeeded... Alliance doesn't need to, as there aren't any nebuleas in sol.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Snail on August 10, 2007, 02:12:22 pm
Oh. Screw me. (actually don't)
Title: Re: Inferno R1 (Unofficial Update)
Post by: Mobius on August 10, 2007, 04:50:49 pm
I meant Release 1 to be lightspeeded... Alliance doesn't need to, as there aren't any nebuleas in sol.

Not in Sol. But remember that there are single missions and separate INFA minicampaigns.

Thats a different campaign, Snail!

Yeah, I was refering to INFC1.
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on August 11, 2007, 04:00:45 pm
Oh. Screw me. (actually don't)

I'll screw you! ;7

*runs*
Title: Re: Inferno R1 (Unofficial Update)
Post by: Snail on August 11, 2007, 04:07:12 pm
Wow, your penis must be pretty small to screw a Snail.





Anyway...

Could INFSCP use a few of the effects in this package? Like the blue Beamglow?
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on August 11, 2007, 04:12:08 pm
Wow, your penis must be pretty small to screw a Snail.





Anyway...

Could INFSCP use a few of the effects in this package? Like the blue Beamglow?

Sicko... :doubt: :ick:
Title: Re: Inferno R1 (Unofficial Update)
Post by: Mobius on August 11, 2007, 04:18:02 pm
Wow, your penis must be pretty small to screw a Snail.

He must not be Italian. According to the Penis ChartTM, we have the longest penises of the world.

Could INFSCP use a few of the effects in this package? Like the blue Beamglow?

Depends. We'll be waiting for new stuff...
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on August 11, 2007, 04:53:07 pm
Wow, your penis must be pretty small to screw a Snail.

He must not be Italian. According to the Penis ChartTM, we have the longest penises of the world.

Could INFSCP use a few of the effects in this package? Like the blue Beamglow?

Depends. We'll be waiting for new stuff...

Sicko2
Title: Re: Inferno R1 (Unofficial Update)
Post by: Mehrpack on August 12, 2007, 02:41:37 am
hi,
so played again RC1 and looking good, as ever nice work shadow  :yes:

Mehrpack
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on March 31, 2008, 08:26:08 am
:necro:

Just :bump: ing this so that people know it's here.
Title: Re: Inferno R1 (Unofficial Update)
Post by: MarsNeedsWomen on July 07, 2008, 08:14:00 pm
Sorry to necro thread, but I'm getting an error. I'm using FSOpen 3.6.10 with 3.6.8 zeta mediavps.

(http://img112.imageshack.us/img112/686/buggyso1.th.jpg) (http://img112.imageshack.us/my.php?image=buggyso1.jpg)
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 07, 2008, 08:36:44 pm
You have all your .VPs in the root folder. Download the suggested 3.6.10 build in my signature, and put it in your FS folder. Select the debug build with the launcher, and when it crashes post the fs2_open.log from \data.
Title: Re: Inferno R1 (Unofficial Update)
Post by: MarsNeedsWomen on July 07, 2008, 08:51:40 pm
Here my log

[attachment deleted by admin]
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 07, 2008, 09:42:25 pm
Code: [Select]
Found root pack 'C:\games\freespace2\mediavps\ITDoH Chapter 1.vp' with a checksum of 0xc7cdc4a4
Found root pack 'C:\games\freespace2\mediavps\ItDoH2.vp' with a checksum of 0x6b7c38a3
These should be moved to \FreeSpace2\ITDoH.

Code: [Select]
Found root pack 'C:\games\freespace2\mediavps\aLightspeedFS2.vp' with a checksum of 0x515f5e4b
Found root pack 'C:\games\freespace2\mediavps\aNebulae.vp' with a checksum of 0xcd4338d9
Delete these, the LS nebulae are included in the MVPs, IIRC.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Jeff Vader on July 08, 2008, 03:19:50 am
Code: [Select]
Found root pack 'C:\games\freespace2\mediavps\aLightspeedFS2.vp' with a checksum of 0x515f5e4b
Found root pack 'C:\games\freespace2\mediavps\aNebulae.vp' with a checksum of 0xcd4338d9
Delete these, the LS nebulae are included in the MVPs, IIRC.
They're just the nebulae and the FS2 mission pack released by Admiral Nelson. They should be in \mediavps\ and they won't do any harm. On the contrary.

And wasn't it so that the nebulae might be contained in the MediaVPs but the necessary table/whatever is in adveffects, which in turn cannot be used by everyone due to hardware limitations.
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 08, 2008, 08:28:37 am
Oh right. But he has the AdvEffects. And when I used the mission file thingy, I got crashes.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Jeff Vader on July 08, 2008, 08:45:53 am
Hmm. On what instances did you get crashes? The missions have always worked for me. And they should be exactly the same as the retail missions, aprat from the background changes. And possibly some bugfixes.
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 08, 2008, 10:01:38 am
I just put 'em in \MVPs.

I believe the problem arose from me not having the AdvEffects at the time, and also lacking the LS_Nebulae.vp or whatever it is.

But he doesn't need them.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Jeff Vader on July 08, 2008, 10:07:34 am
I just put 'em in \MVPs.
Correct.

I believe the problem arose from me not having the AdvEffects at the time, and also lacking the LS_Nebulae.vp or whatever it is.
I've never had AdvEffects. And if the LS Nebulae are not found, the missions should just utilize the retail nebulae.

But he doesn't need them.
Not the nebulae themselves, but it would be good to have LightspeedFS2, since the FS2 campaign missions are, oh, so much purdier with it.
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 08, 2008, 10:12:13 am
Yeah. So MNW, Leave LightspeedFS2.vp, but delete the other one.
Title: Re: Inferno R1 (Unofficial Update)
Post by: MarsNeedsWomen on July 08, 2008, 11:12:52 am
Nope, still doesn't work. Now it's giving some gibberish about the AI.

[attachment deleted by admin]
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 08, 2008, 12:16:55 pm
Code: [Select]
TBM  =>  Starting parse of 'INFaiProfiles-aip.tbm' ...
WARNING: "An ai profile named 'FS2 RETAIL' already exists!  The new one will not be created." at ai_profiles.cpp:199
Try reinstalling INFR1, apply the SCP patch, then this one.
Title: Re: Inferno R1 (Unofficial Update)
Post by: MarsNeedsWomen on July 08, 2008, 12:25:20 pm
Nope still getting the error. :(
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 08, 2008, 12:30:33 pm
Try 3.6.9.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Reef on July 16, 2008, 09:15:29 am
I have the same problem in latest trunk but on 3.6.9 in seems all cool. hmmm  :blah:
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 16, 2008, 10:10:51 am
Some campaigns (ITDoH, others) have compatibility issues with .10.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Talon 1024 on July 16, 2008, 09:57:42 pm
I'm trying to play it, but I'm getting the same error as MarsNeedsWomen. :nervous:

Here's my logfile.

BTW, the build linked in Cole's sig doesn't make much difference.

[attachment deleted by admin]
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 17, 2008, 08:30:46 am
Code: [Select]
Found root pack 'C:\program files\games\freespace\mediavps\aaNebulae.vp' What's that? I believe it's a no-no.

Code: [Select]
Found root pack 'C:\program files\games\freespace\DEM.vp'Put that in a new folder.

Code: [Select]
Found root pack 'C:\program files\games\freespace\nm_test.vp'Delete this, it's included in the MediaVPs.

Code: [Select]
Found root pack 'C:\program files\games\freespace\sdr1119.vp'Should go in MediaVPs folder.

That should help.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Snail on July 17, 2008, 09:05:32 am
Also, it shouldn't be in Program Files as spaces in the directories cause problems or something.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Jeff Vader on July 17, 2008, 09:42:17 am
Code: [Select]
Found root pack 'C:\program files\games\freespace\mediavps\aaNebulae.vp' What's that? I believe it's a no-no.
I believe it's just the LS Nebulae. I'd rather say "maybe" instead of no-no.

Also, it shouldn't be in Program Files as spaces in the directories cause problems or something.
Hasn't that been fixed for a while now?
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 17, 2008, 10:50:52 am
Yeah, that bug is gone in .10.

And about the nebulae, they're in the 3.6.10 AdVPs by default.
Title: Re: Inferno R1 (Unofficial Update)
Post by: Talon 1024 on July 17, 2008, 04:22:12 pm
Code: [Select]
Found root pack 'C:\program files\games\freespace\mediavps\aaNebulae.vp' What's that? I believe it's a no-no.

Code: [Select]
Found root pack 'C:\program files\games\freespace\DEM.vp'Put that in a new folder.

Code: [Select]
Found root pack 'C:\program files\games\freespace\nm_test.vp'Delete this, it's included in the MediaVPs.

Code: [Select]
Found root pack 'C:\program files\games\freespace\sdr1119.vp'Should go in MediaVPs folder.

That should help.

Unfortunately it doesn't help... :sigh:

EDIT: Here is the error message I am getting:

Code: [Select]
LUA ERROR: [string "GameInit"]:2: attempt to index global 'ma' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name: (null)
Name of: (null)
Function type: (null)
Defined on: 0
Upvalues: 0

Source: (null)
Short source:
Current line: 0
------------------------------------------------------------------


------------------------------------------------------------------
LUA Stack:
------------------------------------------------------------------

------------------------------------------------------------------

And here is the FS2_Open logfile:

[attachment deleted by admin]
Title: Re: Inferno R1 (Unofficial Update)
Post by: colecampbell666 on July 17, 2008, 08:03:55 pm
I have no idea, this is beyond me.

Wait! The Apollo should be in the FSPort folder, it will possibly interfere with the MediaVPs/tables. Move it out of your FS2 folder.
Title: Re: Inferno R1 (Unofficial Update)
Post by: jr2 on July 18, 2008, 01:53:09 pm
Also, it shouldn't be in Program Files as spaces in the directories cause problems or something.

That problem was fixx0red a long time ago (I used to suffer from it... 3.6.5 IIRC)