Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: T-Man on June 09, 2008, 07:26:55 pm
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With the release of ShadowGorrath's SCP upgrade for Sol:AH (something long awaited by the world; big thanks to him for his hard work), i felt i should make a small announcement that is so long overdue it is officially embarrassing :o:
About five/six years ago (like I said, overdue :lol:) I was reading all the requests for a remake of Sol:AH, and as a budding (see naive) game designer-in-training looking for practice, began discussing this is Blaise Russel, the creator. He said he was too busy with other projects to do a remake, and so I offered to give it a shot myself and he gave permission. So began (known only to a few people, whom I thank for keeping it secret for so long) what quickly became a total rebuild of Sol:AH; not only bringing it to SCP, but with more ships, more missions, more features, and a deeper storyline that spans the entire 65 years of isolation (from FS1s 2336 to INFs 2400s)…
...well, that was the grand vision anyway...
...a whole host of education-related commitments and the realisation that such a project is well beyond one teenager (who to be honest has never run a mod project before) has meant after all this time I have only the sum total of a tiny, pathetic alpha build with a few ships & tables and a single completed mission. Everything else is still in note form.
I’m announcing this now because at some point this summer I’m likely going to do what I should have done in the first place; try and get together a team to help develop the project. I need to think it over for a bit first, but watch this space in that regard.
And for those who like such things, behold, pictures from said alpha build:
(http://i27.photobucket.com/albums/c194/thetman4488/FS%20Stuff/CB.jpg)
A Shot from the Command Breifing of the first mission. Features an FS1 animation from the Port. In the final production i'd definetly look to resizing that anim.
(http://i27.photobucket.com/albums/c194/thetman4488/FS%20Stuff/1stMission1.jpg)
The 1st Mission. The first half is simply a recreation of Blaise Russel's origional, right down to the lines being spoken, until...
(http://i27.photobucket.com/albums/c194/thetman4488/FS%20Stuff/1stMission2.jpg)
...the Lucy makes an explosive entrance, imploding right in front of the Fleet (instead of far away like in the origional). It's here the mission deviates. Note the directives; in this one several Shivan fighters came through too, the remnants of the Lucifer's compliment, which you must help the Bastion wings destroy. Everyone is invulnerable until the player enters combat range thanks to SEXPs, so you aint gonna miss out. The Shivan fighters are also up-powered a little in the tables, with double their usual sheilds/armour (i might even make it triple in the final) to stretch the battle out.
(http://i27.photobucket.com/albums/c194/thetman4488/FS%20Stuff/1stMission3.jpg)
After loosing a number of ships, the Shivans warp out (with SEXPs ensuring at least 1 Dragon is amongst them for a future mission), and (inspired by INFA) the player is told to dock with the Terra instead of jumping out. The way back the music is told to play a variant of the "breif1" track; which will be the "main theme" of the mod.
(http://i27.photobucket.com/albums/c194/thetman4488/FS%20Stuff/Vesuvius.jpg)
(http://i27.photobucket.com/albums/c194/thetman4488/FS%20Stuff/Daedalus.jpg)
An example of two ships slated to star in the mod; the old Vesuvius from INF and Dark's Daedalus. The Vesuvius will require slight remodelling and reskinning to fit its new role as a civilian/pirate fighter, while the Daedalus needs updating with glow/shine/normal maps. The Medical TAC1 is also its own entry, the Terran Medical Module (TMM1). Dark's Medical Elysium\Chronos will also appear in the form of alternate textures for the relevant vessels which can be switched to in FRED. Again, all need shine/glow/normal mapping.
So anyways, a couple of pre-empted FAQ’s for you guys:
//\\//\\ Sol: The Isolation (Sol:TI) – Sol:AH reborn //\\//\\
So what are you planning exactly?
A rebuild of Blaise Russel’s Sol: A History, which will build upon the original’s storyline, factions and themes, while adding new ones of its own at the same time. It will hopefully make use of the SCP’s features to add to gameplay too (including HTL eventually, but at the moment neither of my comps can run HTL :sigh:). It will be optimised to run on INFASA as a mod.
Won’t this project conflict with ShadowGorrath’s upgrade?
Not at all; ShadowGorrath’s Sol:AH upgrade is a reproduction that is true to the original mod, adding only bug fixes and SCP optimizations while keeping the vanilla aspects, whereas Sol:TI is an attempt to expand on the mod and introduce new themes and ideas to it. I planned to at some point create an “Old School” recreation of the Blaise’s original as a mod extra anyway, so if anything the two can compliment each other. Some aspects of his mod may also find their way into our mod (which he has kindly given permission for :)).
How big is it going to be?
I am currently planning for a series of 5 or 6, campaigns each of at least twenty missions. The first four will cover similar events to the original (though not always through the same eyes), then the following ones continue the story beyond Sol:AH’s ending. I can confirm there will be a point where the campaign branches, and the player will be able to choose between one of two factions to fight for that will effect the outcome of the storyline.
How different will it be to the original?
Though keeping mostly true to the basic plot of the original, there will be many differences, mostly around the nature of the GTA’s collapse, the relations between the different colonial powers, and the ships & stations seen. Almost every mission from the old Sol:AH will have a version in this mod, though likely modified or completely rebuilt. Some elements have been modified (for example, the “Republic of Mars” rebels make an appearance, but do not gain control of Mars, which remains loyal to the GTA throughout).
How many ships?
Since Sol:TI will include almost all one race (there will be only five alien ships) I would like to exploit this chance to really go to town in fleshing out the Solar system so expect as many as we can fit in. The ships will be based on one of three “eras”; the “FS era” (centred on FS1 ships), the “INF era” (centred on the EA fleet from Inferno), and a third era midway between them, containing the vessels developed between the two time periods.
For each Era, there will be a set of ships for each of the three main factions; the GTA/EA, Jovian Coalition and the Uranian-Neptunian Union. Some ships will be shared between them but others will be unique to a side, and follow a particular theme (balance for GTA\EA, cheap & numerous for JC, and high-tech systems for the UNU). There will additionally be a handful of civilian and pirate ships. All of the above will also be true for weaponry.
Ships be a mix of FS1/2 originals, INF EA ships, a couple of reskinned and revamped ships from R1 INF (such as the Orc and Chaos from the old SOC fleet, which star in the UNU fleet) and from around HLP (such as Dark’s old Daedalus medical frigate), plus several new designs (such as the Orthrus; a Cerberus variant that features missiles instead of lasers).
Will you be using Woo’s ships from INFA/INFASA?
Though it would make sense to do this, I am barring myself from doing so. My project (with permission) will use the vanilla-sourced and INF EA ships from INFASA to keep file size low and ease compatibility, but ships made strictly for that mod (such as the Viper and Tyr cruisers) will be avoided, so that INFA remains a unique experience to my own project and vice-versa.
What will support for fan content be like?
This project will actively encourage fans to create their own missions & campaigns. All the human fighters will be player flyable and all fighter weapons useable (even if you never fly or use them in the campaign) so players can make missions where you are the JC or pirates etc. The storyline will also be supplemented by a series of "reference guides" that detail the timeline of events for each campaign and go into detail on how to present each side and what items they should/shouldn't have.
I think that just about covers everything. If anyone has any additional questions, feel free to post them, along with your opinions/comments. This is all still in the planning stages, and will need alot of organising before its off the ground, but watch this space.
Thanks
T-Man
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Sounds fantastic...Will it be voice acted?
If so i'd like to do
*Terran Politition who announces the GTA being reborn as the Earth Alliance
*The Historian who narrates the epilogues of the campaign
*The Guy who makes that fantastic "Earth supreme2 speach to the Jovians - Cant remember if it was EA command or Nemesis captain...suspect former. Will play mission again to find out...
one special request please add in to that final campaign the line "This [is] not war! This [is] pest-control!" - a brilliant Dalek line that suits the sttitude of the EA
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mmm sounds fun!! ^^
good luck man! If you need some extra hand with fredding I could give it a shot to some easy missions.... (And I said extra because Im really very very nooby at fredding)
anyway great for you, hope it comes arround! :D
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...the Lucy makes an explosive entrance, imploding right in front of the Fleet (instead of far away like in the origional). It's here the mission deviates. Note the directives; in this one several Shivan fighters came through too, the remnants of the Lucifer's compliment, which you must help the Bastion wings destroy. Everyone is invulnerable until the player enters combat range thanks to SEXPs, so you aint gonna miss out. The Shivan fighters are also up-powered a little in the tables, with double their usual sheilds/armour (i might even make it triple in the final) to stretch the battle out.
It was supposed to explode far away, do you have any idea how big Systems in Freespace are? :wtf:
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I believe he means to have the ships right on top of the node instead of away from it in his version. There's some logic to that. I mean shields aren't "instant on" things. Not on something the size of the Lucifer for sure. Right on top of the node would be right were you want to be to try to smack on the Lucy before her shields could come all the way up. Not that it would matter in this case, but it would be a tactical decision that could be made in the kind of desperation that only the Lucifer engendered.
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Also, if you're on top of Lucy, you're not in front, so there's less chance of getting speared by Shivan Super Lasers.
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Also, if you're on top of Lucy, you're not in front, so there's less chance of getting speared by Shivan Super Lasers.
I remember in FS1 when those didn't hurt me if they hit me... :wtf:
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@droid803
Being under or behind the Lucy doesnt hurt either
@Hades
Were you using Cheats?
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@droid803
Being under or behind the Lucy doesnt hurt either
@Hades
Were you using Cheats?
No, not at all.
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Okay...wierd...
Wait were you using the "Beams dont penetrate shields" flag? or was this with the old superlasers
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I believe he means to have the ships right on top of the node...
(http://i27.photobucket.com/albums/c194/thetman4488/FS%20Stuff/1stMission4.jpg)
It would appear you and 1st Fleet Command think alike Captain :cool:
The ships will actually be in the same position as they were, but i'm assuming in this that they've worked out which side Lucy will emerge from so they'll be close to her when she's slowed down from warp.
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They may be voice acting, but i will likely be release after the mod as an expansion pack. When we do get round to it, Mr Emperor, i'm sure a role as the politican can be arranged.
And about that pest control line.... aye, i do love that line.
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Hey, good work. INFA2 will still p4wn j00 tho... :P
(just kidding, I'd think of them as completely different ideas... but we will still p4wn j00!)
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some of us are still smarting from that stunt you pulled on april 1st
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I had to run from some black guy with a crowbar last week because of that. I'm now regretting it.
Come to think of it, did you send him?
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Maybe it was Woo.
For some reason, I'm pretty sure I read somewhere that Woomeister is black.
Can someone shed any light on this? It's driving me crazy.
Thread hijack, btw.
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@Snail
No...I wouldnt use anything as unimaginative as a crowbar...I'd use the Lucifer or the Sathanas...
Id also rephrase that comment, you are liable to be flagged for racism.
Anyway, here's looking forward to this campaign. Hopefully this will be to S:AH what ST:R is to vanilla ST...Sure S:AH was 1000x better than ST vanilla, but it is nice to see a "Final Mix" of such a great campaign - kingdom hearts fans will get the reference
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Hey, good work. INFA2 will still p4wn j00 tho... :P
(just kidding, I'd think of them as completely different ideas... but we will still p4wn j00!)
Well since i'm planning for this to run using the "mod" option on your INFASA, then yeah, INFA2 already p4wns it :lol:
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Looking forward to this one myself
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T-man, you just made me a very happy boy. i've played part of S:AH, and it was one of my favorite campaigns. and were those med textures ever adapted to a Hippo?
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If it was one of your favorite campaigns, then why didn't you play all of it? :wtf:
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hmmm... good question. see title for more info.
EDIT: THat wasn't ment to be sarcastic.
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ADHD ftw?
Srsly, that statement is nearly signatureworthy.
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:wtf: Who are you?
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He's Lobo, the problem solving wolfman.
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And suddenly I'm thinking of a Guess Who song. Can anyone figure out which?
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Maybe it was Woo.
For some reason, I'm pretty sure I read somewhere that Woomeister is black.
Can someone shed any light on this? It's driving me crazy.
Thread hijack, btw.
Eh? No I'm not.
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He's Lobo, the problem solving wolfman.
Heh... Lobo... just learned that in spanish today... lol...
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He's Lobo, the problem solving wolfman.
Heh... Lobo... just learned that in spanish today... lol...
:wtf: Now it makes sense. I had always wondered about the "Wolfman" part.
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Woo's from Liverpewl.
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He's Lobo, the problem solving wolfman.
Heh... Lobo... just learned that in spanish today... lol...
:wtf: Now it makes sense. I had always wondered about the "Wolfman" part.
Lobo is literally wolf in spanish. funny, i was looking at supreme commander ysterday, one of the units is named the lobo class light artillery.
ok, this and the woo tangent should both stop.
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And nobody could guess that the song I was thinking of was The Guess Who - Clap for the Wolfman. Philistines... :p :D
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Lobo is literally wolf in spanish.
Yah, I know that now. Looked it up with Wiktionary after you mentioned Spanish. As I said, it now makes sense. And it gave me an idea conserning my username.
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I knew lobo was wolf in spanish...hell i knew lobo was @wolf the second i saw name.... Lobo - Lupo...anyone?
Anywhay back on topic...I would like to offer my services as a mission tester
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Back off topic, where the heck is Mobius of late?
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Having exams.
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Poor B*****d...
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The first screenshot in this thread reminds me of Winston Churchill... :nervous:
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I don't want to be too harsh, but...what's the point?
Blaise Russel claimed he would create a S:AH remake compatible with INF SCP, which means more EA stuff to use. I'm afraid he won't make radical changes to the plot due to INFA2, which will preceed INF SCP. I guess the remake will improve the old campaign without disrupting INFA2 plans.
P.S.
Latin = Lupus, Italian = Lupo, Spanish = Lobo. It isn't hard to understand when you're a genius...ops...a lucky person. I also remember a monster called "Lobo" in FFVI. ;7
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I don't want to be too harsh, but...what's the point?
Blaise Russel claimed he would create a S:AH remake compatible with INF SCP, which means more EA stuff to use. I'm afraid he won't make radical changes to the plot due to INFA2, which will preceed INF SCP. I guess the remake will improve the old campaign without disrupting INFA2 plans.
P.S.
Latin = Lupus, Italian = Lupo, Spanish = Lobo. It isn't hard to understand when you're a genius...ops...a lucky person. I also remember a monster called "Lobo" in FFVI. ;7
It's a recreation. It's different from SAH, and anything else. So there is a point- redone/recreated/expanded SAH with more ideas/themes and etc.
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I don't want to be too harsh, but...what's the point?
Blaise Russel claimed he would create a S:AH remake compatible with INF SCP...
I had origionaly been planning to help Blaise with his remake, but he told me he would unlikely do one as he was so busy with other projects like TVWP and stuff. I therefore offered to do the remake for him and he agreed.
So essentially, this project is Blaise's remake (he gave me full permission to make it, and i plan to give him at least a small measure of control over the ideas that appear in the mod anyway since it is partly his)... i'm just adding a few concepts of my own along the way ;7
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Well what's the point? BR claimed the remake should have been based on INF SCP(and therefore on INFA2, too). Just wait for the new models that will hopefully arrive soon...
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Well what's the point? BR claimed the remake should have been based on INF SCP(and therefore on INFA2, too). Just wait for the new models that will hopefully arrive soon...
If you are referring to the EA ships, the first campaign (and possibly even the second) of this mod won't require them; the EA don't start getting INF ships until well after the first campaign (the first campaign is almost all FS1 ships, though a great deal of those will use INFA models to cut down on filesizes). I intend to use very little (if any) of INFA-specific ships, so that the project's stay unique to one another.
I will still need to wait for INFASA's release before any missions can be properly built of course, but i like to take my time doing things, and this project will require alot of content not in INFASA to be collected and organised, so i'm taking the chance to start early and get a team and storyline laid out and concrete, so come INFASA's release we can just set up the mod files and focus on missions straight away.
I did have a reatively solid storyline planned already for the project, inspired mostly by Blaise's original but with a few additions and changes (for example, the Republic of Mars never exists, as the Mars goverment remains loyal to Earth, and some of the other goverments still break away but are a little less hostile than last time). I always intended this project to be an "Alternate Universe" campaign, since INFA\A2 will tell the true INF storyline. It is likely Blaise's plans to link the story to INF SCPs were before Woo announced INFA.
However, when INFASA is out and i have a chance to see the INF canon, i will likely find myself changing ideas and events here and there so its more in line.
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I mean Earther, Matian, Jovian, Plutonian, Neptunian etc. etc. ships. It's not a game between Earth and Jupiter, only.
And S:AH's Jupiter uses poor FS1 era craft, that'll change completely in INFA.
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MIGHT CONTAIN SPOILERS FOR SOL: A HISTORY
Poor ? The Majesty has decent amount of HP. And Jupiter and Saturn had artilleries ( Fenris cruisers with very powerful beam cannons ).
Besides, he's adding new ships. Right?
And again, as I said in another topic, the other "rebel" nations had more to worry about than researching advanced ships: they had to build their nations, keep order in them, get an army, become self-suficient and etc. While Earth was already well suited for being self-suficient. Apart from natural resources. . . Also, Earth had it's "favorites" ( most important people ) evacuated to Earth, while the rebels started as civies. Except for the UNU, who had some important scientists researching the beam cannons.
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I mean Earther, Matian, Jovian, Plutonian, Neptunian etc. etc. ships. It's not a game between Earth and Jupiter, only.
And S:AH's Jupiter uses poor FS1 era craft, that'll change completely in INFA.
I am planning the Jovians to get a few new ships/stations (ShadowGorrath's GTC "Warmonger" will hopefully be one of them, and i have a few brand new designs of my own in my head to get modeled up). They do use alot of FS1-era ships throughout but that is mostly due to their nature in the campaign (it focuses on spamming vast numbers of cheap units). The other sides will get far more, especially the UNU, who focus on a small fleet of high-tech vessels thanks to bagging a science colony (among other things... ;7).
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I mean Earther, Matian, Jovian, Plutonian, Neptunian etc. etc. ships. It's not a game between Earth and Jupiter, only.
And S:AH's Jupiter uses poor FS1 era craft, that'll change completely in INFA.
I am planning the Jovians to get a few new ships/stations (ShadowGorrath's GTC "Warmonger" will hopefully be one of them, and i have a few brand new designs of my own in my head to get modeled up). They do use alot of FS1-era ships throughout but that is mostly due to their nature in the campaign (it focuses on spamming vast numbers of cheap units). The other sides will get far more, especially the UNU, who focus on a small fleet of high-tech vessels thanks to bagging a science colony (among other things... ;7).
Will they have fighters or bombers that can support three gun configurations?
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i guess now i can't have excuses to play S:AH so i can have a better say in this topic :D
I wish good luck with this large project and im really looking forward to see what comes out of it... even if some don't see the point of it, i think making it has it's own merit :nod:
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MIGHT CONTAIN SPOILERS FOR SOL: A HISTORY
Poor ? The Majesty has decent amount of HP. And Jupiter and Saturn had artilleries ( Fenris cruisers with very powerful beam cannons ).
Besides, he's adding new ships. Right?
And again, as I said in another topic, the other "rebel" nations had more to worry about than researching advanced ships: they had to build their nations, keep order in them, get an army, become self-suficient and etc. While Earth was already well suited for being self-suficient. Apart from natural resources. . . Also, Earth had it's "favorites" ( most important people ) evacuated to Earth, while the rebels started as civies. Except for the UNU, who had some important scientists researching the beam cannons.
He meant low quality.
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Uhm, so we're going to have:
- The original S:AH
+ Shadow's upgrade
+ FSCRP version
+ Voice Acting
- A pre INFA2 remake of SAH
- An INFA2 based and pre INF SCP remake of SAH
- A SAH using both INFA2 and INF SCP stuff
I prefer all these efforts to be focused on new projects, to be honest.
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Well. What're you waiting for? Get to work!
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I think whoever wants to create the remake should simply wait for more Inferno releases.
It was BR himself who said that the remake should've been based on INF SCP, right?
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IMO people can do whatever they want.
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Thank you.
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I know, people can do and should do whatever they want...
...but think about the subject for a moment. We risk getting something neglected.
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...but think about the subject for a moment. We risk getting something neglected.
Some mods are better than others.
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I'd like this project to be put on hold(momentarily) and tell the creator(s) to wait for more Inferno releases... ;7
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Yeah, that's what you'd like, but IMO he should go on with it. There's no point holding it up.
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Ok. Good luck! :D
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Uhm, so we're going to have:
- The original S:AH
+ Shadow's upgrade
+ FSCRP version
+ Voice Acting
- A pre INFA2 remake of SAH
- An INFA2 based and pre INF SCP remake of SAH
- A SAH using both INFA2 and INF SCP stuff
I thought mine and ShadowGorrath's were the only projects. Am i wrong?
And i'm likely going to be taking the first month or two just getting a team organised and laying the groundwork out. This project's been on the backburner for over five years, so there's alot of notes and ideas to get through, and i like to take time with stuff. Then there's sorting out models (some of which require modifications of one kind or another). By the time we're actually ready to make any missions, INFASA will probably already be released anyhow.
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Uhm, so we're going to have:
- The original S:AH
+ Shadow's upgrade
+ FSCRP version
+ Voice Acting
- A pre INFA2 remake of SAH
- An INFA2 based and pre INF SCP remake of SAH
- A SAH using both INFA2 and INF SCP stuff
I don't think the last two are being done. BR said he didn't have enough time to do another remake, with TVWP and all that, and who the hell would make a pre-INF SCP remake of SAH with INFA2 stuff? :wtf:
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Not now, when the mentioned mods will be released...