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Hosted Projects - FS2 Required => Inferno => Topic started by: Lowcorn on August 27, 2008, 06:28:15 pm

Title: New Inferno ships with old freespace ships.
Post by: Lowcorn on August 27, 2008, 06:28:15 pm
Id like to be able to use all the inferno and all the freespace ships in fred 2 and ingame. This may be a stupid question but i dont know were to start for something like this and trolling the forum for 2 hours dident help. Can anyone help me? Also when playing the campaign for inferno it seems to me that the way the stuff moves is messed up/different. I was getting shot at by a space station and it forced my ship to a negitive speed and i couldent move anywere but backwards. every time i tryed to get close to the station it would knock me back. Thoughts?
Title: Re: New Inferno ships with old freespace ships.
Post by: General Battuta on August 27, 2008, 06:32:18 pm
You were moving backwards because the station was armed with Morningstar-type kinetic energy weapons. These are present in vanilla FS2, not only in Inferno. Use the Morningstar primary on an enemy fighter for a demonstration.

As for your other question, it's not possible to have all the Inferno ships and all the Freespace ships in a single ships.tbl. The engine does not support a ships.tbl of such length. (Correct me if I'm wrong, those with more experience.)
Title: Re: New Inferno ships with old freespace ships.
Post by: Titan on August 28, 2008, 12:27:54 am
There actually had to be something called an INF (as in inferno) build way back when to allow inferno to have all those ships...

And if you don't have SCP, get it. Hopefully, your game won't get messed up then.

oh, and


:welcomeblue:
Title: Re: New Inferno ships with old freespace ships.
Post by: Droid803 on August 28, 2008, 01:23:51 am
Does the Inferno build even allow enough ships for both?
I'm not very sure...
Title: Re: New Inferno ships with old freespace ships.
Post by: Snail on August 28, 2008, 05:24:41 am
Well it allows 250.
Title: Re: New Inferno ships with old freespace ships.
Post by: Droid803 on August 28, 2008, 12:12:22 pm
There are 113 ships used by default, so even if INFR1 uses all 130 ship slots (which it doesn't, I think), the combined total will be at 243. Barely under the limit :P...I think.
Title: Re: New Inferno ships with old freespace ships.
Post by: Snail on August 28, 2008, 01:12:44 pm
You can still add a few ships to the INFR1 tables before it dies, so using an Inferno build you can have both FS2 and Inferno ships at once.
Title: Re: New Inferno ships with old freespace ships.
Post by: Dark Hunter on August 28, 2008, 02:04:49 pm
But I don't see why you would.

Adding a couple of ships I can understand. But there's no reason you'd need ALL the FS2 ships as well as ALL the Inferno ships.

You'd never have the opportunities in the story to use them all. End result: a ton of excess baggage, taking up space and accomplishing nothing significant.
Title: Re: New Inferno ships with old freespace ships.
Post by: Snail on August 28, 2008, 03:59:53 pm
What I'd do is have a dev table with all the ships, then once it's done delete the unused ones.
Title: Re: New Inferno ships with old freespace ships.
Post by: Titan on August 28, 2008, 06:06:00 pm
i don't think that's quite what he had in mind...
Title: Re: New Inferno ships with old freespace ships.
Post by: Snail on August 29, 2008, 04:42:26 am
Well it's what I'd do anyway.
Title: Re: New Inferno ships with old freespace ships.
Post by: eliex on August 29, 2008, 06:03:28 am
But I don't see why you would.

Adding a couple of ships I can understand. But there's no reason you'd need ALL the FS2 ships as well as ALL the Inferno ships.

You'd never have the opportunities in the story to use them all. End result: a ton of excess baggage, taking up space and accomplishing nothing significant.

Yeah. If you're making a campaign break them down into chapters to reduce the amount of ships or something like that, because trust me, fixing up the tables files for ALL the Inferno ships is very hard.
Title: Re: New Inferno ships with old freespace ships.
Post by: Lowcorn on August 29, 2008, 11:03:41 pm
What I'd do is have a dev table with all the ships, then once it's done delete the unused ones.

hu? im sorry i dont know alot about modding the game outside of the fred editor. are there any resorces that i can go to so i can figure out how to move all the ships to 1 list.


But I don't see why you would.

Adding a couple of ships I can understand. But there's no reason you'd need ALL the FS2 ships as well as ALL the Inferno ships.

You'd never have the opportunities in the story to use them all. End result: a ton of excess baggage, taking up space and accomplishing nothing significant.
i have a very huge imagination :-P and i love doing fred 2 stuff. time warps? lost convoys? stolen ships? pirates useing old hardware? decoys? i can think of 100's of uses for the old and new ships. also i liked some of the old fighters very much :-P.
Title: Re: New Inferno ships with old freespace ships.
Post by: Dark Hunter on August 30, 2008, 12:35:15 am
If you're looking for resources on Freespace in general (the game, the story, modding, etc) an excellent place to start is the FS Wiki (http://www.hard-light.net/wiki/index.php/Main_Page). Since it's written by the same people who visit this forum (if I may paraphrase Karajorma): It's almost like asking us directly! ;)

As for the second part: I can think of 100's of uses for mixing the ships too. The problem is that there is no way I'd ever implement all of these uses in a single storyline... or if I tried to, the resulting storyline would be gigantic, and I'd never get done.

I'm not trying to discourage you. Far from it. I'm just saying it's probably a better idea to pick one or two ideas out of those hundreds and develop them into a good plotline, mixing only the ships you need to. Saves a lot of space and work, and makes for better storytelling anyway.
Title: Re: New Inferno ships with old freespace ships.
Post by: Lowcorn on August 30, 2008, 11:24:09 pm
i looked all over the wiki area and yes its got a huge amount of info on the fred editor and history but i cant find anything like you guys were talking. Is there just some list i can open and copy paste stuff  :confused:
Title: Re: New Inferno ships with old freespace ships.
Post by: Snail on August 31, 2008, 05:25:50 am
It's not FREDding, it's modding, that's why you can't find any info in the FREDding section. Try Portal:Modding (http://www.hard-light.net/wiki/index.php/Portal:Modding).
Title: Re: New Inferno ships with old freespace ships.
Post by: mr.WHO on September 02, 2008, 03:05:18 pm
In INFR1, EA had those funny nail/spike shooting turrets on EAC Aesacus and their Freighter (some other ships hadthen too, but those two had a lot of them) - Does EA use them in INF SCP and IFNA:2 ?

Anyway any progress with INFA:SA ?
Title: Re: New Inferno ships with old freespace ships.
Post by: Snail on September 02, 2008, 03:07:07 pm
You mean the EA RFT? The EA don't use them anymore but they have flak turrets and gattlers/blasters which are even worse.
Title: Re: New Inferno ships with old freespace ships.
Post by: mr.WHO on September 02, 2008, 05:38:00 pm
Speaking of flak cannons - did you kept the R1 flak cannon sound (in R1 I tend to intentionally fly into their range to hear them :D)? If yes, then who get such flaks ? (coz I know that Vasudans have tottaly diffrend "energy flak"), does Terran, shivan and EA flaks are diffrend ?
Title: Re: New Inferno ships with old freespace ships.
Post by: Woomeister on September 02, 2008, 05:39:10 pm
The Aesacus now uses a swarm TAG missile system to destroy fighters
Title: Re: New Inferno ships with old freespace ships.
Post by: mr.WHO on September 03, 2008, 01:05:10 am
Fs2 TAgs sux, but something tells me that I don't wanna know what weapon will target me when they TAG me :)
Does this TAGs will automatically add "I'm stupid, shoot me" tag, or they have to be scripted via FRED ?

OR those TAGs are tottaly difrend than Fs2 TAGs ?

Title: Re: New Inferno ships with old freespace ships.
Post by: eliex on September 03, 2008, 04:54:38 pm
The only use of TAGs is so you can target ships in the nebula if they escape and now very far away. (in FS2)
Title: Re: New Inferno ships with old freespace ships.
Post by: Akalabeth Angel on September 03, 2008, 09:32:13 pm
   Maybe the Aescas fires long range tag missiles so it can then fire 3-4km ranged AAAf beams at 'em. That'd be sweet. Though, since the Aescas is EA maybe they don't have AAAf. Or they didn't in release 1
Title: Re: New Inferno ships with old freespace ships.
Post by: Snail on September 05, 2008, 10:42:03 am
Actually I hear the Ryujin has a "Phalanx" AAA system which is a rapid fire anti-fighter beam.
Title: Re: New Inferno ships with old freespace ships.
Post by: Woomeister on September 06, 2008, 08:20:37 am
Those are fun :D