Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: InsaneBaron on July 27, 2013, 11:25:02 am
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Hello Inferno!
I'm hoping to play the much-anticipated Inferno Nostos. The release date, as given in the winter announcement, was Summer 2013. What I'm wondering: Is Nostos still planned for release this summer? Discussion on it seems to have faded out in May, roughly.
I very much want to try Inferno's massive style, but if Nostos is coming I'm more likely to wait for it than play INFR1.
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Still going to try for a summer release but can't 100% guarantee it at this point.
We suffered a few major delays and problems that are still ongoing.
The Diablos complete with its new turret setup so the mid point of the campaign can be finalised now. The Sol Gate is being worked on now as this one is causing major delays to finishing off the gate mission arc, then it's the Bastion and our mystery EA model for the finale.
The errors to the other ships needed for this released are more or less fixed now, including a full returret of the GTVA and EA entire fleets to fix turret UV corruption.
There's a few other models that require new HTL versions but we'll launch without those and use the current variants as it's minor assets but ones that will take a long time to produce (Arcas and extensions)
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So you're saying that the Ishtar (Sol Gate) has you caught up?
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No, it's one of a few factors. I'm just bringing that one up as it has quite a few design differences which have to be incorporated into the actual sol gate capture mission. We also had a mission event that wasn't working right in the sol gate capture mission that could cause the mission to break if certain events happened which we have to fix before launch.
In case people are wondering the original planned date was July 16th, the same day that R1 was released on 10 years ago, but we knew in advance that we wouldn't be able to keep that date.
We're still trying for a summer release but I don't want to rush it out without proper testing and quality control, so if it takes a bit longer then it will.
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:yes: good luck chaps!
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Ok, I see. Thanks!
If it gets completed it time, I can promise you an enjoyable review of it, at least. Good luck!
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I wish you luck in your bug fixing.
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Thanks for the update, I'm really looking forward to this. :)
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The original R1 Sol gate capture mission had 43 events. The current wip one has 77, so the missions are much more complex than the originals.
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Is it because of some SCP then vs. SCP now thing, or the mission is really longer?
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The missions are more complex and some are a lot longer than R1s variants.
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May the force be with you. :)
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Is it because of some SCP then vs. SCP now thing, or the mission is really longer?
Wasn't the original Inferno for retail?
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Nope, retail didn't have enough available ship slots. Hence, Inferno builds.
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Nope, retail didn't have enough available ship slots. Hence, Inferno builds.
Oh, duh. Now I just feel like an idiot.
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Actually, I'm pretty sure the original Inferno release was retail-compatible, as there was an FSO upgrade package with glowmaps. IIRC, the Inferno-builds of FSO were required if you wanted to add in extra ships such as the Ancients and were probably there to leave extra headroom for the Nightmares (or whatever the super-secret race was that was intended for later introduction). There was later an FSO countability patch to bring Inferno up to the newest FSO standards and include a few ship upgrades and supplements, but that was years ago.
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Actually, I'm pretty sure the original Inferno release was retail-compatible, as there was an FSO upgrade package with glowmaps. IIRC, the Inferno-builds of FSO were required if you wanted to add in extra ships such as the Ancients and were probably there to leave extra headroom for the Nightmares (or whatever the super-secret race was that was intended for later introduction). There was later an FSO countability patch to bring Inferno up to the newest FSO standards and include a few ship upgrades and supplements, but that was years ago.
Inferno was retail compatible. I am pretty sure about that. Also the Ancient ships were present, just their species was defined as Vasudan and Terran, Vasudan and EA ships were defined by Terran. Also the number of ship classes in Inferno did not break the max limit of the retail engine.
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Inferno builds were to be required from R2 onwards as we added more ships and broke the FS2 retail ship limit, which R1 is under.
Species support allowed us to make the Ancients and EA their own factions and Ancient support is included by default now even with no Ancients ships being released.
The SCP patch was needed to allow R1 to actually work due to it triggering 80+ debug warnings from slightly off table errors which retail would ignore but the more strict debugger of FSO wouldn't. Basic glowmaps were added (no normals as the patch pre dates that feature) and a few test ideas for R2 (partially baked tiled ships, a couple of new classes)
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Question, will the SF Danta and SF Naga be in the second release? If not, what happened to them?
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Actually, I'm pretty sure the original Inferno release was retail-compatible, as there was an FSO upgrade package with glowmaps. IIRC, the Inferno-builds of FSO were required if you wanted to add in extra ships such as the Ancients and were probably there to leave extra headroom for the Nightmares (or whatever the super-secret race was that was intended for later introduction). There was later an FSO countability patch to bring Inferno up to the newest FSO standards and include a few ship upgrades and supplements, but that was years ago.
Inferno was retail compatible. I am pretty sure about that. Also the Ancient ships were present, just their species was defined as Vasudan and Terran, Vasudan and EA ships were defined by Terran. Also the number of ship classes in Inferno did not break the max limit of the retail engine.
It have to be, because Inferno was released in 2001... years before the SCP existed. I think it was the only Total Conversion right next to The Babylon Project 1.0 and 2.0 that was created on retail.
As i remember correct, Inferno R1 had a hell lot of deactivated (and sometimes incomplete) objects in the mod files, that were only avaiable after ShadowGorraths unofficial Inferno R1 patch, that was released in 2005, as far as i remember, you needed an Inferno build to play it with this patch... but i am not sure it was because of the numerous reactivated ships and installations or because of some SCP features which were included.
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Question, will the SF Danta and SF Naga be in the second release? If not, what happened to them?
They will be
R1 didn't have any disabled assets, so anything added by that patch wasn't in the original. R1 was quite close to the ship limit since I believe we had to cut a few ships from the initial design to make the limit so adding a few items may of pushed it over the limit requiring an INF build to be used.