Author Topic: R1 SCP Patch  (Read 5517 times)

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Offline Woomeister

  • Infyrno Missile
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    • Inferno SCP
The patch is now avaliable from the Inferno website. However due to lack of time not everything that was needed to be changed has been changed. However it should run fine and seems to be bug free, or at least has less bugs :D

Since it's technically unfinnished, I'll provide more tech support than I planned to. If something is not working, post in this thread.

But first remember to set up the -mod commandline, move your other Inferno VP files into the installation folder, and create a new pilot. That should kill most, if not all errors you may encounter.

 

Offline mr.WHO

  • 29
Does there are new missions in patch or those are old R1?

 

Offline Woomeister

  • Infyrno Missile
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Old R1, haven't had any time to make anything new for R1.

There's a little unfinnished extra in there though ;)

 

Offline mr.WHO

  • 29
Where I can find that intro movie (in readme it say that there is one) in .vp so I can extract and watch it??

 

Offline Woomeister

  • Infyrno Missile
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I took it out when the movie support was broken a while back. I didn't update the readme. The original patch was about 40mb but I cut some stuff from it to get it released.

 

Offline mr.WHO

  • 29
I'm in mission 4, no bug found so far.

 

Offline Janos

  • A *really* weird sheep
  • 28
hey I am dumb and can't find it :confused:
lol wtf

 

Offline Woomeister

  • Infyrno Missile
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On the bottom of the R1 page in the downloads section :p

 
...Wait a minute, theres an intro movie? I'd like to see that...
Carpe Diem Poste Crastinus

"When life gives you lemons...
Blind people with them..."

"Yah, dude, penises rock." Turambar

FUKOOOOV!

 

Offline Woomeister

  • Infyrno Missile
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Only the patch beta testers got to see it. I may release it later, but I won't be useable in game.

 

Offline taylor

  • Super SCP/Linux Guru
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    • http://www.icculus.org/~taylor
Have only noticed one issue so far, sounds.tbl has 201 entries but max sounds in a standard SCP build is 200.  It still loads fine in a non-debug build but will likely cause memory errors at some point during play.  This from the sounds.tbl in inf_main.vp since there doesn't appear to be a new one in the patch VP.

 

Offline Woomeister

  • Infyrno Missile
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Hmm I must of only used an Inferno debug build when I was doing the main debugging since I didn't get that error.

Oh well I've ran through it several times and it has caused any problems so I'll leave it be for now.

At least we're down to a lot less bus now, it took me ages to correct all the stuff the debug build threw at me the first time :D

 

Offline Flaser

  • 210
  • man/fish warsie
IMHO you need to use an Iferno specific exe since they had to bump the limits for their own build.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Woomeister

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Quote
Originally posted by High Max
Woo, I'm running into some trouble. I upgraded to 3.6.5 and when I go to the campaign room and click on Inferno, FS crashes.


Did you make a new pilot?

The Earth shows up here in normal 3.6.5

  

Offline Woomeister

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Quote
Originally posted by High Max
I'll try that. I'll have to play through the campaign again to get to a mission that has the Earth in it though.

You can use the  -allslev commandline...

 

Offline starbug

  • 210
    • DarkSide Animations
it seems to work fine for me except i still get a massive framerate drop from 60 to 20 whenever something bigger than a corvette jumps in. but apart from that works fine. oh yeah none of the ships appear in the techroom apart from the retail ones, i am using open 3.6.5
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Woomeister

  • Infyrno Missile
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Quote
Originally posted by starbug
it seems to work fine for me except i still get a massive framerate drop from 60 to 20 whenever something bigger than a corvette jumps in. but apart from that works fine.


I'm guessing the normal fs2 ships also do that too?

Quote
Originally posted by starbug oh yeah none of the ships appear in the techroom apart from the retail ones, i am using open 3.6.5 [/B]


That sounds like a bug from not making a new pilot...

 

Offline taylor

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One more: SSJ Gigas has 4 split planes but MAX is 3.  Haven't tried this in a mission, it just hit the Assert() in the techroom, so I don't know what affect (if any) it would have on a non-debug build.

 

Offline Woomeister

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Quote
Originally posted by taylor
One more: SSJ Gigas has 4 split planes but MAX is 3.  Haven't tried this in a mission, it just hit the Assert() in the techroom, so I don't know what affect (if any) it would have on a non-debug build.

Is that what causes the "Null vector in vector normalize" error in FRED?

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Try a more recent build.
The Trivial Psychic Strikes Again!