Author Topic: Inferno FAQ Thread  (Read 249591 times)

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Offline T-Man

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How will this -mod thingy work? Will be just be able to "clip" the ships onto the tables in FRED as we need them, or will it require lots of cloned ships (i.e the same ship in different tables)?
Also goes by 'Murasaki-Tatsu' outside of Hard-Light

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Offline Woomeister

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You'll install new ships into Inferno\Mods\
When you add a 'mod- mods' commandline the new ships will appear at the bottom of the existing ship list in FRED as they use modular tables, you won't be required to edit the ships.tbl at all. This prevents patching issues as these mods do not effect the existing ships.tbl entries and a ships.tbl patch won't effect the modular tables.
Removing the -mod commandline turns the extra ships off.

The only time a seperate mod folder would be needed would be for full larger user campaigns with mutiple files, which should still use modular tables and not edit the main table file.

 

Offline Trivial Psychic

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Will the new Inferno use mulit-species code?
The Trivial Psychic Strikes Again!

 

Offline Woomeister

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We have full species support for the EA and part Ancient support.

 

Offline T-Man

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Will sounds and music be among the possible mod additions? I heard that trying to add sounds trashed retail FS2.
Also goes by 'Murasaki-Tatsu' outside of Hard-Light

UEF fanboy. Rabid Imagination.

 

Offline Woomeister

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Well the sounds table is now unlimited, and the music table was bumped to around 30 tracks or so, so you shouldn't run out of space in those.

There was a limit of 200 sounds in retail and 400 in INF Builds untill the limit was removed.

 

Offline Woomeister

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Yeah but sound effects would be added far less often than a ship entry, and ships would take up more memory. The only reason you would need lots of ship entries would be to combine every mod so it could be played by the INF standalone. But with the texture changes and model changes to retail ships, that isn't really possible without a massive size boost.

 

Offline T-Man

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Question i thought might be worth asking:

Does Inferno include that fix for turrets with mutliple weapons?
Also goes by 'Murasaki-Tatsu' outside of Hard-Light

UEF fanboy. Rabid Imagination.

 

Offline Woomeister

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We don't have any turrets with multiple weapons so it doesn't matter.

 

Offline T-Man

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Quote
Originally posted by Woomeister
We don't have any turrets with multiple weapons so it doesn't matter.


Oh. You did in R1 (the Darkness and Aseascus both have lots of multi-weapon turrets) so i just thought you might, and i remembered that a fix had been developed by someone.
Also goes by 'Murasaki-Tatsu' outside of Hard-Light

UEF fanboy. Rabid Imagination.

 

Offline Woomeister

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We changed that ages ago, all multi-barrel turrets have only 1 weapon entry now.

 

Offline Ashura

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Is there any way to get a list of weapons in R1, both shivan and otherwise? I'm just trying to fool around with mission editing a bit, and wanted to try flying a gorgon ^_^. Thanks either way.

 

Offline Woomeister

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Tableview can parse the weapons table and produce a list of weapons.

 
how do you make the background back to freespace2

 

Offline CaptJosh

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One thing you can do just to get a few voices is to extract the messages.tbl file from one of the FS2 VPs and put it in the /data/tables directory (which you may have to create), then extract the wavs in the personas folder of the voices vp file, stu_fs2.vp, and put them in /data/voice/personas. You'll at least get the basic background chatter from your wingmen, then. I did this just today. A quick and dirty shortcut to at least get SOME voices in there. :D

EDIT: I'm such a linux geek. I used / when it should have been \. :D
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

  

Offline Woomeister

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Quote
Originally posted by CaptJosh
One thing you can do just to get a few voices is to extract the messages.tbl file from one of the FS2 VPs and put it in the /data/tables directory (which you may have to create), then extract the wavs in the personas folder of the voices vp file, stu_fs2.vp, and put them in /data/voice/personas. You'll at least get the basic background chatter from your wingmen, then. I did this just today. A quick and dirty shortcut to at least get SOME voices in there. :D

That won't work in for the next release as we have EA personas and without those the game will crash, so using the retail table won't work.

 

Offline CaptJosh

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Well, it works for now on the release that's out now. And that's all I was really going for.
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline Woomeister

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How we made the background nebulas?

We use optimised Lightspeed ones.

 

Offline Woomeister

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Well just don't do it with the next version, otherwise you'll get some nasty CTDs :D

The SCP built in speech is supported for all messages except those actually, since those are minor and usually get in the way, they'll just make a beeping sound.

 

Offline CaptJosh

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I have officially been warned. I will avoid that. Though nothing at all stops me from merging the two tables so as to still get some sound. :)
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.