Author Topic: Inferno FAQ Thread  (Read 249694 times)

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Offline Woomeister

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I'm working on 1
DaBrains got 2
Sids got 4
The others have 5 when they show up.

The rest would be done when those are closer to completion.

 
Hey, Woomeister, I have seen you posted the Armageddon bomb we'll be used in R2, this is something that I was supposed to do it myself for R1 (I'll do it anyways).

I was actually going to use an Speherical model with a rotatory Sub-Model (like a Saturn's Ring) to place the horizon of time of the Dark Hole, and set it to the Armageddon Bomb.
Since it has negative Mass and it attracts your ship I was really up to the work to create the impression that the Bomb creates a mini dark hole that starts sucking everything which has less Mass than it, not really too massive in speed. I believe it can be done without much trouble....

 

Offline Woomeister

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Here's the bombs current tech description, it describes it a bit.

Quote
The massive Apocalypse is an experimental superweapon. The detonation of an Apocalypse warhead unleashes a cascade of quantum gravitons in a spherical shockwave, pulling anything within its radius back to its focal point to be unceremoniously crushed into a minute volume of space. Essentially a short-lived black hole, the compression damage done to a juggernaught's hull and subsystems will likely cripple it after only a single impact. The Apocalypse's issue is restricted on a per-unit basis. Each and every one of these incredibly dangerous weapons is inventoried by Central Command's chief quartermaster. They can only be fired from the Notus superbomber.

We swapped the name back to the original one we were using before R1.

 
Well with the normal behavior of a 3D shockwave doesn't apply to a Dark Hole, but it's somewhat like that:

Now that I think about it, it won't be really possible, at least not realistic, the main problem is that there is no way of telling the Shockwave behavior to make the model stretch until it's max radius, and then remain and make during xx time (so it rotates), then start shrinking until it dissapear in the opposite way.

This is very much like either creating a Shockwave, which strecth until it's max radius depending on either $Damage or Ship's Mass, and then just dissapear, so it's the same process but plus with a pause (of xx time), and then the same process going back to make it dissapear.

 
When will the new tech database show up on the new site?

BTW, you mentioned a monodimensional shockwave (or something)

will it look like the seismic charges from Attack of The Clones?
It's hard to see the moral high ground if you're standing in the mud.-NeoBSG

Wise man say: No such thing as overkill, only "FIRE!" and "RELOAD!"

TODAY IS A GOOD DAY TO DIE!

 
I'll admit it.

I like the hornet swarm missiles.

But is there any way you can make a swarm missile that can target multiple ships?
It's hard to see the moral high ground if you're standing in the mud.-NeoBSG

Wise man say: No such thing as overkill, only "FIRE!" and "RELOAD!"

TODAY IS A GOOD DAY TO DIE!

 

Offline Woomeister

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When will the new tech database show up on the new site?
No plans to do one, there's too many ships now and the SCP lab feature gives you access to all tech descriptions so its kind of redundant anyway since it was mostly designed to give people access to the descriptions not shown in the tech room.

 
Will Inferno have a synchronisation? I miss the voice in Inferno

 

Offline Woomeister

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We usually have speech support compiled into our builds.

 
I am playing the r1 release with patch undner scp, I only hear Vasudan voices

 

Offline Woomeister

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either:
1. You haven't got a speech enabled build
2. You haven't enabled it in the launcher (under the speech tab)
3. The beep files we use in the messages in R1 maybe interfering with the speech support.

 
Ah, you mean this microsoft sam thing? Will R2 have only this thing or real "actors" (i think you can find some people who could record some voices)

 

Offline Woomeister

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Voice acting won't be considered until after completion of all chapters of the main campaign.

 

Offline Santa

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Any way of doing a third (ehr, fourth?) party add-on with voices for Inferno? I read earlier one of your arguments against voices was that it would increase the size of the release by a lot...

Also, for distribution (there were some issues regarding how it will be distributed?) - please use a BT based distribution model. ^^
Will save bandwith and increase speed, if done right at least (install a BT client on the server hosting R2, will increase speeds when there's more than 1 downloading).

I'm really looking forward to the release...played through R1 three times in the two months after I got it ^_^
Science fiction concepts on my blog:
http://blogs.myspace.com/sfs_bj

#EZTV@efnet:
< Swuave> Scopophobia is a fear of being looked at.
< Swuave> LOL, i'de like to see someone with that fear.
<@SantaBJ> they wouldn't.

 

Offline Qwer

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Well it could be included in another ZIP, so core 7-ZIP won't have bigger size. :)
If in your opinion there's no difference beetwen "Master Game" and "Game Master", I can only feel for you.

 

Offline Woomeister

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Any way of doing a third (ehr, fourth?) party add-on with voices for Inferno? I read earlier one of your arguments against voices was that it would increase the size of the release by a lot...

Also, for distribution (there were some issues regarding how it will be distributed?) - please use a BT based distribution model. ^^
Will save bandwith and increase speed, if done right at least (install a BT client on the server hosting R2, will increase speeds when there's more than 1 downloading).
We have to replace the entire voice acting from the main campaign that is still used (personas, promotion etc) as well as create new ones for our command briefs, briefings and debriefs and of course in mission dialogue. Something as complex as that is best done after the final mission in the main campaign is completed. Oh and I won't consider only doing a partial in mission only voice pack, if we do voice we do it right.

TBP showed us that BT doesn't really work for such a small community. You may be able to get it during the first few weeks but if people stop seeding it becomes useless. The great thing about R1 is it is still avaliable from Fileplanet and now several other sources, even after so many years. I see people only finding about R1 now, and they can still download it. If BT was our main distribution source I doubt that would happen.
At the moment we don't actually have a distribution plan since we can't use our old fileplanet access anymore.

 

Offline Woomeister

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Well it could be included in another ZIP, so core 7-ZIP won't have bigger size. :)
The exe version of the 7-zip file will probably be inside an uncompressed rar file. This will stop problems from uploading to certain places which may restrict file types and will allow me to include a file explaining how to install it before you hit the main files.

I use 7-zip for primary compression as it cuts 30-50mb off the size from winrar using max compression.

 

Offline Darius

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Are you using Sid's Cepheus? From the screenshot in the Celebration of Freespace thread, she looks like a damn fine ship.

  

Offline Woomeister

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You mean c914s EA station? that's the only Cepheus we have.

 

Offline Darius

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You mean c914s EA station? that's the only Cepheus we have.

Uh, yeah that.  :nervous: