Author Topic: RELEASE: Twisted Infinities  (Read 4923 times)

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Re: RELEASE: Twisted Infinities
Haven't played this game in over 8 years and randomly started again this week. Its amazing what everyone here has done! This campaign was so amazing with new effects and models, jumps within missions, weird videos in the middle of your hud, and all sorts of different gameplay things!


One random thing that kept on happening (more of an irritation than anything): Anytime blackwood station is near me in a mission, the subspace jump effect plays continuously as long as the station is near me.

One random question for someone who hasn't played in ages: Is the game meant to be played using your mouse to aim or using the numpad to aim (assuming you're a sad person without a joystick).

Thanks, and again its so amazing to play this game again!

 
Re: RELEASE: Twisted Infinities
One random thing that kept on happening (more of an irritation than anything): Anytime blackwood station is near me in a mission, the subspace jump effect plays continuously as long as the station is near me.

That's due to the way in-mission jumping works, unlike the hardcoded "normal" jump at the end of the mission it was made in FRED.

Quote
One random question for someone who hasn't played in ages: Is the game meant to be played using your mouse to aim or using the numpad to aim (assuming you're a sad person without a joystick).

Mouse, numpad, joystick, Mouse+numpad - whatever you want/like.

 
Re: RELEASE: Twisted Infinities
:welcome:

Okay, let me quickly answer you.

1. This might be due to two possible causes: one is that some ambient sound of the station is improperly assigned and warp sounds are played instead (that also happened to me in one of the older iterations of Sol: a History, an Arcadia station just kept emanating some warp sound and Avenger had some huge beam warmup sound, I think), the other one is that there's some problem in the mission script that just loops around creating a warp effect somewhere near the station... I'd say the former is more likely to me.
As long as it isn't gamebreaking, just continue playing I guess.

2. The game is meant to be played with whatever you fancy, but if you're stuck with keyboard and mouse like me, here's a tip. I generally fly with movement/targeting/weapon keys on the left side of my keyboard, using my left hand to operate these, I use mouse in my right hand to do all of the aiming, but I still have aim keys also bound to the right side of the keyboard, that is arrow keys or numpad. Even while having mouse sensitivity in FS cranked up to max, it isn't really great for sharp turns. That said, I usually default to mouse and in a pinch just swap to arrow keys to have maximum maneuverability while not having to worry about running out of mouse space.


That said, welcome and have fun!
Mito [PL] - Today at 8:52 PM
I was supposed to make a short presentation about basics of optical fibers and here I am, listening to Eurobeat while reading about quantum cryptography.

 
Re: RELEASE: Twisted Infinities
Well as far as I can see that, TI doesn't use the scripted version so in-mission jumping isn't unified.

 

Offline Goober5000

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Re: RELEASE: Twisted Infinities
I got the attached error when I tried to run TI.

I tracked it down to the fact TI includes MV_Music in its list of dependencies.  When I removed that and restarted Knossos, the mod launched just fine.

 
Re: RELEASE: Twisted Infinities
In the mission where the escape pods are being held hostage, what actual function do I need to activate to "shut down sensors"? I've rebound my keys and Shift-S does nothing for me right now

 
Re: RELEASE: Twisted Infinities
Try whatever is bound to "Target previous subsystem", that's what Shift-S is bound to by default.
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Offline Darius

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Re: RELEASE: Twisted Infinities
A handy FRED tool is to have $ around a specified key (e.g. $Shift-S$) making it a variable to show instead whatever that function has been rebound to.

 

Offline Black Wolf

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Re: RELEASE: Twisted Infinities
A handy FRED tool is to have $ around a specified key (e.g. $Shift-S$) making it a variable to show instead whatever that function has been rebound to.

I want aware of that, will include it as a fix when I do the next update.
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Re: RELEASE: Twisted Infinities
Reminds me I still have a mission to fix and deliver :nervous:

 

Offline Black Wolf

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Re: RELEASE: Twisted Infinities
Reminds me I still have a mission to fix and deliver :nervous:

I'm not planning on updating until Act 2 is finalised - I have two assets to finalise, one is now modelled and UVed, texturing started last night, the other is not started yet, but will be very simple. The in-atmo stuff is looking good, and I have most of the dialogue into the dialogue heavy missions (i.e. most of Act 2), but the likelihood is probably a month or two to release (which means double that in reality time :-P). So no rush! :)
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 

Offline Mobius

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Re: RELEASE: Twisted Infinities
I finally got the chance to play TI. I remember being a fan of it back in the day, and its release must have been very good news for the community when it finally happened. I heard the story on how it got pushed to its "ready for release" status, and all the external contributions to getting TI released have been quite exemplary IMHO. I'm looking forward to future releases as well.  :pimp:

I love the setting of the campaign as a whole, and I love the "Bespin feel" you managed to recreate in that mission involving the gas extraction facilities.

My playthough, however, is now kind of stuck right where...


Spoiler:
...minutes into the Zhang Heng escort mission, as the first wing of enemy fighters arrives, I get all sort of things to happen, ranging from a black screen followed by a death message saying that I was caught in said ship's shockwave, to some kind of sensor data buzz where I can target ships that can't be seen. I've attached a couple of screenshots, though their resolution has been downscaled due to HLP attachments restrictions.

For the record, I was running the campaign on 200730 and the latest MVPS (4.3.3) when this happened.
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Offline Mobius

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Re: RELEASE: Twisted Infinities
Jut FYI I've been told on Discord that the latest nightly builds solved the issue, yet it occurred again on 200810.

Switching to 19.0.0 allowed me to move on to the next mission.
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Inferno Series: Inferno: Nostos - Inferno: Alliance
FSCRP Contributions: Aftermath - Deep Blood - Warzone
A tribute to FreeSpace in my book: Riflessioni dall'Infinito
My interviews: [ 1 ] - [ 2 ] - [ 3 ]