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Vapourware Codexian Game Development Thread

Discussion in 'Codex Workshop' started by 20 Eyes, Feb 10, 2012.

  1. Lexx Augur

    Lexx
    Joined:
    Jul 16, 2008
    Messages:
    215
    Fallout 1 in 2 engine conversion alpha 2 is out now. Changelog is huge. Lots of issues were fixed, stats tweaked and so on and so on.
    Show Spoiler

    • Added: FoA good ending can be achieved with keeping Nicole and Laura alive.
    • Added: offset parameter to define PipBoy water timer post-it position from .ini file. Used to fix its position when running odd / unsupported resolutions.
    • Added: When joining traveling NPCs on the worldmap, the game time will now advance correctly based on distance to the target location (via Harry from Necropolis to Mariposa takes ~22 days, as example).
    • Added: Fo2 styled merchant interface restocking (optional!).
    • Added: Resting timer now behaves like in Fo1 (06:00 instead 08:00)
    • Added: If wearing power armor, radscorpions won't poison the player anymore.
    • Added: Quick Pockets perk now acts like in Fo1 (3 ranks, -1 AP / rank).
    • Added: Using binocular on owned bike now returns the battery power in %.
    • Added: Custom ai packages for Mr. Handy robot.
    • Added: Converted Ian, Katja, and Tycho party dialog to Fo2 style.
    • Added: Door sfx to Glow doors (correct key / incorrect key).
    • Added: power on / off sfx to Glow power management.
    • Added: Animated power generator.
    • Added: Glow robots now play getup/falldown animation depending on current power status.
    • Added: Junktown casino now uses loaded dices.
    • Added: "dice girl tamper timeout" - if the player tampers with the dices and the house noticed, the table will not not be locked forever.
    • Added: More location related dialog to Ian (Junktown, Hub, Raiders, Necropolis).
    • Added: Scrapheap / Fo1 demo map and location data (not available ingame yet).
    • Added: Boneyard quest log entries.
    • Added: V15 questlog entries are back, but only appear when entering the V15 location.
    • Added: Destroying the rats tunnel in V15 now has visible feedback. As a bonus, rats on this level will respawn over time, unless the tunnel gets closed by the player. This will have barely any influence on any player, but still nice to know it exists.
    • Added: Custom item proto for Boneyard farm quest.
    • Added: Custom script and graphic for Gizmo's casino sign, to swap it out once Gizmo is no more.
    • Added: Critter proto templates for small radscorpion, gecko, golden gecko, fire gecko, spore plant, and sentry bot (This is primarily for modders right now).
    • Added: Geckos and small scorpions to encounter tables (rare chance only).
    • Added: Geckos are only lootable with gecko skinning perk (currently not available).
    • Added: The player now also receives a small dose of radiation while traveling on the worldmap around the Glow. So be sure to throw in rad-x a bit earlier than 2px in front of the green circle!
    • Added: Alternative path for obtaining the motorcycle fuel cell controller.
    • Added: Fo2 toe mutation code for lolz. :>
    • Fixed: Cathedral tower staircase (teleport)
    • Fixed: Unlimited XP exploit in Master's Vault computer terminal script.
    • Fixed: Flip in Vats map won't bring the player to Lou if he attacks with the Brotherhood. Same for the gate and door mutants.
    • Fixed: About a trillion bugs related to the vehicle. It should now be far more stable than it ever was in Fo2 vanilla.
    • Fixed: Night Person trait now works correctly. Player receives the correct amount of skill points on levelup, and the trait can be removed via the Mutate!-perk.
    • Fixed: "Destroy Armor Mod" wasn't removing armors in special cases.
    • Fixed: Duplicated critters (cook, etc) in Shady Sands.
    • Fixed: Party members can't run through the 2nd V13 door anymore.
    • Fixed: Garl shouldn't drop his metal armor anymore if Armor Destroy Mod is active (untested).
    • Fixed: Powered Armor and Hardened Power Armor weight adjusted to Fo1 values (had to double the weight, because Fo2 sets / 2).
    • Fixed: Party member combat control settings are working now.
    • Fixed: Junktown guards will now appear correctly when ambushing the Skullz.
    • Fixed: Skills description changed from Fo2 to Fo1 version.
    • Fixed: Marcelle won't leave the map anymore if NumPathNodes is > 6.
    • Fixed: Neal in the Skum Pitt killing the Skulz ganger will now play the correct death animation.
    • Fixed: Potential money stealing exploit (primarily in the Boneyard).
    • Fixed: ai package for deathclaw eggs.
    • Fixed: MacRae will not call female dude "lad" anymore.
    • Fixed: Loxley now has the same team ID as everyone else in the thieves circle.
    • Fixed: The BOS high elder is male now, as the dialog suggests (very likely protos swapped back in the days).
    • Fixed: "Gain access to the Glow"-quest now appears correctly when entering the location.
    • Fixed: "Restore power"-quest in the Glow now starting and ticking off correctly.
    • Fixed: Video titles in PipBoy archive.
    • Fixed: Can't steal from floating eye bots anymore. They also won't drop items.
    • Fixed: Boneyard gangwar (Kill Razor) questlog entry and NPC reactions.
    • Fixed: Rats would stop moving around after returning to a map.
    • Fixed: Cutscene subtitles / color .pal files.
    • Tweaked: If the player kills Garl in the fighting ring, Garl's items should be added to the beginning of the inventory now, and not the end.
    • Tweaked: Added the V13 medial locker back into the game, but changed it's position and adjusted NPC dialog accordingly. The "original" position was shit and won't return under no circumstances.
    • Tweaked: Increased big bike size by 1. Doesn't make much sense, but is better for gameplay I guess.
    • Tweaked: The Deathclaw from the missing caravan quest can now be encountered on the worldmap again (only if missing caravans quest has been started, though).
    • Tweaked: Armor stats to Fo1 vanilla.
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    Last edited: Sep 7, 2019
    • Brofist Brofist x 3
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    • Informative Informative x 1
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  2. Bad Sector Savant Patron

    Bad Sector
    Joined:
    Mar 25, 2012
    Messages:
    217
    [​IMG]

    I wrote a small tool, Texture Paste Preview (the window at the right), that allows me to paste any image from the clipboard and see it tiled in 2D or 3D with an angle for wall/floor with toggleable filtering, etc. It can be useful for previewing tiling textures without loading them in the world editor, just with a couple of keypresses.

    If this sounds interesting to anyone, you can grab it from here.
     
    • Brofist Brofist x 5
    • Interesting Interesting x 1
    • Useful Useful x 1
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  3. Tyranicon A Memory of Eternity Developer

    Tyranicon
    Joined:
    Oct 7, 2019
    Messages:
    123
    Hey codex, i want to post a huge postmortem/breakdown analysis here. Is that something that’s done or will i get chewed out?
     
    • Friendly Friendly x 2
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  4. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    80,801
    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Feel free. You can also create a new thread. Postmortem for what game?
     
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  5. V_K Arcane

    V_K
    Joined:
    Nov 3, 2013
    Messages:
    4,859
    Location:
    at a Nowhere near you
    Why do you assume it's a game? Maybe it's a medical postmortem.
     
    • Funny Funny x 4
    • Fabulously Optimistic Fabulously Optimistic x 1
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  6. CryptRat Prestigious Gentleman Arcane Developer

    CryptRat
    Joined:
    Sep 10, 2014
    Messages:
    2,593
    Maybe making a game or not will depend on the approval to leave a postmortem on the Codex 5 years in the future.
     
    • incline incline x 2
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  7. Tyranicon A Memory of Eternity Developer

    Tyranicon
    Joined:
    Oct 7, 2019
    Messages:
    123
    • Brofist Brofist x 2
    • Yes Yes x 1
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  8. Farage Arcane Patron

    Farage
    Joined:
    Feb 17, 2014
    Messages:
    596
    Hold on, i thought we were using the Codex Workshop for this?
    :deathclaw:
     
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  9. Tyranicon A Memory of Eternity Developer

    Tyranicon
    Joined:
    Oct 7, 2019
    Messages:
    123

    We are.
     
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  10. Bester ⚰️☠️⚱️ Patron Vatnik

    Bester
    Joined:
    Sep 28, 2014
    Messages:
    5,819
    Daz3d works only with the latest nvidia driver, while Character Creator 3 only with an old version of drivers from half a year ago. The new drivers crash it on startup.
    CC3 has visemes, but can't export them.
    Exporting them as animations doesn't work, what gets imported into maya is not the same frames you see in CC3. Both are 60fps. No animation smoothing is turned on. Just doesn't work.
    I ran out of my 15 alloted exports on my trial version, now the software is dead and asks for 200 bucks.
    Exporting it with "ue4 preset" crashes it. Exporting with "maya" preset exports gibberish.
    There goes another typical day getting my ass stuffed with cocks by 3d software.
     
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  11. The Avatar Learned

    The Avatar
    Joined:
    Jan 15, 2016
    Messages:
    131
    Location:
    Brittania
    Try using proper 3d software like ZBrush/Maya/3ds max/Blender instead of garbage and you wouldn't have this issue.
     
    • :M :M x 1
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  12. Bester ⚰️☠️⚱️ Patron Vatnik

    Bester
    Joined:
    Sep 28, 2014
    Messages:
    5,819
    If I was a 3d artist, I would. I know the typical 3d pipeline. I can do a high poly sculpt in zbrush, I can do a low poly retopology, I can uv map, I can generate normal and AO maps from the two meshes. I can rig a mesh in maya, I can animate it, I can make blend shapes. I can do all that. I just can't fucking sculpt well for the life of me. I'm a programmer.
     
    Last edited: Oct 23, 2019
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  13. cw8 Arbiter

    cw8
    Joined:
    Oct 7, 2014
    Messages:
    473
    Don't sculpt then. Do traditional 3D box modelling and build everything from a cube. Works great with lower polys.
     
    • Agree Agree x 1
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  14. Bester ⚰️☠️⚱️ Patron Vatnik

    Bester
    Joined:
    Sep 28, 2014
    Messages:
    5,819
    Lol, a porn game wouldn't work in that style.
     
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  15. ERYFKRAD Barbarian Patron

    ERYFKRAD
    Joined:
    Sep 25, 2012
    Messages:
    16,120
    Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
    Get a program to do the sculpting for you then.
     
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  16. cw8 Arbiter

    cw8
    Joined:
    Oct 7, 2014
    Messages:
    473
    Get a 3D scanner and some volunteers.
     
    • Salute Salute x 1
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  17. Mustawd Arcane

    Mustawd
    Joined:
    Jan 10, 2015
    Messages:
    12,136

    :shredder:
     
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  18. The Avatar Learned

    The Avatar
    Joined:
    Jan 15, 2016
    Messages:
    131
    Location:
    Brittania
    Got a lot done over the holiday. Implemented a basic turn based combat system, make a mesh combining system, and added gibs.

    [​IMG]
     
    • Brofist Brofist x 8
    • incline incline x 8
    • nice nice x 1
    • Funny Funny x 1
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  19. Tavernking Don't believe his lies Shitposter

    Tavernking
    Joined:
    Sep 1, 2017
    Messages:
    370
    I can't stop laughing how he looks for danger left and right and doesn't even see the guy running up to gib him
     
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  20. Citizen Prophet

    Citizen
    Joined:
    Sep 10, 2019
    Messages:
    651
    I'd pay for a porn game with prosper's style 3d
    [​IMG]
    Show Spoiler

    [​IMG][​IMG]
     
    • hopw roewur ne hopw roewur ne x 1
    • incline incline x 1
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  21. Modron Arcane

    Modron
    Joined:
    May 5, 2012
    Messages:
    4,072
    I tried for a year to get prosper to make a vn dating sim but he never listened :negative:.
     
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  22. Citizen Prophet

    Citizen
    Joined:
    Sep 10, 2019
    Messages:
    651
    Prosper's game was meant to have dating sim elements, tho. There's a scrooge NPC running around the starting town that you are supposed to court (i guess)
     
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  23. Immortal Arcane

    Immortal
    Joined:
    Sep 13, 2014
    Messages:
    3,662

    Aren't you russian? Just download all your assets through copy pasta bms scripts from xentax.
     
    • Funny Funny x 2
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  24. redactir Artist Formerly Known as Prosper

    redactir
    Joined:
    Jul 16, 2018
    Messages:
    696
    This is correct mostly. Scroozeleah is a main character. Both her and Jrah are relatives of Prosperius. As far as dating/companion stuff is concerned I think I decided against it when involving main characters.
    It's a overdone and unrealistic trope that you have strong ties to who ends up being important to the story. Some may find that "autistic" due to the selective nature of knowing trouble brings trouble.
    But I much rather Scroozeleah be a well appreciated character while letting players form their own "relationships" more naturally.

    As time goes on and I get rejected by more e-thots i am coming up with more potential material. It should be quite a glorious day when work resumes on Redaxium.

    edit: I have a big repository of creatures I will be adding. Many don't realize yet how special it will be to see them all wandering the world.
     
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  25. Citizen Prophet

    Citizen
    Joined:
    Sep 10, 2019
    Messages:
    651
    [​IMG]
    IIRC you added scrooge as a main character later in development. There was also a dog(?) as a third playable character in the latest version I played. I remember playing as Jrah and scrooge was running around the town llike she was tied to my character's movement (she probably was)

    Get back to work, men!
     
    • Brofist Brofist x 1
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