Cat Headed Eagle
Learned
- Joined
- Jan 21, 2023
- Messages
- 3,882
That makes me think, we'd need a situation similar to John Romero constantly fact checking Sandy Petersen's memories of the past.
It's pretty standard for people in the industry to not badmouth each other's work, regardless of how they feel about it.
IIRC he did mention several aspects he disliked in Fallout 4 in one of his recent videos about cut content.
The "synth rights" nonsense absolutely didn't belong in a Fallout game.His Synth talking points were laughable at best.
Tim has dreams of working at Bethesda confirmed.It's pretty standard for people in the industry to not badmouth each other's work, regardless of how they feel about it. Maybe he thinks those games are great, but I wouldn't expect him to say anything differently if he thought they were rancid shit.
It really just gives off the impression that Tim Cain is some out of touch boomer who is incapable of playing a shooter game at any level of proficiency
Darth RoxorHelmet Hair
What are some fun modern RPGs that you have played and liked? (Like from the last 10 years or so)
Timothy Cain
In no particular order and off the top of my head...Elden Ring, Pathfinder: WOTR, ELEX, Atom RPG, Underrail.
Who cares, he made FO.It really just gives off the impression that Tim Cain is some out of touch boomer
Hold up, this man said Underrail?Darth RoxorHelmet Hair
What are some fun modern RPGs that you have played and liked? (Like from the last 10 years or so)
Timothy Cain
In no particular order and off the top of my head...Elden Ring, Pathfinder: WOTR, ELEX, Atom RPG, Underrail.
Romero is a leftist prick.That makes me think, we'd need a situation similar to John Romero constantly fact checking Sandy Petersen's memories of the past.
You mean Petersen and Carmack?Romero is a leftist prick.That makes me think, we'd need a situation similar to John Romero constantly fact checking Sandy Petersen's memories of the past.
I remember back when Trump got elected, he said something along the lines of "you should stop following me if you voted for Trump" or some shit like that. Sandy Petersen and John Romero are really cool guys though. As is Tom Hall.
He already mentioned it in one of the videos; he tried to work there, but never got an offer.Tim has dreams of working at Bethesda confirmed.It's pretty standard for people in the industry to not badmouth each other's work, regardless of how they feel about it. Maybe he thinks those games are great, but I wouldn't expect him to say anything differently if he thought they were rancid shit.
Goddamit, I fucked up.You mean Petersen and Carmack?Romero is a leftist prick.That makes me think, we'd need a situation similar to John Romero constantly fact checking Sandy Petersen's memories of the past.
I remember back when Trump got elected, he said something along the lines of "you should stop following me if you voted for Trump" or some shit like that. Sandy Petersen and John Romero are really cool guys though. As is Tom Hall.
Troika made a Lord of the Rings demo based on Arcanum's engine.Which one is that? haven't watched the video yet.
Ah, I'm not sure. Cain himself shows the demo in his video, but I don't actually remember if it's available to public.This I know, but this little treasure can't be on any abandonware sites, can it? It must be some other game?Troika made a Lord of the Rings demo based on Arcanum's engine.Which one is that? haven't watched the video yet.
He's talking about https://www.mobygames.com/game/3870/jrr-tolkiens-the-lord-of-the-rings-vol-i/ also its follow-up https://www.mobygames.com/game/1480/jrr-tolkiens-the-lord-of-the-rings-vol-ii-the-two-towers/Which one is that? haven't watched the video yet.Anyone played that Lord of the Rings game he mentioned?
Any good, worth looking at?
I see it’s on abandonware sites
Edit:Tim Cain talks about GNW (GNW's Not Windows) and TIG (TIG Isn't GNW), my operating system abstraction libraries that allow my games to be more easily ported to different computer systems.
They released a toolset for Fallout 2. Josh Sawyer chastised people for not making stuff with it given all the effort it took to make it happen.I thought the team behind Fallout: Nevada (and Sonara) either had or the code, or at least access to parts of it?
Or were they reverse-engineering the original engine....believe that's what the "Fallout 1 in 2" project did
I'm sure it is, but it still took a lot of effort to make it happen and it was harder for them to make levels themselves.The FO2 mapper/engine is a total bitch to work with and it's a miralce that there exist mods/total conversions of the game at all.
That's a pretty moronic thing of Sawyer to say.
Chris Jones, Chris Avellone, and Scott Everts spent a lot of time working on that goddamned editor, so some of you should use it.
I'm sure it is, but it still took a lot of effort to make it happen and it was harder for them to make levels themselves.The FO2 mapper/engine is a total bitch to work with and it's a miralce that there exist mods/total conversions of the game at all.
That's a pretty moronic thing of Sawyer to say.
His exact words
Chris Jones, Chris Avellone, and Scott Everts spent a lot of time working on that goddamned editor, so some of you should use it.
Pushed for it and wrote the intro.Ah, that puts it in perspective. Although I wonder what Avellone had to do with it. I thought he was not a "technical" person - I guess he was responsible for the dialogue "editor" if you want to call it like that.
Here is the Fallout 2 editor, the scripts, and the script compiler. We were able to take some time and
put together some documentation for it (and an installer), but a lot of it will require some trial and
error. If you want to hammer away at it, well, here it is.
Some things to keep in mind:
This editor is not the holy grail. It was never meant to be released to the public. As a result, you may
boot the editor up and realize that it doesn't match your expectations for a commercially-released RPG
editor. You may suffer some retina burn. Perhaps a strange itching sensation. Constipation. So be
prepared - you are about to experience a game editor, intended only for developers.
You use the Fallout 2 editors at your own risk. A poll was posted some time ago
(http://feedback.blackisle.com/forums/showthread.php?s=&threadid=51095) asking if fans interested
in the editors would prefer to have the editors sooner with no documentation, and the answer was an
overwhelming yes, so here it is. We ended up including some documentation, anyway, so hopefully
that should help the pains of easing into the editor.
You need to have Fallout 2 installed for these editors to work.
Be sure to check out the readme.txt in the Scripts folder that will be installed with the editor. It
explains compiling the scripts, and some examples of how to build them using different C compilers
for the preprocessor. There is also information on the Open Watcom compiler and a link for where to
get it.
This is not the Fallout 2 source code. There are no plans to release the Fallout 2 source code at this
time.
Be warned - various issues with the editor are listed in the "Known Problems" section of this
document. Check it out before using the editors.
The Fallout 2 editors are not supported by Interplay. If you have a problem with them, do not contact
customer support because they'll have no idea what you're talking about.
If you have any questions about usage of the editors, post them up on the Fallout 1 and 2 forum
(www.interplay.com), and if we can answer them, we will. Keep in mind it has been many years since
these editors have been used, and a lot of the know-how is either rusty or has been forgotten, but we'll
see what we can do.
There are a number of people you should thank for the editors.
Josh Sawyer. Without Josh, you would not have the F2 editor. He brought up the idea in a meeting,
and everybody nodded their head because it seemed like a good idea before we realized what a pain in
the ass it would be.
Darren Monahan and Feargus Urquhart. Without Darren and Ferg, you would not have the F2 editor.
Chris Heidari. Chris Heidari took a good chunk of his time to test the editor and, as an added bonus, set
up the installer to make it easier for you to use.
Scotty Everts, who put the lion's share of work in setting up the editor doc summary.
...and most of all, Chris Jones. Chris worked on getting the F2 editors together during his free time.
Without Chris, you would not have the F2 editor.
Thanks and enjoy,
Chris Avellone
Making maps is not what is holding back Fo2 mods.They released a toolset for Fallout 2. Josh Sawyer chastised people for not making stuff with it given all the effort it took to make it happen.I thought the team behind Fallout: Nevada (and Sonara) either had or the code, or at least access to parts of it?
Or were they reverse-engineering the original engine....believe that's what the "Fallout 1 in 2" project did
The FO2 mapper/engine is a total bitch to work with and it's a miralce that there exist mods/total conversions of the game at all.
That's a pretty moronic thing of Sawyer to say.