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Developer log

hexer

Guest
Why dont you simply use the already finished Molech critters that float aroun on NMA?

Blasphemy! There is no such thing as a finished molech floating around

Oh fuck! Inb4 The Trial of TBS!

You're getting a fair trial

I actually very very barely recalled the Molechs, I actually remembered the Gehennas more because I used a Gehenna lookalike in a fanfic once (they were called Sodoms, through, and were more brutes). Van Buren had a lot of Prosperian critters.

We should put a PROSPER APPROVED sticker somewhere in the intro titles or on the box if we make one.
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,689
Why dont you simply use the already finished Molech critters that float aroun on NMA?

Blasphemy! There is no such thing as a finished molech floating around

Oh fuck! Inb4 The Trial of TBS!

You're getting a fair trial

I actually very very barely recalled the Molechs, I actually remembered the Gehennas more because I used a Gehenna lookalike in a fanfic once (they were called Sodoms, through, and were more brutes). Van Buren had a lot of Prosperian critters.

We should put a PROSPER APPROVED sticker somewhere in the intro titles or on the box if we make one.

Eh? It was made by Continuum IIRC, just ask him or .Pixote :P
 

hexer

Guest
Team grows to 50 people. Our latest artists are very fast and capable professionals. I feel so proud ::manly_tear::
 

kain30

Arbiter
Joined
Aug 7, 2014
Messages
538
Location
spain
keep up this good work!. i was VERY sad the day they canceled van buren and always had hoped that someone will mod the game with the design documents. i made myself an pen & paper campaign with those documents, filling the gaps with what i think was appropiate with the fallout lore
 

hexer

Guest
Bros, just dropping in to say that lately we've been working a lot on the game, especially on the maps and gameplay mechanics... So there's not much time left for updates ;)
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Team grows to 50 people. Our latest artists are very fast and capable professionals. I feel so proud ::manly_tear::
50 people? Wow, that's quite amazing.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,869,240
Location
Kitchen sink
We know it. We feel it. We believe.:bro:
 

hexer

Guest
Look at these feral Glowing Ones ganging up upon our hero! Good thing they're statless so they can't hit him ;)

OwibfEs.jpg



Any updates ?

I'm working hard on the maps/art every day and that's all I do right now. I don't even have the time to check on the rest of the team but there's everyday activity and progress on everything: game design, music, art, writing...
 

Bloodlust

Augur
Joined
Feb 26, 2006
Messages
130
I am happy that you guys are making making progress and I really hope you manage to finish this.However from my experience from fan made fallout,hardest part of actually making a mod of this scale is programming and/or scripting.It's just tough to find people with skill willing to mod fallout.

It's nice to have a team of 60 people but I've seen no mention of scripting taking place.You need to have people that take all work that is relatively easy to produce (like maps) and actually implement them in working software.I say that with the best intentions,maybe the FOnline engine is better than the bitch the FO2 engine is.

Anyways,keep up the good work.
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,689
Look at these feral Glowing Ones ganging up upon our hero! Good thing they're statless so they can't hit him ;)

OwibfEs.jpg



Any updates ?

I'm working hard on the maps/art every day and that's all I do right now. I don't even have the time to check on the rest of the team but there's everyday activity and progress on everything: game design, music, art, writing...


This is not the final look on such a desert map, is it?
 

hexer

Guest
This is not the final look on such a desert map, is it?

Nope not the final map version. You notice well my fellow mapper bro ;)

I am happy that you guys are making making progress and I really hope you manage to finish this.However from my experience from fan made fallout,hardest part of actually making a mod of this scale is programming and/or scripting.It's just tough to find people with skill willing to mod fallout.

It's nice to have a team of 60 people but I've seen no mention of scripting taking place.You need to have people that take all work that is relatively easy to produce (like maps) and actually implement them in working software.I say that with the best intentions,maybe the FOnline engine is better than the bitch the FO2 engine is.

Anyways,keep up the good work.

You're right, the scripting is waiting for me to finish maps and art. We have additional 3 programmers though but they're too inexperienced and unwilling to start without me.
 

hexer

Guest
Sometimes I descend down to the bottom of the Grand Canyon to loot ancient uranium mines. But sometimes I drop everything and run for my life...

2SWbTWe.jpg
 

hexer

Guest
In the screenshot above there is mostly completely new art and art from FOT. With some art from other FO mods (FO Nevada maybe?). It is hard to keep track of it now as we have thousands of new art assets.
Van Buren will have that classic FO look but with LOTS of new art. The Grand Canyon is a really bad place and the maps reflect that. I mean this cougar is a child's play compared to some other things it hides ;)
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,869,240
Location
Kitchen sink
Sexy...
 

hexer

Guest
A miracle just occurred!
3 hours ago, I posted a FB ad for open mapper/technical designer positions and we've already recruited 5 new mappers!

:yeah:
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
That Fonline engine certainly makes cooperation much more possible. It would be cool if Fan Made Fallout would be resurrected on it.
 

.Pixote.

Augur
Joined
May 6, 2012
Messages
515
A small tip -

You can add up to 6 scenery artworks inside a single scenery piece (FRM), but be careful how you name it because the one name will be used for all six artworks. When you make the finished FRM just change the direction (NE. E. SE. SW. W. NW) and add the next artwork. This works well for simple objects like chairs, barrels, rubble, etc. When placing them on a map just use the direction key to find the correct artwork. I use this approach with Mutants Rising, it helps to keep the artwork numbers down. This approach won't work with tiles, nor would it work well with walls due to the flags (East-West...North-South). You must fill all 6 directions otherwise the FRM won't work.

Good luck Hexer. :bro:
 

hexer

Guest
Thanks for the tip bro! We should definitively reduce our number of files. We're over 43,000 right now.

What do you guys use as a source control solution? We've been using Google Drive but doesn't work good anymore. I'm now trying to move everything to sourceforge but it's a challenge.
 

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