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Developer log

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.
 

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
131
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
8,814
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 ;)
 

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
616
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.
 

28.8bps Modem

Prophet
Joined
Jan 15, 2014
Messages
302
Location
The Internet, Circa 1993
Use Bitbucket. It's free, and it's Mercurial so you don't have to put up with the tyranny of GIT. I have no idea why anyone would put up with sourceforge's crap these days. Even github would be better.
 

hexer

Guest
We need a dev environment for 70+ people with wiki, forums, source, etc. I don't know where else to look for. Speaking of that, anyone here can help us with SVN or git? We're trying to make the game open source but we can't move the files to sourceforge. It's throwing errors which someone more experienced could fix
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
For the love of god, use git or mercurial. Services like bitbucket, github and similar offer all that kind of stuff.
 

hexer

Guest
We have the options of using git and mercurial on SF. The issue is that they're throwing errors.
Github doesn't allow projects larger than 1GB and bitbucket is limited to 5 users
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
I guess you can pay a few bucks or strip the arts assets out of the code repo.
 

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