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What's your standing to the mod?

I play it
I didn't play it but I'd play it with the new version
I don't play it and I won't play it

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Author Topic: ☢☢☢ Fallout mod ☢☢☢ [ 2.0 IS CLOSE YAY ] !!!  (Read 112923 times)

Deon

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #450 on: February 19, 2010, 11:10:54 am »

When can we expect the next version?
Well, I think this weekend. I'm done with fleshing out creature spawns, but I need to redo all the entities and their items.

Are you ok with ASCII version, Shintaro Fago? Because it's what comes first. I especially spent some time building "creature tables" with appropriate letter symbol indication for that. After that I will make a fully graphical version (I think based on Mike Mayday's for those people who are used to it) and a mid-graphical version (with ascii-world but creature graphic), I personally will use the mid-graphics version :).

Also, I didn't get an answer, what do you think about dwarfs as a main race?
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Shintaro Fago

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #451 on: February 19, 2010, 12:04:51 pm »

Quote
Are you ok with ASCII version
I actually prefer ASCII so that's perfectly fine with me. And the question -  I'm not sure how to feel about dwarves while vault dwellers are just plain awesome.

Also, a small idea for a stone called garbage or waste (CLUSTER_SMALL?)  which would have a chance of giving a random something (bars of metal, toys?) when processed in a smelter.
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Deon

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #452 on: February 20, 2010, 08:58:03 am »

Oh crap. Stupid windows restore feature, I knew it targeted EXE files, but why would it target "rar" files? Two days of slowly work were revereted just because I decided to restore my system due to a small reason.

Well ok, I've redone what was lost already, but it was annoying :P.
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Shintaro Fago

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #453 on: February 21, 2010, 01:31:08 pm »

Is there any 3D visualiser that will work with this mod?
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Deon

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #454 on: February 21, 2010, 03:51:00 pm »

Any, but if you mean specific tiles for Stonesense, I haven't done them yet (although I plan to, but it can take some time because I've just dig up my old Dwarf Fortress map for Warcraft3 and I plan to remake it) :).
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Shintaro Fago

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #455 on: February 21, 2010, 04:49:10 pm »

There is problem with 3dwarf v04 as you can't extract map with map_extract.bat
Quote from: error
Couldn't find process ID
but yeah, stonesense is working.

ED: Probably it's 3dwarf's fault. Trying Visual Fortress
« Last Edit: February 21, 2010, 04:54:13 pm by Shintaro Fago »
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buklamang

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #456 on: February 22, 2010, 12:29:35 pm »

Also, I didn't get an answer, what do you think about dwarfs as a main race?

I think, that's a bad idea.

Fallout setting isn't a steampunk or something Arcanum-like - and there can be no dwarves, electro-orcs and nuclear dragons, methinks.

Vault-dwellers are awesome. Please let 'em stay :)
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Meanmelter

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #457 on: February 23, 2010, 07:58:01 am »

Accualy, to make a dwarven-type race that are not really dwarfs should be Scavengers.
Spoiler (click to show/hide)
Sounds like a good idea to me, and you can conjoint it with your own idea's.

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Deon

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #458 on: February 23, 2010, 10:44:20 am »

Also, I didn't get an answer, what do you think about dwarfs as a main race?

I think, that's a bad idea.

Fallout setting isn't a steampunk or something Arcanum-like - and there can be no dwarves, electro-orcs and nuclear dragons, methinks.

Vault-dwellers are awesome. Please let 'em stay :)
It's not a steam-punk, it's radiation. By the way, there ARE dwarves in Fallout, and they are numerous.

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Dimmi

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #459 on: February 24, 2010, 01:55:07 am »

Recently installed to mod...its fine. I got one problem only...the game crashes from time to time. Especially in the beginning of a fortress. Maybe a missing creature or something? Is there a log where I can see what caused the crash?
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Orb

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #460 on: February 24, 2010, 07:10:38 am »

Recently installed to mod...its fine. I got one problem only...the game crashes from time to time. Especially in the beginning of a fortress. Maybe a missing creature or something? Is there a log where I can see what caused the crash?

Like when you embark? Yah, that happens when there arent enough differant creatures in the area. Happens to me a lot in Avernum. Just go to somewhere like a forest, typically a lot of critters there.
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Deon

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #461 on: February 24, 2010, 07:15:53 am »

It should be fixed in the new version. I've added a lot of NO_FREEZING creatures (it means that they appear anywhere but glaciers/tundra). Also there were no plants with "leaves" token -> it caused crashes.

Which means I have to release 2.0 ASAP. Sorry, I was carried away with my DF: Reclaim party map for Warcraft 3 I've started to make. :P
« Last Edit: February 24, 2010, 07:23:06 am by Deon »
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Meanmelter

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #462 on: February 24, 2010, 07:54:17 am »

Recently installed to mod...its fine. I got one problem only...the game crashes from time to time. Especially in the beginning of a fortress. Maybe a missing creature or something? Is there a log where I can see what caused the crash?
Sounds like something That would happen to me when I built an outside town.
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Deon

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Re: ☢☢☢ Fallout mod ☢☢☢ [ 2.0 IS CLOSE YAY ] !!!
« Reply #463 on: March 04, 2010, 04:31:00 pm »

OK, so I am slowly moving 2.0 to its end.

There's just so much to do:
1) I must add some fictional critters to add diversity which suit fallout world, some vermin and small mammals.
2) I must flesh out current faction weapons. Chaingun and Bozar appear to be almost guaranteed one-shot-killers (although they slow down the creature to ~1/2 of its speed),
3) I must rework the plant system. No more drugs from plants. Plants - booze. Drugs are extracts which can only be imported and traded for.
4) I must replace all trees with  junk piles of sorts.
5) I must change some flavorful things, like alert texts and descriptors and shapes for engravings.
6) Readjust feral ghouls in evil regions to be really dangerous.

Now, on to some good news: woodcutting is fully replaced by Scavenging. No more trees, only junk and parts of old technology :P (Ignore the trees on the screenshot, I didn't change the sprite yet).

Note the profession (it's not custom) and the skill:



And manager screen:


I just forgot to rename "Fell Tree" job, but it's easy to do.

Ghouls will now be WOOD_PREF :P. How about some old roadsign shield?

Also now you can get METAL from JUNK (wood) in smelter, it means that you can run a metal industry without digging at all!

P.S. Stonefall traps will be renamed to Claymore traps. Done :P. Who wanted it, I forgot?
« Last Edit: March 04, 2010, 04:38:09 pm by Deon »
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Orb

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Re: ☢☢☢ Fallout mod ☢☢☢ [ 2.0 IS CLOSE YAY ] !!!
« Reply #464 on: March 04, 2010, 05:04:06 pm »

If your keeping most of the properties of the tree the same, wouldnt the junk "regrow"? o_O

Also, if you changed it, unless your in a "forrested" area, you will quickly run out of "junk", no? Of course, if that was the intention then by all means, keep it in.
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