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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 112934 times)

Jackrabbit

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #210 on: November 27, 2008, 07:04:25 pm »

Mod in headcrabs! And rename Zombies!
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woose1

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #211 on: November 29, 2008, 11:35:25 am »

EY........
DEON...

found a couple bugs, most of which you have probably already fixed.

1.ZOMBEH THEIFS!! (Ya, i know thats been found but they bit my favorite dog.
2.MULTIPLE ENERGY CHARGES!!!

besides that, itsa very good pizza.
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #212 on: December 01, 2008, 03:48:23 am »

Is there any way to make rocks unmineable but still letting soil be mineable? That way survivors will only be able to dig at places with soft ground. And if it where possible that only certain materials could dig in rocks.
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The Endcat will end you and everything you love.

Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #213 on: December 01, 2008, 11:47:07 am »

This is where our own personality should stop us if  we want. The game doesn't have such limitations .. yet.

What about multiple energy charges?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

woose1

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #214 on: December 01, 2008, 12:03:12 pm »

What about multiple energy charges?
When crafting bone/wooden energy charges for shooting at targets, the option bar kind of looks like:
Bone energy charge
Wooden energy charge
Bone energy charge
Wooden energy charge
Bone energy charge
Wooden energy charge

Is there a differrence between them? They all seem to work fine.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #215 on: December 01, 2008, 12:56:42 pm »

Uh. I haven't checked this. I haven't tried to make practicing ammo. I wonder is it because I have multiple same AMMO under each ranged weapon in the entity file (I thought that you should list it after every weapon with some ammo you want to make, but maybe it's not done this way). I should check it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

woose1

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #216 on: December 01, 2008, 03:02:34 pm »

Uh. I haven't checked this. I haven't tried to make practicing ammo. I wonder is it because I have multiple same AMMO under each ranged weapon in the entity file (I thought that you should list it after every weapon with some ammo you want to make, but maybe it's not done this way). I should check it.
Do whatever you need to do, boss.
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Jurassiced

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #217 on: December 04, 2008, 02:25:43 pm »

awsome work thanks o.e keep it up you made me go and dig up my  POKHOMME mod and start fixing it for a new release  thanks ^-^
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POKHOMME http://dffd.wimbli.com/file.php?id=84 Race mod im working on.

Brandon816

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #218 on: December 08, 2008, 12:47:36 am »

I thought that you should list it after every weapon with some ammo you want to make.
You don't have to do it like that. I made some custom ranged weapons myself, and having only 1 entry for the ammo type works. I don't think it even has to come after one of its matching weapons.
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #219 on: December 08, 2008, 01:51:54 am »

WORK FASTER DEON!!! Or I will let the feral ghouls in!    ;D
Also if its not already in, add  ON A STICK as food.
« Last Edit: December 08, 2008, 01:55:15 am by Keilden »
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #220 on: December 08, 2008, 07:26:42 pm »

Actually I don't work. I killed my last 4 days with Fallout Online :). Sorry guys I'll fix it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Jackrabbit

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #221 on: December 08, 2008, 07:39:29 pm »

Is that out now?
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #222 on: December 08, 2008, 08:03:59 pm »

Well, it's in open beta test mode , there's not a lot of quests but player wars are nice :).
http://fonline.ru/news.php

Spoiler (click to show/hide)
« Last Edit: December 08, 2008, 08:05:30 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Jackrabbit

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #223 on: December 08, 2008, 08:10:51 pm »

That... is a lot of power armor. Seems a bit unbalanced considering that in F1 and F2 it meant you could take a rocket, minigun or laser minigun to the face.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #224 on: December 08, 2008, 08:21:10 pm »

Well, it's quite easy to die here. And now Power Armor is no longer avaliable at merchants, so numbers are limited now :).

Also note that this is beta test so you can buy almost any weapon at some merchants (for considerable money surely). It's gonna change in the release.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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