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 Forum index » Fan Made Fallout Public Boards » Vault-Tec System Announcements
Project Update - February 13, 2009
Moderators: Sebastian of the Wastes
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Sebastian of the Wastes
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Joined: 16 Sep 2005
Posts: 719
Location: Old Pennsylvania

PostPosted: Fri Feb 13, 2009 12:54 pm    Post subject: Project Update - February 13, 2009
Subject description: To Demo, or not to Demo
 

No one ever said making your own game was easy.

Over the past 7 years now there's been a lot of people passing through these halls. Some have been a great asset to the project. Others have been nothing more then a waste of server space. For a free project that can't pay its workers for the time they put in we've definitely had our ups and downs.

The demo was something we planned to release 4 some years now. 4 years! That's a long time, even for a project with a small number of members. That's put a lot of pressure on the people who wanted to see this thing through to the end. Still, we've tried to plow along all these years.

Our history here is sparked by brief periods of insane activity and long periods of silence. Maybe this is how it works in these kinds of projects, I wouldn't know, this is my first real experience with something like this.

But now we come to today. Friday the 13th. An auspicious day for some, a day of unlucky circumstances for others. Time will tell what this one will end up being. What I'm hoping for is that today is the day we give that final push towards working out our demo issues and getting this thing finished.

I've put a final deadline on the demo release. I've told the team I want it done and ready for launch Monday, February 16th, 2009. So we ask you to be patient for a few more days. On Monday we'll be making an announcement. With all luck and fortune (and no lack of hard work from our scripting duo) that announcement will be one for the Fallout community to celebrate.

So enjoy your weekend and check back here on Monday the 16th for our announcement! See you then!

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Fang Teng
Vault Outcast
Vault Outcast

Joined: 16 Mar 2003
Posts: 156
Location: Secret CCP Bunker

PostPosted: Sat Feb 14, 2009 4:08 pm    Post subject:  

I will definitely be back on Monday then! I remember we were aiming to release it before Fallout 3.

But, honestly, 4 years isn't too bad. Look at Starcraft 2 or Half-life 2...
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Jarno Mikkola
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Joined: 18 Feb 2008
Posts: 2

PostPosted: Sat Feb 14, 2009 7:37 pm    Post subject:  

Hmm, so let's finally hope this gets some wings to itself...
And no, it doesn't need to be perfect, just repairable. As it's far easier to repair things, once you have something to repair, and not just few shiny parts.
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zoltar
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Joined: 12 Feb 2009
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PostPosted: Sun Feb 15, 2009 12:11 pm    Post subject:  

hurray for monday

will I be able to sleep?? Rolling Eyes

only a few more hours to play fallout 3 before something real
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KruddMan
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Joined: 06 Jun 2005
Posts: 60
Location: 45.512, -122.717

PostPosted: Sun Feb 15, 2009 12:31 pm    Post subject:  

Oh snap!
I'll see you Monday
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rockfx01
Join today! ENLIST NOW!


Joined: 23 Oct 2007
Posts: 306
Location: Chicago

PostPosted: Mon Feb 16, 2009 8:28 am    Post subject:  

Hello all,

We are still having some problems with the build due to exit grids not playing nicely (yet), but here is a zip file of the data directory which you can start testing out one of the maps with:

http://www.fanmadefallout.com/project/builds/Demo/Beta_Test_Builds/PreBeta_001/PreBetaData_001.zip

To install:
1. Rename your C\Program Files\BlackIsle\Fallout2\data directory to "data.org" or "data2".
2. Extract the zip file above to C:\Program Files\BlackIsle\Fallout2. It will replace the original data directory.
3. Run the Fallout2.exe executable and start a new game. After getting through the start videos, you will start at the City on the Coast Markets.

Currently this map is the only one available since the game crashes when you cross the exit grid Razz. If anyone knows how to get the exit grids working properly, please let me know. I've followed the tutorials for exit grids but they still don't seem to work. I'll look at this more tomorrow to see if I can get it working, but if anyone is familiar with mapping, your assistance would be appreciated. You can feel free to load up the mapper with the scripts source attached at the bottom and the data directory above (note that the imarket.map is actually called "artemple.map" due to the FMF executable not yet working quite right).

I will be putting up daily builds this week with any improvements as they become available. If anyone would like to help get the map situation sorted out we would all greatly appreciate it. My expertise is definitely not mapping.

The source scripts are available below. Feel free to download it and take a look. If you find any bugs and feel like fixing them, feel free. Send me a PM with the modified code so that we can merge it into future builds. Once we get the exit grids working, there will be quite a bit more to do since there are several other quests and features scripted on the other maps. The biggest issue right now is getting to the maps where those quests are located.

Get the source here:
http://www.fanmadefallout.com/project/builds/Demo/Beta_Test_Builds/PreBeta_001/PreBetaScripts_001.zip

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