A hypothetical question about FO/FO2 engines/source code

Quanti

First time out of the vault
I was wondering what the benefits of having the source code to the original fallout games would be. What would be possible? What problems would be easily fixed? What would YOU do if the source code was made public?

Discuss. I'm hoping some of you modding heavyweights will chime in, I'm not a programmer myself, but I find the subject interesting.
 
I would fix the engine. Period.

While Tim Cain is an awesome programmer, he left a bunch of faults in his code, and I would like to look through it --> learn something from it (I'm taking Programming courses at school) --> fix the code :dance:
 
Expand upon the engine to allow new things. Remove hardcoded limitations. Fix bugs.
 
So the obvious question is…why hasn't a new engine (one that uses all of the original assets) been built for Fallout 1 and 2 (could the FOline engine be adapted) . One that allows for improved lighting removes the limitations of the original engine, blah, blah… :roll:

And the answer is:
 
And the answer is.. ?

Wasn't FIFE the exact thing Quanti wanted to see the daylight ?
Building an engine on your own isn't really a walk in the park, man.
 
And the answer is.. ?

Wasn't FIFE the exact thing Quanti wanted to see the daylight ?

That was what FIFE was for at the beginning. Then in the process, it developped itself into a Flexibel Isometric Free Engine, an engine for all isometric indie game (parg being one of them). I dont think they ever adapted their engine for an easy use for Fallout modding. I am sure it's possible, but it would require some programation skills and take some times. Anyway, I havent heard of any fallout mod using or intending to use FIFE. Fife use python as script langage and is open source.

Fonline is also a totaly new engine, and its tools (mapper, dialog maker, game mecanisms) are designed to make a fallout like game. It's not open source, but who cares, as long as we have the SDK.
Its script langage is Angelscript, which seem a little bit more complicated than python (at least for me).

The thing is, this isn't really of any help for Fallout 1 and 2, cause it would require to rewrite all the scripts of F1 and F2 into angelscript. Which is very time consuming, perhaps as much as a TCmod, and requires modders interested to do so...
Anyway, I am a little surprised the release of the SDK hasn't made it to the news, maybe the admins haven't read about it yet.
A Fonline modding section could be useful too, to translate all the russian documentation, make a list of scripts ready to use experimente a little... But this would be useful only if there are modders interested to work with the fonline engine for their project, instead of good ol' fallout engine...

So my question would be, are there any?
 
Grayswandir said:
But this would be useful only if there are modders interested to work with the fonline engine for their project, instead of good ol' fallout engine...

So my question would be, are there any?

I'd like to play around with it when it's ready for single player games. AngelScript is cool.
 
You can start working on singleplayer games and it's possible to play in singleplayer mode already. Save / Load works as well, etc. As far as I know, the only mayor thing left to do is polishing up everything for better performance, etc.
 
That sound cool I can imagine someone porting Fallout 1 to Fonline engine... if I had the skills I would give it a try though I also considered FIFE as a good choice though I don't know if it still capable of using fallout maps.
 
Killap, your current profession is programming, right?

Well, I have a question you might be able to answer then. :mrgreen: As a little side project of mine, I am trying to re-create the Fallout engine in C++. I know, I just started learning it a month ago, but I was just interested in trying / learning something new. So, my question:

How do you link, say, a boolean variable value to an object in-game? In specific, I want to know how the Fallout character creation menu works. Example: you want to pick a trait, so you click the little button next to it (on), and if you want to turn it back off, you click the button again (off). It would be easiest to relate the two with a simple boolean value, but I don't know how to link the two...

Thanks in advance, :wink:
 
Ghouly89 said:
As a little side project of mine, I am trying to re-create the Fallout engine in C++.

Which part of it, exactly?

I know, I just started learning it a month ago, but I was just interested in trying / learning something new. So, my question:

How do you link, say, a boolean variable value to an object in-game? In specific, I want to know how the Fallout character creation menu works. Example: you want to pick a trait, so you click the little button next to it (on), and if you want to turn it back off, you click the button again (off). It would be easiest to relate the two with a simple boolean value, but I don't know how to link the two...

Thanks in advance, :wink:

Code:
bool button;

button=!button; // on click

That said, I emphatically suggest you start with something a bit less ambitious.
 
What shihonage said.

It's also key to understand how events works - on click, on hover, etc. There are good tutorials on this kind of stuff.

Best of luck!
 
Well, I can handle how all of the variables work together, so all I have left to learn is the object-oriented side of C++. I just built the SPECIAL, skills, traits, and perks into a working system, so it just goes down from here :roll:

THanks for the code, by the way :mrgreen: I am one over-ambitious little modder, after all

Oh, and the derived stats are in there :wink:
 
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