Ardent's Fallout 2 Mod - Announcement




I'm a bit late to the party, I suppose, as Ardent's mod was released some time ago yet I only recently played for the first time. This mod is very entertaining, and also quite well-crafted. Great job, Ardent! At some point in the future I hope work resumes on this mod, as if the remainder is anything like the demo I won't be delinquent again in relishing the experience.

I found some of the play a near-revelation, as several novel methods used to facilitate the storyline (e.g. the player-character may be captured and imprisoned, etc) are very engaging. I also thought some of the necessary concessions to mundane Fallout 2 conventions (e.g. the player-character is wearing a Vault 13 suit because he works in a bar called "Vault 13," etc) were quite clever. The storyline manages to offer both appealing humor and grim wasteland realities in equal measures, which can be difficult to create and balance. The mapping, artwork, and writing (grammar, spelling, and so forth) are all first-rate as well, and the "puzzles" (i.e. problems not resolvable by standard Fallout recourse to violence) are both sporting and interesting.

Though Ardent is busy ( :cry: ) on other projects ( :D ), for future reference whenever work on this mod resumes I experienced a few trivial issues and one rather serious problem while playing that I didn't see previously mentioned here.

Trivial:
[spoiler:41f616d840]

--In the Junktown north of Duston, along the eastern edge of the map is a wall covered by grafitti that reads "Metro." A blocker (or three) should be placed here, as characters can walk through the wall.

--Also in the Junktown north of Duston, near the shack where Rob lost his beverages is a Cola Fridge. Note the default proto for this item has "Use" and "Use On" flagged, resulting in a spurious hand-icon appearing when the player looks at the Fridge in-game.

--Perhaps by design, but I'm not sure how Mayor Candlekeeper's store stays in business since his all barter prices are outrageous (compared to other folks who have items to barter around Dunston) even when the player-character obtains a courtesy "discount" as an employee of DiAngelo's.

[/spoiler:41f616d840]


Serious:

I'm sorry to break convention as everyone else has politely been hiding their bug reports in spoiler tags, but I haven't been able to figure out how to successfully include code sections inside spoiler tags on this forum-- so perhaps anyone not interested in scripting should try not to look while scrolling past the remainder of my post...







I had a number of troubles with Dr. Goya, and the matters are fairly complex. Basically the troubles break down into two areas:

a) An FO2 engine problem for which Ardent is not in any way responsible, and
b) Some bugs as well as general weak points in both 0egoya.int and 0einvisc.int.

Regarding (a), though my own skill was sufficient to ameliorate the problem I don't personally know how to effect a decisive fix. The trouble ensues when the game time advancement that occurs whilst the player-character is receiving Goya's therapy triggers an automated Hakunin dream sequence. For me (as seems likely for most plays of the mod), Hakunin's first dream sequence was scheduled during the time I was in therapy and the game ui is disabled. This caused the game to irrecoverably stall for me on a fade-out (blank screen) after the dream movie finished playing; I was fortunately able to alt-tab out of Fallout 2 and end the program.

I obtained some relief from this problem by devolving all of Hakunin's movies-- which is also generally a helpful practice for any modder making a TC of FO2 that doesn't involve Hakunin's dream messages. All one needs do is create several completely empty text files in one's Fallout2\data\art\cuts\ folder named artimer1.mve, artimer2.mve, artimer3.mve, and artimer4.mve. Artimer1-4's cfg files should be edited as well to read:

Code:
[info]
total_effects=0                 ; Total number of fading effects.
effect_frames=0,0           ; The frame number each effect will start on.

;
;

[0]                             ; Frame number this effect starts on.
fade_type=in                    ; Fade in or out?
fade_color=0,0,0                ; r,g,b value to fade from/to (range is 0-63).
fade_steps=0                   ; number of steps (frames) this fade takes.

[240]                            ; Frame number this effect starts on.
fade_type=out                   ; Fade in or out?
fade_color=0,0,0               ; r,g,b value to fade from/to (range is 0-63).
fade_steps=0                   ; number of steps (frames) this fade takes.

The result is beneficial in that no irrelevant movie is actually seen by the player; in this very peculiar case, however, since the movie was called while coincidentally the game ui was already disabled there are still remaining effects of the call for the movie-- which is the part I don't know how to fix myself. When the screen faded back in and the ui was re-enabled after receiving the doctor's therapy, I had no mouse cursor available; though the conversation seemed stuck, in fact keyboard input was still an option. Thus when reading:

DG: How do you feel? Are you OK?
PC: Ung... Blhgh... Ah...

I had to press the "1" key on my keyboard (to choose dialogue response option 1); after this the mouse cursor reappeared and the game thereafter functioned normally-- with one exception. The exception was that after completely finishing the post-therapy conversation with Goya, when the dialogue screen closed the game returned to a fade-out screen (presumably still running consequent to the call for Hakunin's movie). In this case, simply clicking anywhere on the screen resulted in a fade-in and a return to completely normal gameplay with no further issues.

Hence the root of the problem apparently is the conjunction of an interruption in the game's ui when the call for the dream-sequence is made during a ui-lockout while the player is receiving Goya's therapy. Again, the problem is not insurmountable (after ridding oneself of the actual display of the movies), but rather repugnant nonetheless as I suspect most folks would think the game solidly crashed at that point.


Regarding (b), while fiddling around investigating the problem already mentioned I saw a few trivial bugs in 0egoya.int. From habit (after all, I follow the modding forum because I enjoy modding) I also did a substantial amount of "bulletproofing" and general optimizing of the script (as well as to 0einvisc.int) that result in what I feel provides a much better assurance of intended functionality. Note as well while reading the code below (Ruby format), I was having trouble readily following the conversation constructed with gsay_options so I changed most of those to giq_options for convenience (the end result is the same, of course).

I made the following changes (thoroughly tested in all outcome iterations) to 0egoya.int:

--In what follows, the original contents of node016 and node017 were combined into a revised node015. Node997 in the original script is frivolous as it presently does nothing bar engender confusion in some script compilers, but my own best guess at its likely intended function was incorporated into node020. Hence all three aforementioned nodes are now redundant, but were left in place to avoid disrupting the nature of the original script (which again relies heavily on gsay_option calls).

--I see no need to reprint the entire lengthy "experiment" procedure here, but starting with the check of the "show" variable when such equals "3" I replaced everything in the remainder of the procedure with the following code. Note that I also made a decision for myself which is contrary to what Ardent apparently intended in the rare case where the player-character gets addicted to Jet; Ardent had an additional game-time advance at the end of the node so that in such a case, all the effects of Jet wear off before play resumes. I felt since this is an integral result of the therapy, the player-character should experience an additional side-effect after returning to consciousness while still dripping with fluid from the suspension tank-- but anyone who feels dissimilarly need only add an additional bit of game-time advancement right after the call to metarule 100.


Completely off-topic, by the way, when are our community's diligent frm modders going to get to work on some nekkid people? Yes, I know, make them myself... Prurient interests aside however, this is a genuine case (leaving the suspension tank) where a minimal A/B/C/R male and female tribal frm series would likely garner significant and widespread congratulation from anyone who experienced the result directed towared any modder willing to make the effort. Since an artfid change could be easily scripted and enforced, there need be no resulting concerns about rampant exhibitionism and lewdness.


Code:
	else if (show == 3) then
	begin
		op_gfade_out(1000);
		op_game_time_advance(3 * (7 * (24 * (60 * (60 * 10)))));
		k := op_random(1, 100);
		if ((op_get_critter_stat(op_dude_obj(), 2) <= 7) and (op_get_critter_stat(op_dude_obj(), 6) <= 7) != 0) then
		begin
			if (k < 36) then
				op_set_critter_stat(op_dude_obj(), 1, -1);
			else if (k < 71) then
				op_set_critter_stat(op_dude_obj(), 3, -1);
			else if (k < 96) then
			begin
				op_set_critter_stat(op_dude_obj(), 6, -1);
				op_critter_add_trait(op_dude_obj(), 0, 118, 1);
			end
			else
				op_add_timer_event(invisc_ptr, 1, 0);
		end
		op_critter_add_trait(op_dude_obj(), 0, 78, 1);
		if (op_msg_string(1491, 100) != 0) then
		begin
			m := op_random(1, 3);
			if (m == 1) then
				op_set_critter_stat(op_dude_obj(), 0, 1);
			else if (m == 2) then
				op_set_critter_stat(op_dude_obj(), 2, 1);
			else if (m == 3) then
			begin
				op_set_critter_stat(op_dude_obj(), 0, 1);
				op_set_critter_stat(op_dude_obj(), 2, 1);
			end
		end
		show := 0;
		op_set_global_var(464, 2);
		op_metarule3(100, op_self_obj(), 1, 0);
		op_set_obj_invisibility(op_dude_obj(), 0);
		maybe_unlock_input();
		call talk_p_proc();
	end
end

In procedure node020, I replaced everything currently extant with the following (among other things the player now receives a more substantial notification of Jet addiction):

Code:
procedure node020
begin
	if (op_msg_string(1491, 249) != 0) then
	begin
		if (op_global_var(464) == 4) then
		begin
			chem := op_create_object(53, 0, 0, -1);
			op_add_mult_objs_to_inven(op_dude_obj(), chem, 3);
		end
		else if (op_global_var(464) == 6) then
		begin
			chem := op_create_object(326, 0, 0, -1);
			op_add_mult_objs_to_inven(op_dude_obj(), chem, 1);
		end
		else if (op_global_var(464) == 7) then
		begin
			chem := op_create_object(259, 0, 0, -1);
			op_add_mult_objs_to_inven(op_dude_obj(), chem, 3);
		end
	end
	op_gsay_reply(1491, op_msg_string(1491, 240 + op_global_var(464)) + op_msg_string(1491, 248));
	if (op_global_var(464) == 7) then
		op_display_msg("You are now addicted to Jet!");
	op_giq_option(1, 1491, 249, @node999, 50);
end

Though not at all necessary, for my own convenience (perhaps others following along to incorporate these fixes into their own game will be similarly helped) I slightly changed the following as well:

Code:
procedure node019
begin
	op_gsay_reply(1491, op_msg_string(1491, 238) + op_msg_string(1491, 235 + op_global_var(464)));
	op_giq_option(1, 1491, 243, @node020, 50);
end

procedure node018
begin
	op_gsay_reply(1491, 236);
	op_giq_option(1, 1491, 237, @node019, 50);
end

In nodes 13, 14, and 15, I recommend the following changes-- though only the change in node013 is truly necessary in light of my modification of procedure_experiment; the rest were largely for rigor as well as my own convenience in understanding the script:

Code:
procedure node015
begin
	if (op_global_var(464) == 3) then
	begin
		if (op_msg_string(1491, 248) != 0) then
		begin
			if (op_get_critter_stat(op_dude_obj(), 34) == 0) then
				op_gsay_reply(1491, op_msg_string(1491, 233) + op_msg_string(1491, 248));
			else
				op_gsay_reply(1491, op_msg_string(1491, 234) + op_msg_string(1491, 248));
		end
		op_giq_option(1, 1491, 249, @node999, 50);
	end
	else
	begin
		if (op_msg_string(1491, 235) != 0) then
		begin
			if (op_get_critter_stat(op_dude_obj(), 34) == 0) then
				op_gsay_reply(1491, 231);
			else
				op_gsay_reply(1491, 232);
		end
		op_giq_option(1, 1491, 235, @node018, 50);
	end
end

procedure node014
begin
	op_gsay_reply(1491, 229);
	op_giq_option(1, 1491, 230, @node015, 50);
end

procedure node013
begin
	op_gfade_in(1000);
	if (op_msg_string(1491, 101) != 0) then
	begin
		if ((op_get_critter_stat(op_dude_obj(), 2) >= 7) and (op_get_critter_stat(op_dude_obj(), 6) >= 7) != 0) then
			op_set_global_var(464, 3);
		else if (k < 36) then
			op_set_global_var(464, 4);
		else if (k < 71) then
			op_set_global_var(464, 5);
		else if (k < 96) then
			op_set_global_var(464, 6);
		else
		begin
			op_set_global_var(464, 7);
			op_set_local_var(7, op_game_time() + (4 * (7 * (24 * (60 * (60 * 10))))));
		end
	end
	op_gsay_reply(1491, 227);
	op_giq_option(1, 1491, 228, @node014, 50);
end

While looking at 0einvisc.int pursuant to (a) above, I thought the timed_event procedure not necessarily best-designed to accomplish its purpose. I rewrote it as follows (thoroughly tested):

Code:
procedure timed_event_p_proc
begin
	if (op_fixed_param() == 0) then
	begin
		if (op_global_var(296) == 0) then
		begin
			if (op_obj_is_carrying_obj(op_self_obj(), 259) == 0) then
			begin
				drug := op_create_object(259, 0, 0, -1);
				op_add_mult_objs_to_inven(op_self_obj(), drug, 1);
			end
			jet := op_obj_carrying_pid_obj(op_self_obj(), 259);
			op_use_obj_on_obj(jet, op_dude_obj());
			op_metarule3(100, op_self_obj(), 0, 0);
			op_add_timer_event(op_self_obj(), op_game_ticks(5), 0);
		end
		else
		begin
			op_metarule3(100, op_self_obj(), 0, 0);
			op_add_timer_event(op_self_obj(), op_game_ticks(2), 1);
		end
	end
	if (op_fixed_param() == 1) then
		op_destroy_object(op_self_obj());
end

I found that resetting the timer at function 0 to anything less than 5 ticks could result in a multiple application of Jet while gvar 296 was being set by the engine.





In conclusion, I'd like to say again I found this mod very impressive-- highly entertaining and technically innovative. I offer congratulations to Ardent on a job thus far well-done, and I hope he'll eventually resume his work here since any additional content would I think be eagerly welcomed by anyone who has tried the demo.


Endocore


 
Heh, I have the problem with the dream sequences in my mod as well. I think the best way to fix this would be to be able to disable them via Sfall, because only renaming the video files aren't giving 100% good results, as you've noticed.
 
Since this thread has had some recent activity, thought I'd just pass along my props to Ardent.

Played this mod a few months back. At first, I was enjoying playing a character that has been locked up about as much as I'd enjoy being locked up myself. But after I got over the whole lack of freedom thing, I was really invested in finding a remedy for my char's dilemna.

Ended up enjoying the mod so much that after it was over, I kept playing, grinded my way up some levels, aquired the Bridgekeeper's Robes from the special encounter and some better weapons from randoms and then went and paid my old friends at the factory a visit........

Anyway, congratulations to Ardent on a job very well done.
 
@ Endocore -

I want to ask if you could have a look at a concept I wanted to apply to Ardent's mod - a hunger meter.

Code:
As for the hunger meter...can we use the interface. When we fight it has the green lights to indicate how many AP are left, but after you shut down combat it turns red for a short moment. I was thinking that it could be used to tell the player how hungry they are. It could go up (more red lights) as you get more hungry...and down when you eat something.

What do you think? Is it possible to add to the game?

024mainmenuy.gif
 


@Lexx

I generally thought Ardent was rather clever here in working around a number of hard-coded limitations by spinning them in a different direction. Perhaps a new (informal) contest could be started, to see who can make the most innovative adaptation of the four Hakunin movie sequences for their own purposes in a mod. The results could be at least entertaining if not actually very beneficial. The trouble I noted earlier was a very rare case since the game ui was disabled by scripting at the time of the movie call; Hakunin's movies are typically more nuisance than menace, so maybe we could all find some way to have fun with them.

@Null

One nice thing about this mod is the huge world map. One could have a full game just wandering around the wasteland, scratching out a living.


@.Pixote.

I'm probably the last person one should ask about such, as I'm generally opposed to the idea of fiddling around with exes (Fallout or otherwise) and therefore am not very knowledgeable about such things.

I would venture, however, that as you framed the matter the chance of success seems dubious. Nonetheless, a practical alternative that certainly would work is to construct something along the lines of the way the "Mr. Fixit" mod works. The player could at any time access all kinds of information about his character-- presented in almost any sort of nifty graphical format in a dedicated/new window-- just by performing a "closer look" at the pc. Since this info would be available at all times, I see that outcome as no different than actually having the info displayed on the main interface screen at times-- and since Mr. Fixit-type mods are a proven technique that have been around for some time, as I noted this approach has the virtue of being highly practical.

To speculate a bit further afield yet still in the realm of the plausible, I wonder if one might script a permanent light source centered on the player-character. The light could be green for "full" and gradually shift either in brightness or hue from amber to red to indicate "starving." Of course the light would likely be best as a subtle effect, so the character isn't running around looking like a super-mutant or ghoul at all times. I dunno, just a thought.

Yet another speculation would be that since creating/destroying windows is indeed possible if uncommon, one could create a smallish window that perfectly/seamlessly overlaps the AP counter; this window could be destroyed during combat, and re-created at other times. Using eleven pieces of art (one showing no dots filled, one showing one dot filled, one showing two dots filled, etc) one could thus simulate the effect you intend without the player noticing the difference. However this would require a lot of "horsepower" for frequent checks to update the window and so forth that could be detrimental to game performance.

For possible further context, I recalled of this old discussion (particularly later, after the first page or two). Looking at some of the illustrious posters involved there, I think we can say with confidence that if those guys didn't know, then nobody knows.


Endocore


 
So... for starter let me say I have played both Fallout and Fallout 2. Then I played Restoration Project, Mib88 Megamod, Wasteland Merc 2, Shattered Destiny, Last Hope, both Mutants Rising demos, Fallout of Nevada, Olympus 2207 demo and some small mod/original game modifications.

I don't know why I missed this one and have not played it until recently. Compared to other demos I've played (Mutants Rising, Olympus and I've tried for fun demo of Fallout of Nevada) this was the absolute best.

You, Ardent with your team, have managed to stick to and even hone main points of Fallout's reason of one of the best games ever: 1) catchy dialogues 2) multiple choices 3) thrilling story.

==I love the idea of Duston-Junktown relationship. Some quest are chained together and if you choose one way, you hurt your reputation with the other side. ==
==Factory and it's story was very exciting, I've tried both "gangs" and it was very enjoyable in both cases. ==
==Most of the dialogues are set according to NPC's intelligence, behavior and origin/faction. (Mickey lines were very good, shame about his fate) ==
==There are plenty things to steal, plenty stuff to loot. Most guards have stimpacks, drugs and some additional weapon (knife/grenade) - that made my hoarding satisfied. ==
==Scenery is nice, probably best at Junktown (well, my favorite FT mission was Junction City, so that's why). But I've noticed you could walk onto some containers. ==
==Quests have so many possibilities - somewhere you could use high EN, somewhere IN, CH and other stats/skills) ==
==Hacking - these minigames was also in Fallout of Nevada and I enjoyed them a lot. Although I have to admit I had to Google "8 5 4 9 1 7 6 10 3 2 0" :) ==
== Excellent scripting! Awesome Factory introduction animation sequence and Cerberus and our... private moment. ==

And might might spent dozens of lines praising your mod, but you might get my opinion already. While playing the demo, I've noticed some bugs (won't mention Orville, since it's unfinished):

[spoiler:dea2c6bc71]1.) You are able to collect the tribute (120$) from Ferguson endlessly.
2.) There is some broken floor texture behind the Junktown's herb field.
3.) If you want to arrest Ferguson together with Sheriff, you appear in Junktown but both Sheriff and his guard (together with Junktown guards) are attacking you.
4.) You can rob Fletcher's trade inventory with ease, since you can stand IN his bookshelf and loot it without any problem.
5.) Robbers with pipe rifle in random encounters miss every time.
6.) if you steal Armor key-card from guard and come back to production plant next day, you will be engaged in combat. I know it's for quest, but if you don't know about it, it can ruin your game (first time I was at the production factory I looted every guard before I started getting quests. Then I saved my game while in cell block and next day I was attacked, without knowing why) - maybe hide that key-card from guard's inventory before you get the quest.
7.) Some NPC won't do anything if they catch you stealing - there was one factory guard, Vault 13 bar patrons and guards at the Fallout Shelter.[/spoiler:dea2c6bc71]

Plus some other bugs but I believe they are due to unfinished content.

Let me thank you once again, if not for the full game yet then at least for this awesome demo. It's good to know people like you are working on Mutants Rising - it's a assurance of good game.
 
Hey all,

I was very surprised and pleased that this thread got a gravedig :) No matter how old the news, feedback is always welcome, especially if it's that detailed!

Thanks, Endocore!

I'll try to respond to as much of your posts as I can, but my time is limited, as I'm currently on vacation and this is the last of my internet access for a couple of weeks.

Endocore said:
This mod is very entertaining, and also quite well-crafted. Great job, Ardent! At some point in the future I hope work resumes on this mod, as if the remainder is anything like the demo I won't be delinquent again in relishing the experience.

Thank you very much! Sadly, I'm not sure whether I'll continue on this mod. I would very much like to, but MR still needs considerable time to finish. Moreover, I'm aiming for a real job in a real games development company, and for that, I'll need experience with modding/making more recent games and a wider range of tools, so I'll probably switch to other projects while MR is still being completed. I'm afraid this is going to leave me with very little time to devote to this mod. I still haven't made up my mind about this, but I might just translate all the design documents, release all code and art, and everything and let people have fun with it. On the other hand, I might just get nostalgic and try to finish it... :)

I found some of the play a near-revelation, as several novel methods used to facilitate the storyline (e.g. the player-character may be captured and imprisoned, etc) are very engaging. I also thought some of the necessary concessions to mundane Fallout 2 conventions (e.g. the player-character is wearing a Vault 13 suit because he works in a bar called "Vault 13," etc) were quite clever. The storyline manages to offer both appealing humor and grim wasteland realities in equal measures, which can be difficult to create and balance. The mapping, artwork, and writing (grammar, spelling, and so forth) are all first-rate as well, and the "puzzles" (i.e. problems not resolvable by standard Fallout recourse to violence) are both sporting and interesting.

I'm blushing all over now. Thank you very much!

I experienced a few trivial issues and one rather serious problem while playing that I didn't see previously mentioned here.

Well done on spotting this stuff and thanks for pointing it out!

Trivial:
[spoiler:5daad8e8fb]

--In the Junktown north of Duston, along the eastern edge of the map is a wall covered by grafitti that reads "Metro." A blocker (or three) should be placed here, as characters can walk through the wall.

THe junkyard map has been since rebuilt from scratch, so it's no longer valid. But thanks anyway.

--Also in the Junktown north of Duston, near the shack where Rob lost his beverages is a Cola Fridge. Note the default proto for this item has "Use" and "Use On" flagged, resulting in a spurious hand-icon appearing when the player looks at the Fridge in-game.

I don't think it's there anymore.

--Perhaps by design, but I'm not sure how Mayor Candlekeeper's store stays in business since his all barter prices are outrageous (compared to other folks who have items to barter around Dunston) even when the player-character obtains a courtesy "discount" as an employee of DiAngelo's.

This is probably due to my giving his character proto a lot of Barter. But despite the high prices, you should still be able to buy some stuff (even the leather jacket) if you pick up all the items and do all the quests, so to me it's a fine balance.
[/spoiler:5daad8e8fb]

Regarding (a), though my own skill was sufficient to ameliorate the problem I don't personally know how to effect a decisive fix. The trouble ensues when the game time advancement that occurs whilst the player-character is receiving Goya's therapy triggers an automated Hakunin dream sequence.

This problem is now solved entirely thanks to Timeslip. One of the latest sfall versions enables us to use the command "mark_movie_played()" (or similar), which tells the engine that any movie has already been played. As such, I was able to disable Hakunin dreams entirely from the game.

Regarding (b), while fiddling around investigating the problem already mentioned I saw a few trivial bugs in 0egoya.int. From habit (after all, I follow the modding forum because I enjoy modding) I also did a substantial amount of "bulletproofing" and general optimizing of the script (as well as to 0einvisc.int) that result in what I feel provides a much better assurance of intended functionality.

Since I don't have my Fallout modding computer with me, I'll take a look at the code when I'm back. In any case - thank you for the corrections and taking your time to post them! Goya is a script I wrote when I was still pretty much guessing how to put my ideas into code and it's more than probable that I'd write this code differently nowadays. My mod is full of guesswork on several occasions. On top of that, this particular code has since been changed to accommodate for the food system (I needed to disable the food system for this time advance to prevent the player from starving to death while under treatment).

Note that I also made a decision for myself which is contrary to what Ardent apparently intended in the rare case where the player-character gets addicted to Jet; Ardent had an additional game-time advance at the end of the node so that in such a case, all the effects of Jet wear off before play resumes. I felt since this is an integral result of the therapy, the player-character should experience an additional side-effect after returning to consciousness while still dripping with fluid from the suspension tank-- but anyone who feels dissimilarly need only add an additional bit of game-time advancement right after the call to metarule 100.

You're right - I wanted the player to be addicted to Jet, but without extra bonuses from using the chem (increased AP, etc.). I assumed, since the treatment lasts for a couple of weeks, that Dude would have since got addicted and not experience the augmented effects; also because Jet is just an ingredient of the treatment, and not the agent. The effects are to be the increased Strength and Endurance, as well as Poison and Radiation Resistances, not Agility, AP, or any other attribute. Still, you're free to modify these values as you like them.


Completely off-topic, by the way, when are our community's diligent frm modders going to get to work on some nekkid people? Yes, I know, make them myself... Prurient interests aside however, this is a genuine case (leaving the suspension tank) where a minimal A/B/C/R male and female tribal frm series would likely garner significant and widespread congratulation from anyone who experienced the result directed towared any modder willing to make the effort. Since an artfid change could be easily scripted and enforced, there need be no resulting concerns about rampant exhibitionism and lewdness.

That'd actually be cool. When I first conceived of the Factory, I wanted to make the slaves naked, so they can't hide any drugs. Due to lack of appropriate art, I figured tight jumpsuits were better than tribal clothing (which is partially naked), especially after X'il released jumpsuit animation sets with various colours.

Null said:
Anyway, congratulations to Ardent on a job very well done.

Thank you very much!

.Pixote. said:
I want to ask if you could have a look at a concept I wanted to apply to Ardent's mod - a hunger meter.

Presently, the meter is displayed when you use the binocular option on the character. The food system was not included in the demo, but it is present in a more recent version of the build. It would be cool to have a separate interface panel with the food meter, but I think it works quite OK as it is now. You can always check your hunger level by using the binocular option on your character, and when you're hungry or starving, you see an interface tag, like POISONED or RADIATED tags.

Tom9k said:
Compared to other demos I've played (Mutants Rising, Olympus and I've tried for fun demo of Fallout of Nevada) this was the absolute best.

Thank you! I'm really honoured to hear/read this. Although I admit, I personally think that the new MR demo is better in that it's better rounded and more consciously developed than my original demo, even if it's shorter and offers fewer gameplay options.

==Hacking - these minigames was also in Fallout of Nevada and I enjoyed them a lot. Although I have to admit I had to Google "8 5 4 9 1 7 6 10 3 2 0" ==

There's a fun hacking minigame in one of the later-game locations in MR that you won't be able to google, as I developed it myself :D Can't wait to see people cracking it 8-)

== Excellent scripting! Awesome Factory introduction animation sequence and Cerberus and our... private moment. ==

Again, thank you! I always wonder how many people discover the "private moment" :lol:

Let me thank you once again, if not for the full game yet then at least for this awesome demo.

It's a great pleasure to know you had fun with it. Thank you for playing! :)

It's good to know people like you are working on Mutants Rising - it's a assurance of good game.

Thank you. Let me assure you Mutants Rising is going to be an awesome game. There's so much talent, enthusiasm and effort put into this mod, it's difficult to describe. People who worked on this mod before and presently have spent hundreds of hours making sure the story fits in perfectly with the Fallout universe, that it's engaging and worthy of a true Fallout sequel. Artists like Pixote, Equilerex and Continuum made virtually hundreds of pieces to give MR's locations their unique feel, while Pixote himself burnt his retinas out adjusting single-handedly all the new artwork to blend in seamlessly with the original pieces; maps have been reworked several times before they were accepted as depicting exactly what they were supposed to depict. Other artists like Sharae, Stampedo and Skye_Sken created pieces that IMHO surpass their homologues from the original games (most notably end screens - we have like 50 of them and they're all hand-painted). Every detail on MR is polished to shine and although there may still be bugs and glitches when the game is finally out, it'll take players months and multiple playthroughs to discover how all the little bits fit together like a jigsaw puzzle. My task is merely to pull all this beautiful work together and make it work as smoothly as humanly possible. It is a difficult, yet extremely rewarding work. :)
 
Regarding (a), though my own skill was sufficient to ameliorate the problem I don't personally know how to effect a decisive fix. The trouble ensues when the game time advancement that occurs whilst the player-character is receiving Goya's therapy triggers an automated Hakunin dream sequence.


This problem is now solved entirely thanks to Timeslip. One of the latest sfall versions enables us to use the command "mark_movie_played()" (or similar), which tells the engine that any movie has already been played. As such, I was able to disable Hakunin dreams entirely from the game.

At the moment Fallout 2 scripting scares and confuses me... never attempted to directly mod a game's scripting before. Can this be done in the ddraw.ini file simply by deleting these lines or doing something else?
Movie13=artimer1.mve
Movie14=artimer2.mve
Movie15=artimer3.mve
Movie16=artimer4.mve

If not can you tell me which script file to focus on?

EDIT: ok I THINK I got the script compiling sorted. Found AHHAKUN.SSL, do I need to add mark_movie_played() in there somewhere? Node032-35 seems to fit the bill but doesn't make sense for what seems to be a global command.

EDIT2: by accident I found the sfall modderpack, using it's editor/compiler I made a small global script:
procedure start;

procedure start begin
mark_movie_played(13);
mark_movie_played(14);
mark_movie_played(15);
mark_movie_played(16);
end

But to test it I used 3 for the elder mve at the beginning of the game and it played well enough so I have no idea if the script will stop the movies from being played.

EDIT3: nvm as a hunch I went ahead and in draw.ini just changed "Movie3=elder.mve" to "Movie3=" and it skipped. no script needed.
 
rambo919 said:
EDIT3: nvm as a hunch I went ahead and in draw.ini just changed "Movie3=elder.mve" to "Movie3=" and it skipped. no script needed.

Hi. I was going to send you a compiled script with the movies disabled in a few days (I currently have no access to the mod's files), but it seems you've handled yourself well enough. Nice work! :clap:
 
Don't get me all excited for nothing you bastard ! ! !

(Ardent is heavily involved in Mutants Rising. So as long as Mutants Rising isn't released, expect no development on this mod. And even then, it is better to be cautious and see if the guy is willing to resume the work)
 
Even MR still has some ways to go, so yeah, it's probably not going to happen anymore.
 
Certainly didn't expect this one to be dug up :P But it warms my heart all the same :)

What Lexx said is accurate: I am extremely unlikely (as in: virtually completely unlikely) to resume work on Ardent's Mod. The reasons are (in no specific order):
  • AM was my early work, and now I would have done a lot of things differently. It'd be counter-productive both to redo the old stuff, and to produce new content going in a new direction.
  • A lot of ideas for AM have been cannibalized and worked into MR.
  • Fallout modding offers little in terms of personal growth to me anymore. AM was a great rookie project, but now I need new challenges to keep getting better.
  • Fallout engine is a horrible tool to make games, and I would rather make something modest (not Fallout) on a snazzy, modern platform.
  • After MR ships, I will look for shorter projects. AM would only appear short on the geological scale ;)
All this said, don't worry - I'm still working on MR :) I have a f***ton of scripting ahead of me, but the maps, the art and nearly all dialogue are done. Currently, we're trying to get the critical path working. When this is done, we'll probably release it, then try to fill in the rest of the content. It sounds easy, but is pretty hard, especially with work and life getting in the way all the time :)

However, in light of what I've written above, I might (but no promises or deadlines) look into what Ardent's Mod looks like right now, and release everything "as is", so you guys can have some more fun with it (I did manage to script a whole bunch of additional quests and add some new areas after the demo was released). It won't be nearly as polished as the demo, but hey - no reason for it to rot on my HDD, right?

I'll keep you posted. Cheers and thanks for the kind words and support!
 
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