Community Engine?

You guys are funny.
Thanks, I guess?

Beside this, as I've mentioned far, far above, such an engine already exists. It is called the FOnline engine. It can be run in singleplayer too and if someone spends some time on it, it's even possible to port Fo1/2 over to the engine. It "only" needs either a true script converter, to get all the original scripts into AS automatically, or someone will go script by script and rewrites them all manually into AS.
That's essentially what's missing for it to be supported in gemrb or FIFE, so it's the same I said in... my first post.
Implementing a script converter or implementing a script interpreter for another engine is pretty much the same, you need to write a parser and make it do things depending on what it reads. If you want an interpreter, it will call the proper engine's functions, if you want a converter it will output an equivalent command stream to the expected language, but it's pretty much the same work.
Anyway, is FOnline open source? Does it run on Linux? Both are required, IMO. And this means that even if I get the time to work on it, I won't use that engine if the answer to those questions is no, because those are the reasons I have to do it. I'd like Fallout to run native on my main OS, and I'd like to be able to fix engine bugs when they get found, and being open source is crucial for the latter.

Both ways are possible, both ways will require time to get done. But if everyone only talks about it and nobody starts doing it, it won't ever happen. Not even with a different, 100% new engine.
I'd like to, but I have to finish other projects first. If someone else wants to go ahead, I don't have any problem. But until at least next year, I'm not working on it. I have to finish a port to Qt for a modding tool for Infinity engine games and implement a few features in a Wolfenstein engine. Plus, I'm pretty much messed up with college, so I really shouldn't add another project for this year. Also, I need to finish studying compilers first, as I won't be able to write neither a converter nor an interpreter until I fully grasp how these things work.

Creating yet another new Fallout-like engine is the most stupid thing a human can do.
True. That's why I said starting one from scratch was a bad idea.

We already had several tries: IanOut and FIFE to be the most prominent ones.
Actually, aren't both FIFE and IanOut the same project?

Both were in development for years and nothing really playable came out of it, ever. But who am I to judge. :D Go on and start a new one, but don't expect to get much help.
I'm not sure who are you talking to. I said I won't start a new engine. The other guy said he won't start a new engine, except if he gets paid for it. The OP kind of just asked for someone else to do it. Killap just pointed out one of the posters is a troll, and Pixote pretty much the same. Nobody said "I'll write a new Fallout engine". And getting help was again something only the troll expected.
Also, FIFE got playable things, it only dropped the Fallout part. I don't know why did they drop it, though, I assume it was either that they feared they'd get sued by Beth or that they deemed the task of writing the script interpreter too heavy (this is the missing piece for FIFE, AFAIK, as I saw there are implementations for all or most of the file formats Fallout uses).
 
But interpreting the scripts isn't everything. You still need all the other game mechanics, such as the combat system. This all exists in the FOnline engine. In FIFE, for example, you would yet again need to recreate it all, based on the existing engine framework.

If I remember correct, FIFE rewrote lots of stuff from IanOut / pretty much started anew. That doesn't change my point, though, as both engines had been in development for a long time with little outcome so far. (FIFE has one Anno clone, which looks quite good, and then there is the Zero Project that seems to be asleep for years now.)
 
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But interpreting the scripts isn't everything. You still need all the other game mechanics, such as the combat system. This all exists in the FOnline engine. In FIFE, for example, you would yet again need to recreate it all, based on the existing engine framework.

Well, maybe it's better suited. I still consider the scripting engine the hardest part, maybe I'll get proved wrong.

Again, when/if I volunteer, I'll go with the easiest that provides me the two things I want for the engine to have: being open source and running on Linux. You didn't answer me those questions.
 
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