Current EPA Project

Another Update

The project is continuing nicely, with an initial demo version expected soon. I've finished with the Mr Chemmie! computer for making many different drugs, created two new maps for the Doctor's warehouse and have almost finsihed the new graphics for the Museum. Currently, I have just been working on the "various NPC's on ice" which will be finished shortly.

Mapping: 95%
Scripting: 60% 28 scripts have now been completed. The only large and complex script left to do is the Doctor script.
New Graphics: 70% Many of the new graphics are complete or almost there. Though I haven't begun on the mutant fruit flys yet, I have a good idea for what I'm doing
Testing: 15% I have begun testing things that are completed and have made some slight changes either to correct problems or just make things run smoother.
 
Well, the epic journey is nearly at an end. Most of the Doctor's map is done. ( including slaves and his own warriors) The plant and bug sprays now work properly and even run out after a while. I'm now into testing the mod and looking for errors or mistakes.

The only things to finish are the Doctor's script (it's much bigger than the rest!) and the mutant fruit flies (which may yet have to wait for the first update but I'll see)
 
"I could release a beta version with the EPA also included but that is up to Chris. If someone wants to ask him in his thread (I don't have time at the moment but if no one does I will when I get the chance) go right ahead and do so" - Killap

Any chance of working with Killap on a joint release of the Killap add-on pack?
 
Well, as far as i can see, with no other problems occurring, I should be complete within 4 or 5 weeks. ( for the initial version anyway) I'm still having problems with getting the fruit flies to work. As of yet, they do fly all around the map where I script them to, but the graphics look rubbish atm. This may wait as I've said for the first update.

I'll get in touch with killap and see what he wants to do exactly and what he would need. I don't think they'll be much of a problem here.

Would everyone still like the EPA separately? Or just with killap add on pack?
 
Chris Parks said:
Would everyone still like the EPA separately? Or just with killap add on pack?

I imagine people would like the choice of the two, but I personally view this as part of the same project.
 
Chris Parks said:
Would everyone still like the EPA separately? Or just with killap add on pack?

I would like to see it separately. However, that is only because it might be released sooner and that means I could start incorporating it sooner into the Megamod. That is, of course, if you don't mind if I include it...
 
Right, good news everyone. I have completed V1.0 of the EPA project and am now testing it thoroughly, looking for errors and mistakes, or anything I just generally want to change.

The mutant fruit flies will have to wait for the first update. It would take me too long to work ouut everything that needs to be done for them and then put into V1.0 so they've been sidelined for now. If anybody has any experience creating critters from tactics, please let me know...

I'm not sure exactly when I will release this version as it depends how much I may need to alter in the scripts etc. However, it should be no later than the end of the month.
 
Thanks for those. I've downloaded the XP mod today for a look through it.

Was dude_obj, the original guy behind the project? I've had a look at the files and the wasps in there would be perfect for what i'm looking to do, but I don't want to use them in another mod without at least asking his permission.

Is this the person I need to speak to? If so, does he still visit the forum or not?
 
Chris Parks said:
Thanks for those. I've downloaded the XP mod today for a look through it.

Was dude_obj, the original guy behind the project? I've had a look at the files and the wasps in there would be perfect for what i'm looking to do, but I don't want to use them in another mod without at least asking his permission.

Is this the person I need to speak to? If so, does he still visit the forum or not?

Dude_obj was the main man behind the XP mod and project zero.
Wild_qwerty converted most of the critters I believe.

Dude_obj was missing for quite a while but he came back...only for a short time it seems. I didn't see him post for for quite awhile. So I think he is busy with is private life again.

Wild_qwerty could have helped you out with the critters but he is missing as well i,m afraid...
 
There are no plans to do further work on this mod. If anyone wants to keep working on it or take stuff from it, feel free to do so, but please mention credits to Corpse for weapons and weapon sounds, and Wild_Qwerty for the FOT conversions.

The original plan for this mod was to make a developer expansion, with new stuff to use in new mods. At some point I decided to just make it an FO2 expansion so people could try new weapons and critters. I am basically bored with the same old FO2 and want to return to the original idea of creating new content.

It was supposed to be a developer pack to start with, plus wild_qwerty said he would like to see more of his critters in mods. I think he is a little pissed: he went to all the effort and no one used any of his frms.

Just give him the credit deserved.
 
Right, thanks you guys for all that help. The wasps are now fully integrated and working, there's a town map for the EPA and the EPA button now functions on the world map as well. Quests have also been tweaked slightly and now properly show up on the pipboy. Some of the older scripts, from when I just started, have been adapted and updated so that they now work properly or better than they did.

Finally, I've completed the secret blue chem level.

Just a couple of questions to finish off. The EPA blue button is now on the world map and works fine, but it's pushed the Vault City one off the end! It's not long enough for this many towns. Any ideas how this can be altered and fixed?

Secondly, the town map has several points of entry to the EPA once visited, but they have no green text names! I've puut the names of all levels in worldmap.msg and they show up on pipboy minimap but not on town map. Any thoughts?

If all goes well with these last two points, the mod will be ready for uploading next week.
 
Chris Parks said:
Just a couple of questions to finish off. The EPA blue button is now on the world map and works fine, but it's pushed the Vault City one off the end! It's not long enough for this many towns. Any ideas how this can be altered and fixed?
I'm fairly certain that the game has a fixed number of map buttons it allows. I tried to extend the list by creating a longer menu and replacing the one that already existed but to no avail. The game just allowed you to scroll down the same number of slots that originally had.

Perhaps there is a way around this, but I have no idea.
 
Right, I'm sure this is what everyone's been waiting for! I've just sent the first version of the mod to be put on the website. As I've already said, if anyone finds any faults, problems, or just has comments to make, post them here or PM me and I'll try and sort them out.

Enjoy
 
Chris Parks said:
Right, I'm sure this is what everyone's been waiting for! I've just sent the first version of the mod to be put on the website. As I've already said, if anyone finds any faults, problems, or just has comments to make, post them here or PM me and I'll try and sort them out.

Enjoy

Wow I can't wait to test it !
So how long have you been working on the mod in total. It seems that you made it complete pretty fast.
 
Oracle said:
So how long have you been working on the mod in total. It seems that you made it complete pretty fast.

The first post in this thread from June 18th:
Chris Parks said:
As requested, I'm posting information about my current EPA project. The project has been in progress now for about four months and is progressing nicely.
 
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