Darkfall Demo

jargo said:
Well this should be called beta rather than demo i think.
Final version should not be that much bigger in size.
Definately looks like a demo not beta. Other than the fact you get a recruitment message, looking for people to help, when you finish it. The read me also promises 30 hours of gameplay and this only takes a few to complete, maybe not even that if you play in CTB mode. Or don't keep restarting to make a character that can use their silly skill lights system only to check in the editor and release that they just don't work and the quests are broken.

Ratty said:
Ashmo said:
Well, yes. Unless you manage to come that far without a design doc and then feel the need to create one.
Oh, I see. The id Software approach.
I thought id Software used a design doc from the start, just the one doc that is, for all their titles. :lol:
 
Definately looks like a demo not beta. Other than the fact you get a recruitment message, looking for people to help, when you finish it. The read me also promises 30 hours of gameplay and this only takes a few to complete, maybe not even that if you play in CTB mode.
You re right , my guess was based on Readme info.
BTW I hope DargH will read your post.
 
Actually another big problem is that people tend to forget the TECHNICAL design document. The one that describes how the programming bits work.

Programmers are lazy. I should know.
 
Well, it's 24th, the original download link gives me the same 7KB executable, and there's nothing in NMA downloads that shows up when searching for "darkfall".
 
I just got an email back from DargH, and he's given permission for me to mirror the file.

If anyone has a copy that they can get to me, I'll post it on DOA for everyone as a mirror.
 
Vault-Tec: Darkfall Demo (Fallout Tactics)
__________
Name: Darkfall (mod for Fallout Tactics)
Version: Demo 1 (alpha)
Language: US\PL
Author: Vault-Tec
Release:
~2006
Website: NMA || moddb
Copyright: Bethesda Softworks LLC.
__________
Description:
The player controls a citizen of a town called Forsayth, which is located in the downtown of a pre-war city. At the moment we works as a common mercenary. The citizens know only a few small villages near the town. No one left the town for a longer journey. Nobody knows that in the distant mountains, which are covered with snow, lies a city called Brek Zarith. It’s Council of the Fourth usurper themselves a law to create a new world order. They are rich in prewar technology, weapons, and the city itself is a real fortress. Almost every bigger town or city is under their control. The sent there a commissar and legions of loyal, converted by a brainwash police. It is just a matter of time when they reach Forsayth.
Features:
Skill lights - blue for science & orange for repair skill. If you stand on one of this lights, the game will calculate your science or repair skill & chance to success (gaining control to computer or repairing object). It is the only way to make science & repair skills more usable in fallout tactics.
Weapons - more realistic: increased range; damage; burst fire accuracy penalty; explosives, grenades & rockets have now deadly firepower; new fire mode - scoped - it can be used by every weapon with scope (including eg. ruger revolver, sg552 or m82a1 barret). Every weapon have its own sound pack - you can now hear what gun is your enemy using!
__________
Installation:
Original

  • Install Fallout Tactics 1.27.
  • Install mod from moddb.
  • Install Polish Lang.Pack (if needed)
    !! Specify the path to the folder with the mod !!
  • - Launch game from the mod shortcut in the start menu.
Demo (Installer)
  • Install Fallout Tactics 1.27.
  • Install Unofficial Patch Plus (optional).
  • Install this mod.
  • - Launch game from the mod shortcut.
__________
Differences from the original:
  • Installer with language selection.
  • Improved icons.
__________
Helpful links:
txt for update firs post
 
Back
Top