Fallout 0: new mod

Brother None

This ghoul has seen it all
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dude_obj has started working on a new mod, called Fallout Zero. Of note is the scripting work:<blockquote>The lizards in this pen are fun to watch due to the way they are scripted. They do not just wander randomly, they are trying to catch fish in the water. When a lizard spots a fish it runs to the edge of the water and its attack animation is sequenced. They wander over the bridge, and along the water edge looking for fish, and ocassionally go stare at the rats in the adjoining room. You can use the computer to open the forcefield door and watch the lizards feast on rats.</blockquote>Link: Fallout Zero screenshots and story
Link: Fallout Zero discussion thread (NMA)
 
It does sound promising but I'm curious about a couple of things that don't make sense to me.

I thought I read that the mutated creatures were captured from the outside, but if that's the case, why are they worried about sending someone to replenish the sensor batteries?

Also, the main character's sprite and those of Sci Lab 8 should be edited. It doesn't make sense that they wear vault suits.
 
That story page has me looking forward to this mod, for sure.

Gonchi said:
It does sound promising but I'm curious about a couple of things that don't make sense to me.

I thought I read that the mutated creatures were captured from the outside, but if that's the case, why are they worried about sending someone to replenish the sensor batteries?

It could be like that Day of the Dead movie where the scientists lured the specimens into a holding area, for subsequent capture. It worked well for catching zombies, probably works well for those critters.
 
Wow! Those screenshots are show the location to be really well put together! Not to mention someone knows how to script if they set up all the stuff involving the lizards.

More importantly I like the outset of the story.

Interesting though...I didnt know Per liked fish.

Sincerely,
The Vault Dweller
 
Gonchi said:
I thought I read that the mutated creatures were captured from the outside, but if that's the case, why are they worried about sending someone to replenish the sensor batteries?

Their mission is to study changing climate and toxicology. That work does not stop because some might have been outside, or because they have specimens of mutated creatures. Conversations with NPCs inside the labs will reveal that some have been outside. Also, how the specimens were obtained was not mentioned, that could have been done many ways.

Gonchi said:
Also, the main character's sprite and those of Sci Lab 8 should be edited. It doesn't make sense that they wear vault suits.

The intention was to show the maps. This is however a fairly large technical problem. Only certain characters have all of the attack animations. The "hero male jumpsuit" dude shown has over 5300 individual frames. It would be a lot of work to remove the "13". The non-jumsuit characters with all attacks are armored, even less appropriate for this location. It is not trivial to make these characters look different or create new ones. I have only seen ONE new original character (the little girl) and it probably only has one or two attacks (ie no SMG, pistol, etc). I would love it if someone found a reasonable way to create new characters.

Modern games store their characters in separate parts (head, torso, etc) so it is much easier to make them look different. Making a new jacket for example involves only changing the torso and arms. In fallout, every single frame of every movement, attack, and death, at each of six orientations, has to change. I'm dying to know how Black Isle did these in the first place. I'm assuming Boyarsky did not individually paint the 190,000 frames of critter art. I am guessing they used 3DS Max, Maya, or Lightwave, with some custom external scripting that exports to the fallout orientations. If I knew how to do that I would be shouting from the rooftops.
 
I rather like the reasonably advanced scripting you're using to give the environment a more live feel to it. I'll be looking forward to a proper release. :D

Also, if you want to know how Leon Boyarsky did those things, why not ask him?
 
The_Vault_Dweller said:
Interesting though...I didnt know Per liked fish.

Wait until you see the Polish Mercenaries area where people in advanced power armour walk around mumbling, then make little raids at bowls of sweetpeas that pass by on a conveyor belt.
 
Per said:
The_Vault_Dweller said:
Interesting though...I didnt know Per liked fish.

Wait until you see the Polish Mercenaries area where people in advanced power armour walk around mumbling, then make little raids at bowls of sweetpeas that pass by on a conveyor belt.

:rofl: ,
The Vault Dweller
 
Wow, these screens look awesome. They got this "something" that makes the overall mood.
 
dude_obj said:
The intention was to show the maps. This is however a fairly large technical problem. Only certain characters have all of the attack animations. The "hero male jumpsuit" dude shown has over 5300 individual frames. It would be a lot of work to remove the "13". The non-jumsuit characters with all attacks are armored, even less appropriate for this location. It is not trivial to make these characters look different or create new ones. I have only seen ONE new original character (the little girl) and it probably only has one or two attacks (ie no SMG, pistol, etc). I would love it if someone found a reasonable way to create new characters.

Yea, even editing the player to have a new gun is rahter painful, but I think I know a way to automate this process and remake the vault suit to have no number. I remeber a coupl eof the guys at MR had a way of mass-editing a individual frames to tint a critter (to make a different coloured sprite eg: a green deathclaw or a white ant)
 
Wild_qwerty said:
I think I know a way to automate this process and remake the vault suit to have no number. I remeber a coupl eof the guys at MR had a way of mass-editing a individual frames to tint a critter (to make a different coloured sprite eg: a green deathclaw or a white ant)

Cool! I was trying to tint one yesterday the hard way, to have a different color jumpsuit, but doing this manually would be a bear. The free ImageMagick software has a ton of features that can be launched from command line (therefore script or batch file) that can do all kinds of manipualtions, including overlaying images, drawing lines, shapes, and text, rotations, skewing, etc. Looks very promising for batch processing of sprites.
 
dude_obj said:
Cool! I was trying to tint one yesterday the hard way, to have a different color jumpsuit, but doing this manually would be a bear. The free ImageMagick software has a ton of features that can be launched from command line (therefore script or batch file) that can do all kinds of manipualtions, including overlaying images, drawing lines, shapes, and text, rotations, skewing, etc. Looks very promising for batch processing of sprites.

I'll look into what I can do for custom animations. One way that I think I might have a go with is Poser. Create animation scripts and output screen shots individually...load em up with Frame Animator and finally cram them into something cohereant. I'll try next week and see what I can do with Poser. If I can get it to work, then all you need to give to me, for creating custom chars, is a 3d model. I attach a skeleton to it and tell my script to go.

Needless to say this will be awhile for me as I'm getting into writing finals soon and will be busy with that.
 
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