Fallout 3: Van Buren (Spoilers!)

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UPDATE #5

Current team lineup: Ilove3D (mapper), The Brazilian Slaughter (gameplay designer), Vaarna_Aarne (writer), grotsnik (writer), Whisky (writer), Kamoho (writer), Kane Vollstrecker (inventory art), hexer (everything else)

Hello mutants!

As you can see our team has grown. We finally found another FOnline mapper who is currently finishing Twin Mothers area. TBS joined us to help with SPECIAL and overall gameplay changes. He'll also contribute as a designer for one area.

We found a professional VO actor for our intro, end game slides, and perhaps a talking head or two.

And now for something unexpected! During our last Skype session, the team came up with the following idea - the player can play the game as either a ghoul or a super mutant! I personally can't wait to try out something different for a change.

I've been very busy making new art lately. Because there is so much of it, I'm sleeping no more than 5 hours a day. But that is the price I have to pay if I want to deliver! Currently, my game installation folder is already over 3 Gb but still there's much to be done.

P.S. We are looking for people that know how to make isometric game scenery or 3D movies.

See you around!


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That sounds exciting. I really hope your project will see the light of day. Amount of work you are doing... Aren't you afraid of too much stress? I mean.. that's one of the main reasons people drop their mods after many months of development.
Btw, are you using FOnline engine?
Is it possible to make single player game with that engine?
What is the main benefits of it?
What scripting language is used?
FOnline mapper is better in usability than official FO2 mapper?

I'm considering making a short single-location TC mod for a long time... but knowing that fallout engine, even with Sfall improvements, is a mess, stops me. Scripting language is so dumb and unfriendly... There may be other more easier game engines for my task, but I just love the fallout art and want to use it...

Wish you a good luck, really.
 
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That sounds exciting. I really hope your project will see the light of day. Amount of work you are doing... Aren't you afraid of too much stress? I mean.. that's one of the main reasons people drop their mods after many months of development.

I'm a powerlifter so I can handle any kind of stress pretty good. If I feel I need a break I'll take a day or two and do nothing but sleep and walk my dog to recharge my batteries. :D


Btw, are you using FOnline engine?
Is it possible to make single player game with that engine?
What is the main benefits of it?
What scripting language is used?
FOnline mapper is better in usability than official FO2 mapper?

Yes, we're using FOnline and you can make a single player game with it. We switched over after having some issues with Bethesda. The main benefits are that we can create a game much closer to the original Van Buren vision.
Their mapper is mostly similar to FO2 mapper. It was really hard for me to switch over but I'm getting better and better at it every day.
The scripting language is AngelScript: http://en.wikipedia.org/wiki/AngelScript

I'm considering making a short single-location TC mod for a long time... but knowing that fallout engine, even with Sfall improvements, is a mess, stops me. Scripting language is so dumb and unfriendly... There may be other more easier game engines for my task, but I just love the fallout art and want to use it...

You can use Fallout art in FOnline of course.

Wish you a good luck, really.

Thanks bro! Good luck to you too!
 
A question for Mutants Rising bros out there... Do you perhaps have additional animation sprites for FO1 / FO2 super mutants and ghouls? I would like to avoid having to use FOT sprites if possible.
 
A question for Mutants Rising bros out there... Do you perhaps have additional animation sprites for FO1 / FO2 super mutants and ghouls? I would like to avoid having to use FOT sprites if possible.

Sorry to say, but we don't have any unique ghoul or supermutant critters. We are using the sprites that have been made available in the New Animations thread, and in the RP. IIRC, there was a "tanned" supermutant by X'il, and Pixote made a "flesh" ghoul. I believe there is also a new ghoul recolor in the latest RP.
 
Thanks for the help! I was thinking about ghouls and super mutants wielding additional types of weapons for which there are no animations at the moment. Hopefully, Bethesda will release 3D models so we can do it!
 
Bethesda won't release anything. Also: What kind of 3d models should Bethesda release anyway? They probably don't have anything.
 
Bethesda won't release anything. Also: What kind of 3d models should Bethesda release anyway? They probably don't have anything.

Well, it's one thing to presume and it's another thing to ask. We will see now what they have to say about this.
I asked them to release 3D models of Fallout 1 and 2 art. I presume Interplay didn't throw away those or hid them somewhere.
 
Many people asked the past years, the answer was always the same: We don't release stuff and so on and so on. It would be crazy if they would do it now.
 
I'm pulling out all the tricks. First, I'm asking them why are they treating us differently from Fallout 3 / NV modders. Second, I remind them about our 16-17 years of painful modding. And lastly, we have our secret weapon - MCA - if they prove to be inhumanly indifferent towards us.
We are in fact dealing here with people who said NO to Leonard Boyarsky, Tim Cain, and Jason Anderson when they offered to work with them on Fallout 3. I expect anything from them.
 
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If the graphic is around 512x512px you don't have to split it up and if you are still using the FOnline engine, you can as well keep it as scenery object and tick the flat-checkbox in the proto editor. This way the graphic / light will act like normal tiles. There is no need to split up graphics into tiny pieces.
 
If the graphic is around 512x512px you don't have to split it up and if you are still using the FOnline engine, you can as well keep it as scenery object and tick the flat-checkbox in the proto editor. This way the graphic / light will act like normal tiles. There is no need to split up graphics into tiny pieces.

Yes that is what I do if it's under 512x512px. Unfortunately this one is over 600px in width so I had to split it in two.
 
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