Fallout of Nevada

The artwork has been fixed for English speakers, but translating the dialogue would be considerable, let alone the data files, random encounter tables, etc. Basically its the dialogues and descriptions that are the most crucial.
 
Once the new version is released, the translation would have to start over. As soon as the mod is finished (the version I've played&finished was still labelled "BETA") we can start gathering RU/EN speaking Fallouties.

To ease your waiting (or rather make it harder, dunno), the English version of Fallout 1.5: Resurrection is planned. Having played them both, they are both good and very enjoyable.
 
Ghoster said:
I'm probably the only one who's actually happy this mod is Russian, it gives a lot of motivation to learn the language. Shame I cannot play it at the moment.
Why russian, wouldn't it be better if it will be a Chinese mod? I am certain that there are more of them than us, in fact I bet there are more of Mandarin speakers then English and who ever on third combined. Though I am not feel right, with what we know about the Great war :?
 
Why are you assuming, that I'm learning a language because of the number of speakers? My native language is Slavic as well, so it's easier for me to understand and actually *feel* how the Russian grammar works, than it would be to anybody else (furthermore I'm also really intrested in linguistics, but it has nothing to do with this topic). Playing a game in Russian (a language that I hardly understand, mostly because of the words that aren't in any other Slavic language really) is a great experience; helps a lot with learning a language and also it's just fun, simply because it's Russian (same thing for Shattered Destiny mod, which was also really enjoyable in German for me).
 
Honestly, I assumed you were joking *shrug* Good luck with that, but keep in mind that this sense of familiarity might be deceptive. At least in my experience from the other way around... though it will be easier than Mandarin ;)
 
I was wondering, would you guys mind if I used your new interface temporarily for my mod? I would be using your icons for different purposes, but I probably won't bother changing the icon graphics for a while at least. It's very nicely done by the way.
 
Hey, not sure if anybody's still around for this, but would just like to reiterate my request. Also, in case you guys still have a problem with clicking the UI not blocking movement while in combat, just add this to a hs_hexmoveblocking hookscript:

Code:
          attacker:=get_sfall_arg;
          tilenumber:=get_sfall_arg;
          elevation_is:=get_sfall_arg;
          blocking_is:=get_sfall_arg;
         if get_mouse_y >= get_screen_height-(480-363) and get_mouse_y <= get_screen_height-(480-379) and attacker==dude_obj then begin
             set_sfall_return(attacker);
             set_sfall_return(tilenumber);
             set_sfall_return(elevation_is);
             set_sfall_return(1);
            //display_msg(" block");
         end

This also removes the annoying rotation changes out of combat.
 
Hey, not sure if anybody's still around for this, but would just like to reiterate my request. Also, in case you guys still have a problem with clicking the UI not blocking movement while in combat, just add this to a hs_hexmoveblocking hookscript:

Code:
          attacker:=get_sfall_arg;
          tilenumber:=get_sfall_arg;
          elevation_is:=get_sfall_arg;
          blocking_is:=get_sfall_arg;
         if get_mouse_y >= get_screen_height-(480-363) and get_mouse_y <= get_screen_height-(480-379) and attacker==dude_obj then begin
             set_sfall_return(attacker);
             set_sfall_return(tilenumber);
             set_sfall_return(elevation_is);
             set_sfall_return(1);
            //display_msg(" block");
         end

This also removes the annoying rotation changes out of combat.
b1.png

Thank for information.
 
Sorry, just realized that that little script was still a bit shoddy (meant you stopped walking when scrolling over the new UI, and didn't take into account the hiding of the UI) here's a better one:

Code:
          attacker:=get_sfall_arg;
          tilenumber:=get_sfall_arg;
          elevation_is:=get_sfall_arg;
          blocking_is:=get_sfall_arg;
         if get_mouse_y >= get_screen_height-(480-363) and get_mouse_y <= get_screen_height-(480-379) and attacker==dude_obj and (art_anim(obj_art_fid(dude_obj)) != ANIM_walk) and (art_anim(obj_art_fid(dude_obj)) != ANIM_running) and global_var(645) != 1 then begin
             set_sfall_return(attacker);
             set_sfall_return(tilenumber);
             set_sfall_return(elevation_is);
             set_sfall_return(1);
            //display_msg(" block");
         end
 
I noticed yesterday that the mod is now 97% finished. Final version should be out this summer (my wild guess only, nothing official).
 
Really looking forward to this. It looks amazing. Just a pity translation might take a while...if only we knew Russian...
 
I don't see a problem. ;D



No really, FoN is the best total conversion mod I've played. It's comparable to FO1.5: Resurrection, and IMO is superior in almost every aspect, excluding companions (FoN doesn't have it). It contributes to the series lore a lot and is fully lore-wise with lots of new features and awesome gameplay.
Even FoN 0.99 beta is played like a fully functional game.

I hope you guys will get a translation soon, and thus we will be able to discuss this brilliant modification.
 
I don't see a problem. ;D No really, FoN is the best total conversion mod I've played. It's comparable to FO1.5: Resurrection, and IMO is superior in almost every aspect, excluding companions (FoN doesn't have it). It contributes to the series lore a lot and is fully lore-wise with lots of new features and awesome gameplay. Even FoN 0.99 beta is played like a fully functional game. I hope you guys will get a translation soon, and thus we will be able to discuss this brilliant modification.
As do I! Really burning to play this!
 
I don't see a problem. ;D No really, FoN is the best total conversion mod I've played. It's comparable to FO1.5: Resurrection, and IMO is superior in almost every aspect, excluding companions (FoN doesn't have it). It contributes to the series lore a lot and is fully lore-wise with lots of new features and awesome gameplay. Even FoN 0.99 beta is played like a fully functional game. I hope you guys will get a translation soon, and thus we will be able to discuss this brilliant modification.
As do I! Really burning to play this!
 
I don't see a problem. ;D No really, FoN is the best total conversion mod I've played. It's comparable to FO1.5: Resurrection, and IMO is superior in almost every aspect, excluding companions (FoN doesn't have it). It contributes to the series lore a lot and is fully lore-wise with lots of new features and awesome gameplay. Even FoN 0.99 beta is played like a fully functional game. I hope you guys will get a translation soon, and thus we will be able to discuss this brilliant modification.
As do I! Really burning to play this!
 
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