Fallout Unlimited/Zero

How?

Oh, sorry -- change the word game to 'engine' in my original post.

But saying, "Is this guy nuts?" just seemed to have more of a negative/scathe sort of vibe to it rather than simply 'wonderment'. I apologize if I misinterpreted it as such.
 
Yoho,

actually i am kinda "nuts" ^^. But that is not the primary reason for choosing Visual Basic.

I programed in LPC for some years as well but it would be impossible to develop all the editors and the engine in C or VC++ with just one programer. Get real. It took a team of programers years of work to create Fallout even with just one editor.

The grafic part of the engine was developed and optimised using a pentium 650 prozessor on a win98 system with an outdated grafic card. And it runs kinda smooth on that system even if it is written in visual basic.
I ripped most of the good optimization ideas from Fallout1. Whoever wrote that engine did a damn good job ;).

Someone asked for further informations in english. As fare as i am concerned there will only be informations in german for now.
But don`t worry to much about that. If the project ends in an success there will surely be someone to translate it, as it is open source you know. And if it fails, who cares to read the news of something never finished ;o).

Have fun whatever you do,
EWMS
 
Don't worry about it. You should program in whatever language fits you best at that time. I'm writing a PnP server in Java - one could argue that isn't quite the fastest language either (I'd say bullocks, but you get the point ;)).

The one thing I'd like to see, is the ability to export to a standard XML file (schema) - so that we could import/export characters from other mods/games. Any thoughts ?

Edit: btw, I was wondering: if you took most of the optimizations from the original engine .. you did a reverse engineering job ? How did you acquire those details ? Disassembling ?
 
DirectX SDK supports VisualBasic. So STFU.

Besides if it's any good, someone might upgrade it to C++

Looks awfully lot like what I'm doing with Megaton, except that I'm going for Arcanum and Wasteland crossover.
 
APTYP said:
DirectX SDK supports VisualBasic. So STFU.
Try making a reply without STFU. :roll:

Looks awfully lot like what I'm doing with Megaton, except that I'm going for Arcanum and Wasteland crossover.
I was already wondering what happened to the project. What's the news on that one ?
 
I'm moving in stages - writing shoddy crap, making it work, then coming back to reflect on my mistakes and refine the design. I had a reasonable architecture you can use to build games for at least a month now, but I've been kinda busy (drinking, cable modem). Good (modern) turn-based engine is a real bitch - real time is much easier.

I'll need new hosting soon.
 
Just to show how much of a pleb I am when it comes to programing (I'm a hardware tech) I always thought a turned bassed engine would be easier to make than a real time one.

But all you guys are doing some great work, I'm sure that down the track we will have some really good Post-Apoc games being made that will offer everything that Pete can neither confirm nor deny :)
 
EWMS said:
I programed in LPC for some years as well but it would be impossible to develop all the editors and the engine in C or VC++ with just one programer.

No it's be possible, but it'll take ages :)
 
I'm writing it while on the train when going to my job/home, about 2 houres a day. It doesn't go super fast, but it's steady, and that helps a lot (I'd probably loose my interest otherwise).

Also, I found that lots of unit tests keep it 'fun' (if you have a weird taste of fun, like me :roll:), and keeping it 'professional' (=continious build, cvs, bug tracking, project site, etc ..) while developing new features makes sure that other can join later, and the requirement for professionalism makes them less likely to drop out (and join :roll:), as is the problem with a lot of other projects (the drop-out rate I mean).

APTYP, I remember the first screens from megaton (written in java, if I remember correctly) - did you switch to VB/directX ? Or did you start from scratch ? Since you're mixing arcanum in it, how did you implement that/plan on doing that ?

And sztupy, what the news on IanOut ? Or is real life taking over again ? ;)
Do you plan on releasing it as an engine, or a full game (forgotten the details) ?
 
I switched to C++/DirectX a long time ago. It's my first game that I did from scratch, so I didn't have the code most developers just copy-paste from their previous projects. And being a perfectionist, I always try to revise the engine parts that I found to be less than "nearly perfect".

I look up to Arcanum for world interactivity. It's far more advanced than Fallout's.
 
sztupy said:
Phil: check the IO forums.... IRL problems of course, but we're progressing :)

Doing that as we speak.

APTYP said:
I look up to Arcanum for world interactivity. It's far more advanced than Fallout's.

Agreed, hence the greater challenge, I guess. How far are you in the development ?
 
I started doing the turn-based system for the walkabout (completely different from the one I had in the first Java demo), but I decided to improve the code for game state machine (the one that handles state stack, buffer blitting, gathers keyboard/mouse input, and some other things). It should be cleaner, smaller, and perhaps even a bit faster.

The last stable version could load a map from the .ini file and scroll it. Which may not sound like a lot, but a lot of coding and design was done to make sure I'm moving in a straight line as opposed to doing some code here, some code there, and then two months after try to kludge them together.
 
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