Fan Made Fallout Alpha Demo is out

Morbus

Sonny, I Watched the Vault Bein' Built!
Fallout 2 total conversion "Fan Made Fallout" has finally a playable demonstration. Its Alpha version at least:<blockquote>We are still having some problems with the build due to exit grids not playing nicely (yet), but here is a zip file of the data directory which you can start testing out one of the maps.

To install:
1. Rename your C\Program Files\BlackIsle\Fallout2\data directory to "data.org" or "data2".
2. Extract the zip file above to C:\Program Files\BlackIsle\Fallout2. It will replace the original data directory.
3. Run the Fallout2.exe executable and start a new game. After getting through the start videos, you will start at the City on the Coast Markets.

Currently this map is the only one available since the game crashes when you cross the exit grid Razz. If anyone knows how to get the exit grids working properly, please let me know. I've followed the tutorials for exit grids but they still don't seem to work. I'll look at this more tomorrow to see if I can get it working, but if anyone is familiar with mapping, your assistance would be appreciated. You can feel free to load up the mapper with the scripts source attached at the bottom and the data directory above (note that the imarket.map is actually called "artemple.map" due to the FMF executable not yet working quite right).

I will be putting up daily builds this week with any improvements as they become available. If anyone would like to help get the map situation sorted out we would all greatly appreciate it. My expertise is definitely not mapping.

The source scripts are available below. Feel free to download it and take a look. If you find any bugs and feel like fixing them, feel free. Send me a PM with the modified code so that we can merge it into future builds. Once we get the exit grids working, there will be quite a bit more to do since there are several other quests and features scripted on the other maps. The biggest issue right now is getting to the maps where those quests are located. </blockquote>Link: Playable Map @ Fan Made Fallout
Link: Source @ Fan Made Fallout

Thanks Sleek.
 
I'll be damned, they actually did it.

I'll be trying this once I finish Last Hope. Don't really have a lot of time for playing mods tho'
 
I don't have much time to play now too, but I made some screenshots.



The map seems pretty empty - or I made something wrong. I don't know exactly. Will take a second look later.
 
Hi all ...

We've made an official post at our site but to give you a little information on what's happening there, here ....

We basically have most of the resources we need already complete. The biggest problem we've suffered over the past year is not having anyone who could actually script all those resources into the game. We've found two guys who were willing to help out and the fact we even have something to release is do largely to their hard work.

You're going to notice in the screenies (thanks for posting those, by the way!) that things are pretty sparse on the maps. They will be populated here over this next week as we start to attaching the resources we've already prepared.

Our first main concern is making sure it's stable for everyone and to do something with this damned exit grid problem. Our guys don't have as much mapping experience so they're trying to figure it all out as they go and we're hoping someone who knows better can maybe drop by with some hints.

Anyway, thanks for checking it out and hopefully by the time you guys get through last hope it won't look quite so raw anymore :)
 
Yes, german Fallout 2 version. Thats also the reason why the interface is different- It wasn't translated in the original Fallout 2 version, they just took the one from Fallout 1. Also you see "Error" on the second and third screenshot. This is because I forgot to rename the text folder from "english" to "german".
 
HOLY HELL! TEH MIRACLE! :notworthy:

Not really much time for this as well, but according to those 3 Lexxie-made shots, at least it looks well mapped.
 
I've followed the tutorials for exit grids but they still don't seem to work. I'll look at this more tomorrow to see if I can get it working, but if anyone is familiar with mapping, your assistance would be appreciated. You can feel free to load up the mapper with the scripts source attached at the bottom and the data directory above (note that the imarket.map is actually called "artemple.map" due to the FMF executable not yet working quite right).

About that, what tutorial did you follow? And what is the destination map for the grid to the west?
As for the artemple.map, it is supposed to be the first of the game, changing that is much more trouble than changing the name.

And if you allow me, one of the roof of your tents is messed up. better copy past a existing one, and then change the entrance.
 
Grayswandir, currently we're just replacing the artemple map directly until we can get everything else working okay. Currently everything goes haywire when the npc hits the exit grid (even though it just goes to a different level of the same map).

Basically, once the PC crosses into the exit grid, any movement of the mouse creates black trails on the screen (if I could upload an image I'd post a screenshot - maybe I'll put one online later if i have time).
 
Then you made something very wrong with the exit grids. Normally it is pretty easy to add the exit grid. Did you guys includet the maps correct in the maps.txt and city.txt? After this, adding the exit grids shouldn't be any problem at all.

I would like to take a look at it but I have absolutely no time for this. :/

/Edit: You guys should re-read Coljacks tutorial about this. I see only two possible things you could have made wrong: Placing the exit grids itself or something is wrong in the maps.txt/ city.txt like I wrote above. The brown exit grid tells me that you come to the worldmap after moving on it, so I think it is the exit grid itself. But also like I wrote above.... can not check this now. :/
 
Thanks for all your support guys, I know It might have been to early to release the demo, It's not really playable or fun :).... but we will keep updating it and soon it will be playable with some quest chains, new items, som hints and info about the fmf-world and much other fun. So stay tuned for demo updates!

If anyone is interested in helping out, register on FMF and give us a shout! we need all hands we can get.
 
Lexx said:
/Edit: You guys should re-read Coljacks tutorial about this. I see only two possible things you could have made wrong: Placing the exit grids itself or something is wrong in the maps.txt/ city.txt like I wrote above. The brown exit grid tells me that you come to the worldmap after moving on it, so I think it is the exit grid itself. But also like I wrote above.... can not check this now. :/

I actually figured this out finally... apparently it is possible to select a destination tile too close to the edge of the map. After using a destination tile that is further from the map edge, the exit grid works fine.

There's a new alpha build up with the west exit grid fixed, although there are no npcs on the destination map right now (they were removed for debugging purposes).

Lexx, is your FO2 version patched or unpatched?
 
I used a german vanilla Fallout 2 version. So no patches, mods or other stuff, etc.
 
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