Shiozaki said:How is it you guys are so cool?
Great job of you two I can only say that your work is really appreciated by me.Dude101 said:edit
I have uploaded all of TeamX's offline docs, Kanhef is in the process of translating the rest and plans to upload googlish place holders for now.
Mr.Wolna said:GO AND BYU FALLOUT 3
Mr.Wolna said:plz,plz,plz,plz,plz,plz, plz,plz,plz,plz,:
That doesn't really make sense from a game engine point of view. The best you could do would be a normal mod that gives the player +1000-ish carry weight when he has the car, but you're going to have major problems if you lost the car for any reason.Ravager69 said:I was wondering, if there is a possiblity to...uh...combine players inventory with the car's trunk? I mean, if you want to pick something up, it doesn't go into your inventory, but straight to the trunk (providing you're in the same location as your Highwayman).
I know I know, UNREALISTIC...BUT - after playing Fallout 2 for about 10 times now I have little patience to drop stuff from my inventory, pick up the new things, drag them to the trunk and then return for my properties. It'd make the game less a chore.
I've got no idea. I suppose it wouldn't hurt to look at it.Glovz said:@Timeslip
There have been a number of people with issues regarding the sound acceleration in DirectX, just wondering if this is something you could look into or fix? The issue seems to be when the sound acceleration is too high it clips the end game movies short.
The best 'fix' I could make would be to disable saving in combat. While that would definately solve all saving-in-combat related issues, I'm not sure anyone would appreciate it.Glovz said:Any way to fix saving games during combat, even if it means old saves will not work?
Definitely possible, (probably quite easy, actually,) but I don't have a gamepad myself so it's not something I can do.Wild_qwerty said:Hey Timeslip I've got a request for you. Do you think it would be possible to add support to fallout 2 for a gamepad controller? I know you added the wheel mouse using sfall so I wonder if you could let the mouse be driven via a gamepad?
Timeslip said:I've lost count of the number of feature requests people have made to which I've thought, 'that would be easy if I had fallout's source code', (tell me about being one of them, obviously, ) and I seem to be unemployed over the summer, so I've decided to jump on the lets-write-a-fallout-clone bandwagon for a bit. Here's how it's coming so far:
Character creation
In game
The mapper
Hopefully, (although realistically very very unlikely,) I'll have something playable by the time I run out of summer.
AFAICT the map editor (mockup?) was created with C#. There are both C# bindings for Lua and Python (IronPython). The decision might boil down to how he wants to use the scripting language. For simple scripts Lua is more lightweight and might be the better choice therefore. If he wants to make the engine fully customizable he could write major (non-time-critical) parts in Python and in this case Python would ease the development and save him some time.Karel said:What scripting engine do you want to use? Python/Lua-based something would be sweet
Well, the obvious answer would be that I was using exactly the same scripting language as the original game. Having to rewrite hundreds of scripts isn't my idea of fun, after all. Certainly no python or lua. I would have just used C# if I wanted another scripting language.mvBarracuda said:AFAICT the map editor (mockup?) was created with C#. There are both C# bindings for Lua and Python (IronPython). The decision might boil down to how he wants to use the scripting language. For simple scripts Lua is more lightweight and might be the better choice therefore. If he wants to make the engine fully customizable he could write major (non-time-critical) parts in Python and in this case Python would ease the development and save him some time.Karel said:What scripting engine do you want to use? Python/Lua-based something would be sweet
I'm really curious about this aspect as well