FO2 TCs: Mutants Rising and Resurrection

Dude101

Vault Fossil
Modder
Angry AKA The Dude Next to Cabbot of the the FO2 TC mod Mutants Rising - which I am sure you are all aware of - has posted an update on the project and a new piece of art:

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Howdy, folks! Well, it's that time of the year when we here at Mutants Rising feel that we owe you -- our avid supporters -- an update. So, what's been happening with Mutants Rising in the past nine months? Where to begin:

Firstly, you may be wondering 'who is this guy?' or 'what happened to ardent and cp?' Rest assured, folks, they are alive and well. I joined MR at the start of the year as a Writer, and have since been promoted to Producer. My main function is to alleviate some of ardent's massive workload. But enough about me, let's talk about something interesting.

Game design has been progressing at slow and steady rate. From a design standpoint, the game is 100% complete -- in fact, just last week, we finalized design on MR's big bad boss. I'd tell you more about him/her, but I wouldn't want to spoil it for you, so I'll simply say that he/she's a doozy, and you will thoroughly enjoy thwarting his/her plans. See how I'm even keeping his/her gender ambiguous? >:D

Normally we'd have some sort of content update with a newspost like this, seeing as how we go so long between updates. Instead, we're going to have Jinx, one of our lead game designers, give all of us some insight on his design process. So, without further ado, here is Jinx</blockquote>

The full post can be found at www.mutantsrising.info or in the sub-forum here on NMA. MR is looking for a 3D artist to animate some talking heads etc and new writers.


The Czech mod FO 1.5 Resurrection is back from the dead and will be released in Czech on 03/10/13, and they have promised us an English translation:
<blockquote>We are going to publish the Czech version of Fallout 1.5: Resurrection for download in the evening on Thursday, October 3rd of this year. I myself have trouble believing it after all those years of development and sometimes I get a feeling that we are going to work on Resurrection for eternity but the release date is really valid. The game is completed and according to the impressions of beta testers does not look bad at all. We want just one more month to put the final touches and exterminate the bugs. We want to make sure that nothing serious escapes our attention which might very well happen when we take into consideration the vast size Resurrection has grown into.

Do not worry; our work is not done yet. Besides fixing the bugs which the players might encounter we are finally going to be able to work properly on the English translation so you might expect the English version sometimes during the next year. We are definitely going to let you know as soon as we are able to determine a more precise date.</blockquote>
See http://resurrection.cz/en/ for more details and some interesting feedback from those lucky enough to have played it already.

In other FO2 Modding news: if you have not already checked out Jim's Mods have a look. He has devised some pretty radical overhauls of FO2.
 
Thanks for the mention!

I was wondering, why hasn't MR at any point been ported to the FOnline engine? I know the creaky old beast that is the FO2 engine has gotten a whole lot more flexible with sfall, but you'd think you'd have a lot more freedom of movement in FOnline all the same (see: What Remains).
 
JimTheDinosaur said:
I was wondering, why hasn't MR at any point been ported to the FOnline engine? I know the creaky old beast that is the FO2 engine has gotten a whole lot more flexible with sfall, but you'd think you'd have a lot more freedom of movement in FOnline all the same (see: What Remains).

Everything that was already done for MR would have to be re-done from the beginning in the FOnline engine. Granted, mapping and asset integration are much easier and straightforward in FOnline, but it would still be a massive task to pull off.

Second, we would have to find scripters familiar with AngelScript, or learn it ourselves. That would stall us for another undisclosed amount of time.

I believe that we have done pretty much everything we wanted with the engine by now. What remains is the sheer amount of work left to complete the mod. I'm also hoping for an updated HiRes patch from Mash, overhauling the clunky interface of the Mapper and allowing for a smoother mapping process (the Mapper is by far the worst tool of everything used for Fallout modding, IMHO).

And last but not least - I think we're just a bunch of stubborn mules making a hardcore, old-school mod, no corners cut. 8-)
 
Yeh, unless someone writes a Fo2 -> FOnline script converter, porting the modification at this point would be madness.
 
Yeah, but I was mostly thinking about earlier down the line. Thought the FOnline engine was older than 2010 though, so that'd still have been madness probably.

But makes sense.
 
JimTheDinosaur said:
Yeah, but I was mostly thinking about earlier down the line. Thought the FOnline engine was older than 2010 though, so that'd still have been madness probably.

But makes sense.

MR dates back to 2003 :lol: Of course, almost nothing (except some designs) remains from these old days. The 'modern' MR (i.e. the content that remains until today in some form) began around 2008/09, if I'm not mistaken (I joined in 2010).
 
It’s very cool that NMA are promoting and giving exposure to F1 & F2 mods (F3 & FNV have nexus and other sites) since there are some amazing (finished and WIP) projects out there; not only does it expose readers of the site to these mods, but I am sure it also motivates the modders both directly (through the publicity) and indirectly (through the increased traffic/interest and motivation from interested parties). Please do more of this, especially for F1 and F2 mods (like I said, F3 & FNV don't really need it, there are other massive sites dealing exclusively with those games and the modding of these).
 
HELL yeah! Great news! Thanks, Dude.
I have relayed the info to a major russian Fallout fan website.
 
Ardent said:
JimTheDinosaur said:
I was wondering, why hasn't MR at any point been ported to the FOnline engine? I know the creaky old beast that is the FO2 engine has gotten a whole lot more flexible with sfall, but you'd think you'd have a lot more freedom of movement in FOnline all the same (see: What Remains).

Everything that was already done for MR would have to be re-done from the beginning in the FOnline engine. Granted, mapping and asset integration are much easier and straightforward in FOnline, but it would still be a massive task to pull off.

Second, we would have to find scripters familiar with AngelScript, or learn it ourselves. That would stall us for another undisclosed amount of time.

I believe that we have done pretty much everything we wanted with the engine by now. What remains is the sheer amount of work left to complete the mod. I'm also hoping for an updated HiRes patch from Mash, overhauling the clunky interface of the Mapper and allowing for a smoother mapping process (the Mapper is by far the worst tool of everything used for Fallout modding, IMHO).

And last but not least - I think we're just a bunch of stubborn mules making a hardcore, old-school mod, no corners cut. 8-)
Why so? Mapping/fo2mapper's fine for me (after 10 yrs of experience).

If you know all objects you handle with from your head and know how to handle bookmarks.

It's very sexy old piece of software! :D
 
What coding system/engine does FO2 use?

What coding system/engine does FO2 use? I'm somewhat interested in learning.
 
Jesterka said:
Why so? Mapping/fo2mapper's fine for me (after 10 yrs of experience).

If you know all objects you handle with from your head and know how to handle bookmarks.

It's very sexy old piece of software! :D

No, it's pretty bad. For one, prototyping is a nightmare. No way of batch-prototyping e.g. tiles.
Cycling through art is also extremely time consuming (I know you can use the END button to skip to the end of the list); no tag system to group assets by art-sets, which would enable you to e.g. get all junkyard containers/walls/tiles/scenery in one list.
Navigating the palettes is very time-consuming, while you could have a field to type in the proto number or the name or the filename, or the PID and skip to it directly.
Copy/paste functions very dodgy and unreliable. Unreliable functions for copying/moving whole map elevations.
No system for integrating new art directly in the mapper. Instead, you have to fuck around with protos read-only, .lst files and conversion to .frm.
No system of wall patterns, no possibility of making new tile patterns, no possibility to stamp specific parts of tile patterns, no system for smooth transition/blending between patterns.
Broken placement of roof patterns (you can't see them until you've switched off the pattern function), a bug causing the roof of a building to disappear, if the starting hex is under the roof.
Game mode not saving local variables on map transition. Bug causing the map number to be reset, if you toggle the game mode on/off in the Mapper, which suddenly breaks all scripting related to map index (took me a couple of months before I figured that one out).
No way to screenshot the whole map with one button.
No built-in script editor, no built-in AI packet editor, no built-in group editor...

I could go on forever :) The point is - if the mapper were any better, maps would be made much more quickly. Hell, it would probably mean Fallout 2 would be much better and more content would make it in, and maps would be more interesting.

Caeo said:
What coding system/engine does FO2 use? I'm somewhat interested in learning.

Fallout has its own engine. As for scripting, it's also a proprietary scripting language, which is however a mix of C and Pascal. It's very easy to learn - the majority of functions have very descriptive names and there's a handy list of most of them in the Mapper instructions, plus there's a rich corpus in the original script files delivered with the Mapper as well. It has its quirks and what not, but it's really not that big of a deal. Definitely try it out for yourself - the community needs more scripters.
 
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