SmartCheetah
It Wandered In From the Wastes

You'll need only two files from fallout2 full installation. Critter.dat i master.dat. It's around 300-400mb's.
shihonage said:I'm continuously amazed how FOnline and derived projects mimic Fallout's graphics engine with such precision.
It almost seems like Fallout's renderer code was completely reversely engineered to accomplish that, even though it seems like a monumental task.
scypior said:To be honest Fallout graphic is about the actual content - art (sprites), not about rendering code - shaders/scene management (like in modern 3D stuff).
SmartCheetah said:You'll need only two files from fallout2 full installation. Critter.dat i master.dat. It's around 300-400mb's.
ZXL09 said:but maybe graphic update (even a small one) if possible.
Lazlo said:ZXL09 said:but maybe graphic update (even a small one) if possible.
But then Lexx said he'd quit FOnline's dev team if any new groundart was introduced, but life goes on. Not that I'm bitter.
Lazlo said:I kind of think in its current system the crafting is too complex to be practical.
You probably think about starting the game. Normally, when starting the game with a new character, you'll buy a knife, because it's very cheap and can be found everywhere (traders). Crafting it is just an additional option, e.g. if you stumble upon a flint and have metal parts in your inventory already or, another example, if your friend needs a knife and you are too far from the city to buy it (but you have the stuff needed for crafting). Also, buying metal parts from other players or NPCs is an option - the flint itself is really not an issue, because it will be laying around, scattered on maps.Lazlo said:It's an example I've used before, but in order to build a knife - one of the most basic and crappy melee weapons in the game, worth about $20 I'd guess - I need to buy a sledgehammer to hammer some ore, manufacture that ore into metal parts and then combine with flint.
But if you're really into crafting, you can make it with 2nd level already by putting a few skillpoints on the right skils, even with 5-6 IN. I'm not sure what your point is, probably the starting difficulties again. Look at my previous answer.Lazlo said:I can't even manufacture those metal parts without science tagged on my 9 intelligence character. It only gets more complex when it comes to guns.
Let's be honest, none of us can know this for sure, the system has to be tested yet. Massively tested. We never claimed it won't be changed, adjusted or totally scraped out.Lazlo said:I know you're trying to make crafting an involving system, but it strikes me as too convoluted for people to want to bother with.
You don't have to. Take a look at my first two answers.Lazlo said:I don't want to have to tag science in order to build one of the most basic parts that ends up in pretty much every weapon.
They can. For a spear you need 40% melee skill, which any average John Doe already has on the game start. I'm still not sure about your point thus far.Lazlo said:More stuff should be universal - don't put large skill requirements on stuff that's only useful to low levels; let people build spears even if they haven't tagged melee.
Sure! But then you are no crafting, but a combat character.Lazlo said:By the time I'm level 3 and skilled enough to finally build a 10mm pistol I'm probably strong enough to just kill people to get weapons instead - it's faster and undoubtedly more lucrative. It's more risky, but it's also more fun.
I think you got the whole concept wrong, sorry. Keep in mind we're having a MMO RPG game here. It is, after all a ROLE playing game. Specialising in crafting means sacrificing your other abilities and vice versa. Combat characters will be able to craft some basic things, but they will be the best bet in combat. If someone wants to play a raider and raid towns, I won't allow him to have additional crafting abilities and hoard tons of good ammo before the next raid. He will have to steal it, kill for it, extort it, whatever. You might say the crafters may become an easy prey for combat characters then, but we already have more mechanisms which can resolve this - but it's another (and quite long) story right now.Lazlo said:A crafting system ought to be an easier alternative to just killing people for their stuff, yet if I kill one raider I'll probably get about 10 caps, a 10mm pistol, maybe a stimpak.
lisac2k said:the flint itself is really not an issue, because it will be laying around, scattered on maps.
Mayck said:I think you guys are doing great job, let's hope it will work. I have a few questions:
1) Are there any explosives/traps which do more damge than C4s in Fallout 2? I think it's a bit tricky to have to use 3 or 4 C4s to take out one guy in combat armor (even with demolition expert perk).
2) Since the combat is real-time, is there any use for combat sequence and (my favourite) Kamikaze trait?
3) What about drug abuse, does it work same way as in fallout2? (I mean, first few hours positive effects, then few hours negative effects, and if addicted then week of withdrawal symptoms.) If so, what prevents me from doping buffout into someone's character against his will and thus making his next few days of playing full of pain.
(btw sorry, if my english is bad)
ROTFLSmartCheetah said:As a professional suicide bomber (Certified by Allah) I can tell you that with only one TNT there was a big possibility to kill even PA armored guy (OBT2)
lisac2k said:Crafting system