New animations 2

Lexx said:
The SMG always looked like a Bolter from Warhammer.

That's true. They're so big, I always wondered how Fallout characters managed to put them inside their legs. A Robocop-style in-leg holster?
 
Just like PA which makes you bigger... :roll:

Anyway, maybe it's good that SMG is larger than should be, otherwise you won't be able to say: Hey! It looks exactly like an inventory item! A lot of details there!

Damn few pixels on the screen! :ugly:
 
Continuum said:
Just like PA which makes you bigger... :roll:

Well, I guess it's always good to stretch your arms and legs a little...

Besides, PA should make you bigger, it's intimidating. I remember when I first played F1 and went to the Brotherhood, the guys at the entrance were pretty impressive (for 13 years old, 2D isometric graphics that is).
 
Size of PA was much better in FOT, more or less normal human.

But it's a mater of taste, I guess...

Ardent said:
I remember when I first played F1 and went to the Brotherhood, the guys at the entrance were pretty impressive (for 13 years old, 2D isometric graphics that is).
For me it was laughable. I mean, WTF?! It's lulzy and ugly as hell (in-game)! :ugly: I remember how I was disappointed... So damn cool helmet in the game's menu, but in-game?
yga.gif
It ruined my wet dreams :(

Even that one from VB didn't look better.

But again, it's a matter of taste, I guess...
 
It is definitive a matter of taste because I loved it back then and still love it.
 
Lexx said:
It is definitive a matter of taste because I loved it back then and still love it.

Continuum said:
But again, it's a matter of taste, I guess...

Agreed.

I think the Van Buren Power Armor was a disaster, as was all graphics form VB's tech demo, maybe except for the burning car. The locations (especially indoors) looked so empty, critters were ugly and their moves... OMG, I played with one eye closed.

Of course, that was a demo, but still...

Anyway, I'm afraid we're straying off-topic.
 
Errmm... thanks, i guess?

Also, no.


EDIT: Hey Lexx, from browsing the foonline forum i've seen that people "harvest" a lot of xp from killing centaurs (i'm guessing because they're easy and slow) and i'm thinking; what of a ranged attack animations for a centaur?, something like a "toxic or corrosive breath" (or somesuch stuff) with a range of 8 or so hexes? it would be very quick and easy to do... what do you think? would you want such a thing?
 
Heh, reminds me of Fallout 3. But doesn't sound bad at all. With a new graphic of the flying object in 6 directions or so and we could very easy include it. :)
 
I was thinking of something more along the lines of the flamer attack or more accurately, the toxic spray attack from fot (but edited of course to look more "straight" and narrow), something that doesn't require a proyectile... but i could make a proyectile too. I'll post some examples of both.
 
Yeh, feel free, we can do what we want, we don't use old and outdated crappy-crap Fallout 2 engine. :)

Man, I hate this so much. Working on a game with FOnline engine is so much easier than working with the limited Fallout 2 engine.
 
Ok, something simple, like this:





What do you think, do i finish it?

For a proyectile, it would just be a ball of goo, that would get spitted from the creature's head. It would be a matter of making the 6 views of the ball and that's it.

Lexx said:
(...)Working on a game with FOnline engine is so much easier than working with the limited Fallout 2 engine.

I don't get it. I'm gonna go ahead and ask the obvious: if it's so much better, why not "transfer" all of FO modding into it?, is it some technical reason, or a decision of the engine makers?
 
x'il i like this really very much but i think it will be much nicer when after this the second head do attack too.


btw: ever seen a flame throwing brahmin? :twisted:
 
x'il said:
Lexx said:
(...)Working on a game with FOnline engine is so much easier than working with the limited Fallout 2 engine.

I don't get it. I'm gonna go ahead and ask the obvious: if it's so much better, why not "transfer" all of FO modding into it?, is it some technical reason, or a decision of the engine makers?

Same thoughts.
If FOnline has a better engine, why not port FO1/FO2 to the FOnline engine and do the modding there?

Then even Continuum would smile!!
 
x'il said:
I don't get it. I'm gonna go ahead and ask the obvious: if it's so much better, why not "transfer" all of FO modding into it?, is it some technical reason, or a decision of the engine makers?

There are some engine/ client changes needed to make a singleplayer game out of it. Right now you always need to start a server and connect to it, if you want to play. So it would be needed to put server and client into one. Also a real save-system is needed, etc. etc. But it's nothing you can't do if you have access to the code.

If the code will be released some day in the future, it is possible to do these changes and from one moment to the next, we have the most complete singleplayer Fallout engine clone then ever before. I mean, it will be a bit different to work with it... scripts are written in AngelCode and this is not as easy as the Fallout scripts, but hell, everything else can be changed pretty easy. Since a few updates we even have the possibility to create maps with a size of 60.000x60.000. You can put whole towns and surrounding area into one map. (If you think our Klamath or Broken Hills is big... they have been done before the changes and the map has a size of not more than 400x400.)

If FOnline has a better engine, why not port FO1/FO2 to the FOnline engine and do the modding there?

Porting Fo1/2 to the FOnline engine is something I wouldn't do. It is very much work to rewrite all scripts and dialogues. But for creating new mods from scratch, it is very useful.

What you can see in 2238 is what we made in approx 10 (full) months of work. Many Fallout 2 mods are in the works since 3 years and more and can't show that much stuff that has been done. And we are only a team of 5 to 7 people. Mostly 5 or less all the time.

/Edit: Take a look at Conties nice highway scenery objects. They react like tiles, but I didn't changed them. They are still just scenery objects, set to flat and "normal" light reaction.



Remember the cathedral I have been working on? Impossible for Fallout, but absolutly no problem for FOnline.
 
all this stuff looks really amazing, it'S a petty that we do not have a new engine for fallout 2 it would be a nice community project ;)
 
Mr.Wolna said:
x'il i like this really very much but i think it will be much nicer when after this the second head do attack too.

It's a nice idea, but maybe it would be too much, it may look too "crowded" (i'll give it a test though, just to see).

Mr.Wolna said:
btw: ever seen a flame throwing brahmin? :twisted:

Heh, can't say that i have, why?

Lexx said:
(...) Since a few updates we even have the possibility to create maps with a size of 60.000x60.000. You can put whole towns and surrounding area into one map. (If you think our Klamath or Broken Hills is big... they have been done before the changes and the map has a size of not more than 400x400.)

So basically, you could put the entire "game world" (that is, city/area maps + large intermediate empty desert maps) into one single map?? :o

Lexx said:
Porting Fo1/2 to the FOnline engine is something I wouldn't do. It is very much work to rewrite all scripts and dialogues. But for creating new mods from scratch, it is very useful.

But, hypothetically speaking, wouldn't creating new mods from scratch on that engine without porting mean creating also all the scripts and dialogues from scratch?


*******************

EDIT: Ok, it's done:

--- ---


Here's the frm:

http://www.mediafire.com/?4zmlndjtyfl

:)
 
Engine is one thing, another is: some decent set of tools.

This piece of shit called Mapper should be de-legalized long time ago. Frame Animator is good but only for critters makers. For adjusting walls or any other complicated scenery is totally useless. You must constantly switch between Mapper and Frame Animator to adjust Frames Offset which is fucking annoying and time consuming. Everything should be done in ONE editor which should have a damn "special" mode, where you could create/preview multiple FRMs... But hey! It's too much professional! :D
 
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