Project announcement: Zero-Projekt

Discussion in 'Fallout General Modding' started by chewie, Sep 24, 2006.

  1. chewie

    chewie Look, Ma! Two Heads!

    Dec 3, 2005
    Yet another news update...

    Time for yet another news update about "Zero - Was vom Morgen blieb" :-)

    About entering buildings...
    Up to now, the buildings in Zero weren't accessible by design. By creating tiled walls, we changed this now. Btw - our developers agreed to not use a system which introduces loading times if you enter a building. They said this would the worst thing you can do to the players.

    Fight, loot, allocate
    After hardening the item system, we introduced lootable containers (which happen to be dead npcs, too ;-) ). This adds a lot more fun to the available gameplay, though. :-)

    Welcome on board, Tor :)
    Again, we are able to introduce a new team member of Zero. Tor - a skilled role player who also works as game master for Fallout PnPs - is reinforcing our story and gameplay department.

    the Zero-Projekt team

    - changed *.png to *.jpg
    - changed thumb size to 400x300
  2. Brother None

    Brother None This ghoul has seen it all
    Staff Member Admin Orderite

    Apr 3, 2003
    What's with the huge numbers over your screenshots, dude?
  3. chewie

    chewie Look, Ma! Two Heads!

    Dec 3, 2005
    The idea was to show that this is a series of screenshots...

    Not so good, I guess?
  4. Brother None

    Brother None This ghoul has seen it all
    Staff Member Admin Orderite

    Apr 3, 2003
    Could be a bit more subtle, like just a bit of text on the top-left side.

    EDIT: one other suggestion I'd like to make is for you to consider using JPG images instead of PNGs in updates. PNGs are nice in quality and fidelity and all, but honestly JPGs are fine, good enough, and not huge.
  5. chewie

    chewie Look, Ma! Two Heads!

    Dec 3, 2005
    We are on it - they should be replaced in some minutes.

    About jpgs - sure, we are just lazy and use the format from our screenshots. ;-)
  6. chewie

    chewie Look, Ma! Two Heads!

    Dec 3, 2005
    If you enter a building....

    ...loot it! Zero now has locked containers, which you can open - if you have the proper skill and pass the skill check.

    Here is a screencapture how this works for now:

    Zero - unbar locked containers [*.ogg, ~3MB]
    * best viewed with VLC

    Furthermore, we made some improvements on the GUI:
    • the inventory now has a hover effect if you move the cursor upon an armor slot. The character wire on the right sight indicates which area of the body is affected if you place the proper armor item into this slot
    • the layout of the charscreen has been improved
    • both the EiRi and the HUD have been improved in terms of the textures and the 3D models

    Besides the visual changes, the programmers are of course hard-working to fix bugs both in our framework and FIFE itself - as well as improving both and developing new features. (e. g. particle system for FIFE, increasing performance etc.)

    The new hover effects for armor slots, here: bodyarmor

    The new hover effects for armor slots, here: bracers

    Test of a first "complete" building with tiled walls - including a front- and backside and some established objects

    Improved layout for the charscreen, better look for both EiRi and HUD in general

    The Zero-Projekt team
  7. Tsakonas

    Tsakonas First time out of the vault

    Jun 7, 2007
    This videos and the screenshots are all nice .The game looks very good , nice graphics , 3d models.It simulates very good a post apocalyptic world .From what i see i think that Zero project is better than fallout 3.I dont like an RPG- first person shooter like Fallout 3 is.
    There is no update here for over 80 days, what happened ?
  8. Mr.Wolna

    Mr.Wolna Vault Senior Citizen

    Nov 15, 2007
    the guys are working on a demo, so don't worry! :wink:
  9. Ovg

    Ovg First time out of the vault

    Nov 6, 2008
    It seems to be a greate game. Can't wait to play the full version.

    Maybe somebody could team up and make our own fallout 3 based on Zero-Projekt?
  10. mvBarracuda

    mvBarracuda Vault Dweller

    Apr 11, 2004
    Sure, go ahead ;-) I love delegating work as well.
  11. chewie

    chewie Look, Ma! Two Heads!

    Dec 3, 2005
    Zero-Projekt - 3rd birthday

    Hello NMA :)

    I just wanted to inform you that our cRPG project celebrates its 3rd birthday today.

    We got quiet some text in our latest news and it can take a while until we finished translation.

    In the meanwhile we'd like to provide this short message including our birthday presents:

    - an artwork
    - a dev diary with many screencaptures and english descriptions

    More to come, I'll do my best :)

    the Zero-Projekt team
  12. shihonage

    shihonage Made in USSR

    May 8, 2007
    Why not just make a Youtube channel, instead of making us download your videos in a weird format ?
  13. Lexx

    Lexx Background Radiant

    Apr 24, 2005
    Use firefox and the VLC Multimedia Plug-In. ;)

    Some of the videos are not very long and I think the quality would become pretty bad on YouTube too.
  14. shihonage

    shihonage Made in USSR

    May 8, 2007
    Quality is not the point of Youtube. Ease and speed of accessibility is. Appeasing the attention span of an average Internet user - which, I assure you, is very short.
  15. chewie

    chewie Look, Ma! Two Heads!

    Dec 3, 2005
    Can somebody please help the project and convert all the 26 video snippets to shihonage´s prefered format / upload it to shihonages prefered web 2.0 platform?

    Thanks :)
  16. iridium_ionizer

    iridium_ionizer Where'd That 6th Toe Come From?

    Jul 24, 2007
    I just wanted to put up a link to the English character skill screen since it is a bit difficult to find on the Zero Projekt website.

    Thumbnail for English skill screen

    I wanted to list them below also, so its easier to see, but they've made some changes in the German skills, and there isn't yet a new English screen. So with the help of Google Translate I'm listing both former and present skills. So that's
    Doctor, Chemistry (now Natural Science), Physics (now Computers)
    Heavy Weapons, Survival, Heavy Melee Weapons,
    Sneak, Steal, Acrobatics
    Barter, Speech, Lie
    Melee Weapons, Close Combat, Throw
    Energy Weapons (now First-Aid?), Light Weapons, Pistols
    Repair, Construction, First Aid (now Traps and Lockpick)

    Also, what does EiRi stand for/mean?

    Anyway, I love the skills and the screens so much that I don't mind if the team doesn't update in English as often.
  17. snowball

    snowball First time out of the vault

    Feb 17, 2008
    hey iridium_ionizer,

    good to see you like skills & screens ;)
    To answer your questions:

    1.) EiRi stands for "Elektronischer Reisebegleiter", that is an electronic travel companion.

    2.) I do not think that the skill classification is yet fully done (actually i was wondering about the first aid too, but maybe the guys of our story department can explain their choice in detail)
  18. the_guy222

    the_guy222 First time out of the vault

    Nov 17, 2008
    Is that an M-1 Carbine on the second page? Nice!

    Has anyone told you that you could change the guy's red costume a bit and end up with the outfit from Kill Bill?
  19. chewie

    chewie Look, Ma! Two Heads!

    Dec 3, 2005
    New tiles, armours - and unicode support!

    Wow, the last few days were just ingenious!
    It seems that with the snow slowly melting a second spring came along and inspired the team!

    Shadowrunner for instance is not far from completing a brand new set of animations for our armor draft. Furthermore, a new concept for the creation of ground tiles via Blender saw the light of the day and we made a lot of progress concerning the demo story.

    But not only ZERO benefits from this year's spring - also FIFE's development took new things on. Phoku has just begun a new unicode branch and is not far from completion. Vtchill, Cheesesucker and chewie are caringly looking after improvements for the official editor (just to name a few facts).

    That's how it is fun, guys - we're making progress :)

    Cheers to all who made this possible,

    the Zero-Projekt team

    @Brother None

    Thanks a lot for the news coverage about our project birthday - I unfortunately felt sick and we hadn't enough man power to translate the texts in time. We now have a translator who takes care about that, so hopefully we won't have such a delay in the future. Again - kudos for digging the informations from our german news.
  20. chewie

    chewie Look, Ma! Two Heads!

    Dec 3, 2005
    Zero-Projekt special: Armor system

    We welcome you to our first special about our crpg project "ZERO - Was vom Morgen blieb".

    Due to the current development status of our project we are finally able to provide detailed informations concerning single aspects of Zero.

    In contrast to past news, which were genaralised and lacking detail, this news will focus on a single topic - armor.

    Because the text has gotten a bit big, this is only a teaser with a short overview, a few (but nice) pictures and the link to a screencapture (on YouTube or as a file)

    Topics of the armor special:

    • How does the armor system in ZERO work?
    • Grouping armor parts
    • Seperation of armors
    • Abrasion of armors
    • Damage types
    • How does the armor protection works?
    • Which kind of armors / armor parts will Zero have?
    • How do the armor modifications work?
    • Does every armor part change the visual appearance of my character?
    • Why is Zero not using animation-overlays?

    The armor special can be found on our forums, in the section "Zero infos"

    Video of the armor special

    the Zero-Projekt team