Submarine Mod

How about we have people who, you know, came from the submarine in the first place?

Seriously this is something no one seems to get - if the submarine had anything of value in it, the Shi would fight tooth and nail for it.

I also don't understand why the Enclave would be interested in the sub. It's a big "WHY" - they already have the weapon to eradicate mutants with, why would they bother with getting a less effective means of doing that?

And don't give the "u r gonna use tanker" excuse - it would be far easier to just strafe the tanker with Vertibirds or drop a Vertiassault crew in San Francisco. It doesn't make sense.
 
Is there any conclusion or is that a break of having a Kit Kat.
If not it would be really sad after all this efforts... :oops:
 
I did nothing for a month or so...

Thing which was almost ready to add to the game was the sail (for variant, where subbie is under the water), only finalizing a color map left... I did some testing in Mapper and critters standing on the top were looking pretty cool...

submarine.gif


Of course hatch should be animated (and done separately from the rest). And some line(s) to click on them to return to the docks.

End of report from the progress (?) :ugly:
 
Guys, why on earth are you modifying 10+ years old 2d isometric game with no DX10 support?

Who'd be playing this?

Why are you talking about dialogue NPCs when you've got Behemoths, Orc-Mutants and Flying Penises?

:(
 
Jesterka said:
Guys, why on earth are you modifying 10+ years old 2d isometric game with no DX10 support?
Maybe because some people are living in the past? :o Where's the time machine, goddammit!? :violent:
 
@Continuum

The sub/boat look amazing. I would be extremely grateful if they were finished - I would add them to the RP in a heartbeat. The shi sub is essentially the last piece of cut content I had hoped to add back to the game.
 
Just in case if you didn't follow this spammy thread, killap :D

This variant is compatible only with:

- subbie is buried beneath the shallow waters around SF (few kilometers/miles away from the Tanker) and because of that only top part of sail is visible,
- whole map is done from water tiles only and in center of it scene is present I posted above,
- subbie isn't deconstructed (we made our shitty looking city from subbie thing), since it's retarded idea (and was probably introduced because subbie has been cut from the game),
- to get there you need this (placed in SF docks):

Continuum said:
 
Continuum said:
- subbie is buried beneath the shallow waters around SF (few kilometers/miles away from the Tanker) and because of that only top part of sail is visible,

- whole map is done from water tiles only and in center of it scene is present I posted above,
I'm fine with this.

Continuum said:
- subbie isn't deconstructed, since it's retarded idea (and was probably introduced because subbie has been cut from the game),
I'm am also fine with this. Is the interior artwork you posted some pages back also part of this variant? I do hope the player is able to go inside the sub.

Continuum said:
- to get there you need this (placed in SF docks):
Excellent. I had planned for there to be a small boat to take the player to the sub. Great job!
 
Ok then. I must only install Fallout/Mapper and plug 2nd HDD to get a collection of tools, since without those things I won't be able to finish it :D

killap said:
Is the interior artwork you posted some pages back also part of this variant? I do hope the player is able to go inside the sub.
Yes, for sure there'll be 1st level. As for the rest (2nd and 3rd): not worth an efforts, since subbie is only needed to disarm torpedoes/targeting systems. You can successfully do this on one level only (+ even more):



As you can see level(s) are/may be quite long.

You may read a "hot" discussion in this matter if you want :D
 
Continuum said:
Yes, for sure there'll be 1st level. As for the rest (2nd and 3rd): not worth an efforts, since subbie is only needed to disarm torpedoes/targeting systems. You can successfully do this on one level only (+ even more):-
I was thinking at most 2 levels, but 1 can definitely work.

Continuum said:
As you can see level(s) are/may be quite long.
Excellent.

Continuum said:
You may read a "hot" discussion in this matter if you want :D
Heh, when I get some spare time I might.
 
Stick to 1 level. Default walls would look kind of boring, imo.
 
Lexx said:
Stick to 1 level. Default walls would look kind of boring, imo.
That will work. Since Continuum said the level can be long, it should be enough to have only 1 level.
 
Well i don't want to hold this project up in any way, so i think it's be best if i drop out - none of the work i've done so far has been used for anything anyway.

I hope it comes off as Conties scenery is superb - and i suppose why not start with only 1 level.... more could be added later .... ;)
 
Continuum said:
I can make default FO's walls, so you'll put as much as you want, decision is up to you.

But you have already made costum walls and even a working submarine interior door, as you showed early in this thread. Would be a tremendous waste if they didn't get used, especially as they look fantastic.
 
Josan12 said:
and i suppose why not start with only 1 level.... more could be added later .... ;)
Yeah, they can be added later... Few days ago I was even considering to pack everything and send to hell on some hosting server, but meh... this would require a lot of explaining how follow my approach to how to resolve some problems inside 3d to not complicate things in 2d, or how to do some things to get a nice results, or how to render it, or how to keep ...16 + 32 + 16 + 32 + 16 + 32... or ....16 + 16 + 16 + 16... formulas, or how to finish some things. Or you could have a WTF? syndrome :ugly: after opening/importing the scene, since everything is optimized/done to fit into the way FO's walls are made.

As I already said: to make any complicated scenery/wall you must understand very well how things are working inside this past-gen engine, otherwise you'll end with I don't know what.

fortyseven said:
But you have already made costum walls and even a working submarine interior door, as you showed early in this thread.
Actually that working submarine interior door and everything straight are default FO's walls ;)
 
Well i guess that some scenery can be later on edited somehow to make more levels. Will kinda miss some restrooms with cases and shelves (maybe to make an item stash for the player), etc. Also some rotten bodies and some holodisks with infos of what happened, somehow giving a story to all of it.

Might be a bit boring just to go there to disble torpedos, and would be a waste of work, imo, if the hero only needed to go there once.
 
Back
Top