Unimplemented FO2 features.

PsychoSniper

So Old I'm Losing Radiation Signs
Ive been seeing in threads reports from scripters of all these unimplemented features in FO2, everything from a stomach system (requirng food) to some code that suggests that jumping was unimplemented.

I was hoping that the scripting guys would get together a comprehensive and complete list of the features that were left out, but not compleatly removed, and how much effort would be required to activate them.




PS- Im glad that things such as hunger were not implemented, but I just think it'd be a useful moding resource to see what features can be added, and with howmuch work.
 
Yeah, like a Jettie mod -- get high regularily or you die.

Okay, maybe that's not exactly the best imaginable use for the stomach system, but still.
 
Um.. the stomach system had to do with having to eat food, and carry food items while on worldmap (or go slow as you searched for it, if I recall right.)
 
I know that. But who said you couldn't just tag Jet "food" and make a Jettie mod?

Not that it'd not be an utterly retarded mod, but still.
 
The strange thing is ... most of this food code is actually there ... its not even commented out or anything ... like for example the dude_obj script has

procedure use_obj_on_p_proc begin
if (source_obj == dude_obj) then begin
// this is related to filling the player's stomach when they eat
if (pid_is_drink_pid(obj_being_used_with)) then begin
dude_eat_food(drink_meal);
end else if (pid_is_snack_pid(obj_being_used_with)) then begin
dude_eat_food(snack_meal);
end else if (pid_is_light_meal_pid(obj_being_used_with)) then begin
dude_eat_food(light_meal);
end else if (pid_is_medium_meal(obj_being_used_with)) then begin
dude_eat_food(medium_meal);
end else if (pid_is_large_meal(obj_being_used_with)) then begin
dude_eat_food(large_meal);
end else if (pid_is_huge_meal(obj_being_used_with)) then begin
dude_eat_food(huge_meal);
end
end
end

Probably what is missing is the code that checks to see if you're starving and triggering the resulting effect ...

I don't want to have make a player pee regularly and such LOL but this food idea is interesting from a survival standpoint. And what if you eat some irradiated critter, because maybe its all there is to eat out there in the wasteland ...
 
PsychoSniper said:
How much work would it be to implement the food system and make it funstional ?

Standard software engineer response .... it depends :lol:
It depends on what you want it to do. What should happen when you're starving? Should you lose hit points ... die? And I think some new items would be needed to make this work ... there's not many places to eat. I think the first step is finding out exactly what is already done wrt food in the script source ... I'll put that on my list of things to do. Right now I'm working hard on re-ordering objects in the mapper and making a good "base set" of protos and scripts for making new games (which includes the critter packs and some content from FO1). Critters and items are done, moving on to scenery ... lots to do there.
 
That sounds really useful.

Hey, you wouldnt consider joining a mod team so your work could go straight into a product woulda ya ?
 
PsychoSniper said:
Hey, you wouldnt consider joining a mod team so your work could go straight into a product woulda ya ?

Ah my second invite onto a mod team. Here's what I think at the moment. Coming from a software engineering background, I find that what we have to work with is basically a big mess (apologies to the original developers). The way the art is strewn all over is beyond annoying. Many of the script headers have errors or missing entries. We only received old script source code. And I hate the idea of trying to overlay a new game on top of a bunch of old game/story specific stuff ... like all those FO2 critters, etc etc. So my first large undertaking is to make a "clean slate" to start with. This involves several things like this:

1) Ordering protos so they are grouped together in the mapper.
2) Sanitizing the object set so its clean ... ie no FO2 specific stuff just base/generic prototypes for items and critters.
3) Sanitized script headers that are known to be valid and current
4) A well established script base/development environment
5) A good set of standard scripts for most of the basic operations like locked containers, wandering critters, etc
6) A good set of documentation to go with it.

All of this is a lot of work, but really I think its a mess to start with. I want to finish this work before deciding what to do next. I have my own mod ideas and my initial plan was to work on a small but new mod myself. Having been developing software for 15 years I've learned that there is a lot to be said for small teams, and sometimes even a single developer.

The "mod base" stuff I'm talking about might be very useful for the existing modding teams, but incompatible with the old, because its basically a clean slate with new object PID numbers/names/etc. I will be showing a preview of the item stuff very soon, including a web browsable item browser, which is companion to the new set of ordered items. Should be posting that in a few days.

Another idea to consider ... in the NWN world, the hacker/modder community came up with a "community expansion pack" that adds a bunch of new stuff to the game. This clean slate I'm working on will already include most of wild_qwerty's content from FoT. Perhaps it could evolve into a similar idea, an expansion set for developers.
 
Ah, sounds good.

Actualy, it might be better this way.

What would possibly be extremly useful is if all of the mod teams essently pooled their resources somewhat: That is to say went and worked together for certain things that everyone could use, only going off on their own for specific things for their mod only (and helping other mods when theyre not needed for their own)

What do people think of that idea ?
 
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