Van Buren tech demo guide

Brother None

This ghoul has seen it all
Orderite
Download Van Buren tech demo

Introduction

This is a guide to the demo of Black Isle's Fallout 3, code-named Van Buren during development at Interplay, and has been written by the Fallout fans of No Mutants Allowed. Be aware that this demo is in pre-alpha-state, and does not have full functionality. It may crash frequently and does not have any kind of finalized combat. However, it should still hold interest for any Fallout fan. We hope that you enjoy it and can reminisce over the good times of the past.

***This is the tech demo of Black Isle Studio's Van Buren, and is not related to any products of Bethesda Softworks.***

Music in the demo is from Various Artists - Funeral Songs.

J.E. Sawyer on the demo<blockquote>The demo was a segment of what was going to be the F3 tutorial. The tutorial was supposed to be an "educational film" called "After the Bombs Fall: Moving into Your New Vault". In it, you played a young woman who comes home with her brother to find that her parents were wasted by Commie insurgents. The bombs are starting to fall, and you and your brother have to make your way to a vault with the help of GMC Cpl. Armstrong. It would have taught you how to move, look at your character sheet, use the world map, fight, etc.

The segments in the demo are the last two portions of the tutorial, obviously with the "real" F3 Protagonist-type character instead of vault younglings.</blockquote>Background
Installation
General interaction
Debug commands
Combat
Character creation
Walkthrough
Mini-quests
Settings in F3.ini
Nonfunctional game elements
Developer comments

<a name="background"></a>Background

Citizen, through bad luck or personal negligence, you have been caught in the midst of a nuclear war. Your only hope of survival is to locate the safety of your local Vault. You have made great progress in finding a relocation center, where Corporal Armstrong of the 4th Armored Infantry Division has volunteered to escort you the rest of the way. Reports indicate that Communist insurgents have blockaded the entrances to several Vaults; there are no military forces or supplies to spare at this critical point in the War. Corporal Armstrong and you will have to make due with what you can scavenge in case you encounter this threat. You will be safe once you reach the Vault, which has been created with the latest technology and incorporates redundant systems to prevent any possible malfunction.

<a name="installation"></a>Installation

To install the Fallout 3 (Van Buren) demo, simply extract the RAR file to a directory of your choice. If you are unfamiliar with RAR files, you can download 7-zip http://www.7-zip.org/. The first time you run the demo, you might receive a blank screen for several minutes; don't worry, this is normal and won't happen again (it has been known to take up to eight minutes). Whle the screen is blank, a 'F3' folder will be created under 'My Documents' or the equivalent on your computer, which is where the .ini, log, and character files (.CRT) will be stored.

After installation, you can edit the resolution to fit your preferences by changing the 'height' and 'width' variables in the .ini file in 'My Documents'. See Settings in F3.ini. You can also install the fonts from the RAR in your own fonts folder for a better look.

<a name="interaction"></a>General Interaction

Left Mouse Click - Move PC to cursor location or attack if weapon is selected.
Right Mouse Click - If object is selected (highlighted blue) brings up a context menu, if no object is selected it will 'grab' the screen and allow you to rapidly move the camera
Mouse Wheel - Move the camera in or out
Arrow Buttons - Left/Right rotate the camera 45 degrees in their respective directions, Up/Down switch the camera from isometric perspective to top-down
W - Weapon toggle
I - Bring up character inventory
X - Freely rotate camera around PC

<a name="debug"></a>Debug Commands

2 - Remove/Bring Up the action bar
F1 - Activate in-game statistics
Ctrl-B - Activate/Deactivate bilinear filtering
Ctrl-F - Switch to Fullscreen/Windowed mode
Ctrl-L - Activate/Deactivate lighting
Ctrl-N - Start new game with current character
Ctrl-O - Activate/Deactivate octree
Ctrl-M - Activate memory test
Ctrl-S - Switch shadows between None/Simple/Stencil options
Ctrl-T - Activate/Deactivate transparencies
Ctrl-W - Activate/Deactivate wireframe mode
Ctrl-K - Kill the highlighted entity

<a name="combat"></a>Combat

Combat is extremely basic, virtually unimplemented and real-time only. Aimed shots do not work, but other attack modes do. Ammunition is unimplemented (and thus infinite), but weapons will need to be reloaded. In combat, enemies will have a thin red outline.

To attack, you have to click on the weapon selection box in the interface, move the cursor over the person you want to attack and click on them when they are highlighted in blue. With a firearm, the PC will continue attacking until out of ammunition, at which point they will automatically reload and cease attacking. While attacking an opponent, you can select weapon again and click on a second opponent, the PC will alternate attacks between the two. Also, while attacking, you can switch weapons or change attack mode, the PC will switch and continue to attack the same target(s).

If you select attack mode by accident, left-click on the ground to unselect; or press escape in certain cases for the minigun and 9mm weapons.

<a name="creation"></a>The Game - Character Creation

Before you can attempt to reach the Vault, you must create your character. The Van Buren character creation uses a modified version of SPECIAL as envisioned by J.E. Sawyer. The number of skills have been reduced to 13 (from 18). As in the original Fallouts, you can spend 5 points upping your primary characteristics and tag three skills. The traits are described in the menu, but do not work for the demo. The appearance of the PC is modifiable in body type, skin type, hair type, ponytail, mustache, beard, and hair color. You can also choose to play as a female, but the options are not complete.

<a name="walkthrough"></a>The Game - Walkthrough

Junked town

At the very start of the game you will have a cattle prod in your inventory; you might want to equip it, based on your character's attributes.

You will be close to Corporal Armstrong, who will explain the situation. You can listen to him, talk to him, or ignore him; in any case he will follow you once you start moving.

There is quite a bit of combat in here, where Corporal Armstrong is useful. If you want to, you can simply leave most of the fights up to him, or follow his instructions. Armstrong will also indicate where it is advantageous to raid certain buildings and warn of nearby communist insurgents.

At any point before he bids you farewell you can attack Armstrong to get his equipment. He won't attack you and is quite beatable even with a cattle prod. You can take his suit of power armor, .223 minigun, .44 pistol and 3 clips of .44 FMJ ammo from his body.

If you want to avoid most of the combat, you can follow the edge of the map south, until you reach the cliff. From that point follow the cliff towards the center of the map. The southernmost unarmed and knife wielding insurgents will likely spot you as you approach the Vault door, but that should be the only combat you face.

To experience the full map, head south between the two buildings. You will be attacked by two insurgents, one armed with a knife, and the other with a 9mm pistol. The latter is in the building to the west and won't always come out. Loot their bodies for their weapons and armor; then enter the red brick building and search the shelves to the north wall for a helmet, a medkit, an SMG and some 9mm ammo.

Continue to the south. You will encounter an insurgent with a flamer in the pen structure, assisted by an unarmed insurgent who will approach from the south. A fifth insurgent with a knife is a bit further to the south, between the two shacks. Beyond him is the Vault door, as you approach it Corporal Armstrong will bid you farewell.

There are some dogs who wander along the sides of the map, if you approach they will follow you for a short distance. You can attack them if you wish.

Press on the Vault door console, on the left side, to open the Vault and enter it. There might be some loading time involved here, so be patient.

Vault

Inside the Vault you will be accosted by a man named Frank. Frank is the Underseer and needs help getting the generator turned on, so that life-support can be turned on.

To the south wall of the room to the west of him is a supplies shelf. Search it for a power armor helmet, a tool set and a set of lock-picks.

Go north to the T-juncture. Equip the lock-picks to open the door to the generator room. Once the door is open, you can either fix the floating eye-bot and let him repair the generator, or fix the generator yourself. In both cases, equip the tool set to do so.

Once the generator is up and running, use skill (science) on the computer to the south wall of the computer room to get life support back on. You can talk to Frank to receive his gratitude, but otherwise you are finished with this demo.

Note: To use skills, click "use skills", click on the target and choose the skill you want.

Note: While all skill uses (presumably) have skill checks, you will succeed whether you have them tagged or not.

<a name="mini-quests"></a>The Game - Mini-quest list

Reach the Vault Entrance
From: Corporal Armstrong
Solution: Reach the Vault Entrance in the south of the junked town location with Corporal Armstrong alive.

Loot the Red Brick Building
From: Corporal Armstrong
Solution: Go into the red brick building and search the shelves.

Repair the Floating Eye Bot
From: Frank the Underseer
Solution: Use skill - repair on the broken floating eye-bot in the north-western room of the Vault.

Fix the Generator
From: Frank the Underseer
Solution: use skill - security on the door to the generator room to the north of the Vault and then either use skill - repair on the generator or let the eyebot do it.

Get Life Support Up and Running
From: Frank the Underseer
Solution: once the generator is running, use skill - science on the computer to the south wall of the eastern room of the Vault.

<a name="settings"></a>Settings in F3.ini file (comments are in italics)

[Audio]
CDAudio = 0 Does nothing, there's no CD audio.
DirectMusic = 0 Set this to 1 to use DirectX for sound rendering.
DirectShow = 0 Set this to 1 to use DirectX for video rendering.
Music = 1 Set this to 0 to turn-off music.
MusicVolume = 100 Changes music volume.

[Client]
debug = 17416248 Doesn't appear to do anything.
port = 22502 Sets TCP port for multiplayer protocol on the client side. Since there is no multiplayer, it does nothing.
rate = 0 No idea what it does. When I tried settings this to values greater than 0, game performance plummeted. Keep this at 0.
timeout = 600000 Most likely connection timeout for multiplayer. Since there is no multiplayer, it does nothing.

[Combat]
mode = 0 Sets combat mode. Since only real-time combat is implemented (and only barely), it does nothing.

[Graphics]
adapter = 0 Sets the display adapter. If you have multiple video cards in your system, you can set this to an alternate value.
The next three options are color components, each with range from 0 (darkest) to 255 (brightest). They determine the color to which the color buffer is cleared at the beginning of each render loop. Keep these at 0 (black color), otherwise you'll see visual artifacts in places.
clear blue = 0
clear green = 0
clear red = 0
device = 0 Sets the device used for rendering. Only hardware devices are supported, so unless you have multiple video cards, you'll want to keep this at 0.
displaymode = 25 I'm not sure what this is supposed to do. All I know is that whenever I change it, the game automatically reverts it to 25.
enable bilinear filtering = 1 Self-explanatory.
enable lighting = 1 Self-explanatory.
enable startup movies = 1 Self-explanatory.
enable transparency = 1 Self-explanatory
enable wireframe = 0 Turns on wireframe rendering. Note that both world geometry and GUI will be rendered as wireframe, so GUI will be unusable.
fullscreen = 1 Self-explanatory.
height = 800 Sets screen height (i.e. the height component of game resolution). Feel free to set this to whatever value you prefer.
mode32bpp = 1 Set this to 1 to turn on 32-bit rendering.
refresh = 0 I'm not sure what this is supposed to do. It doesn't appear to have any effect.
shadow type = 2 0 - no real-time shadows, 1 - fake real-time shadows, 2 - stencil shadows (note - stencil shadows are a bit glitchy and don't look quite right)
stats = 1 Set this to 1 to display various rendering statistics (such as frames per second).
vsync = 1 Set this to 0 to turn off VSync.
width = 1280 Sets screen width (i.e. the width component of game resolution). Feel free to set this to whatever value you prefer.

[HotKeys]
<snip> As far as I know, this is the only way to change key bindings.

[Network]
configuration = 3 Since there is no multiplayer, it does nothing.

[Server]
<snip> Since there is no multiplayer, these do nothing.

<a name="broken"></a>Nonfunctional Game Elements

Main Menu:
- The only options that work are Start New Game and Exit Game

Character Creation:
- Traits don't work
- Male characters always start with 100/100 HP; female characters always start with 1/10 HP, independent of endurance
- Some minor graphical glitches

Game:
- No turn-based combat, barely functional real-time combat
- No load/save
- None of the options seem to work, video options are out of sync with F3.ini
- PIP Boy partially works - it appears to show correct time, it has working maps and it shows task lists for various locations; other functions do not work
- No character screen
- All item weights are set to 0
- Ammunition isn't consumed
- .44 pistol "butt smash" attack works as a ranged attack

<a name="dev"></a>Developer comments

In the thread about the tech video in NMA, Van Buren lead designer J.E. Sawyer gave some additional comments on the status of the tech dome:<blockquote>* Floating damage numbers were meant to be an option, thought it isn't in the options menu in the demo.

* The game was intended to be played either as turn-based or real-time. Because Jefferson was real-time, that was the first combat mode implemented for Van Buren. Even what's there is only partially working. There's no pause (super sucky) or called shots, but weapons did their proper damage types and values, armor resisted properly, and it actually did calculate hit location. In the combat log, it will say where the shots hit and the characters will float comments like, "GOD DAMMIT MY EYES!"

People who have played the demo may have seen a switch on the option screen for combat mode that reads "Ask Me". This would have prompted the player before every battle and asked him or her to select between the two modes.

* The female characters in the demo are on the male skeleton (whoops), which is why they look kind of... El Greco-ish and bizarre.

* True "Fallout-style" death animations were not in the demo because we had to figure out how to do them from a technical perspective. Jefferson wasn't going to have crazy death animations and 3D posed some new challenges for blowing out parts of creatures. It's one of the areas where T-Ray/Brian Menze's 2D work definitely had an edge.

* All males were on the same skeleton, which made it hard to pose the character correctly when he could be a thin character in a jumpsuit or a strong guy in power armor. That's why everyone's walking around "bow-armed" and only the PC's escort in power armor (Cpl. Armstrong) looks like he's in a proper stance. Chris Marleau was our sole animator. He worked really, really hard, but there was no way he could do full animation sets for two male skeletons for the demo deadline.

* The weapons in the demo were chosen either because they were traditional Fallout weapons or because their visual effects/sounds were appealing. The player wouldn't have started with any of that stuff in the actual game.

* Yeah calling Multiplayer "Play With a Friend" was kind of goofy.

* Also, around 20 seconds or so, you might notice Cpl. Armstrong in the upper left corner standing with his minigun floating text. He's saying something similar to, "Move citizen, you're standing in my line of fire!"

Of course, this is the most important element of the entire demo: companions that don't shoot you in the back with an automatic weapon.

* The higher AP was the result of increasing the overall granularity of the AP scale and reducing the effective capabilities of high vs. low AG characters. In F1/F2, the difference between what a low AG and high AG character could do in a round was very large. In VB, a 1 AG character would have 21 AP, with a high AG character at 30. Of course, the overall AP costs were higher, but the change allowed each point of AG to make a difference and it meant that a high AG character was only ~33% more capable than a low AG character (compared to the ~50% bump from F1/F2).

Increasing the AP range also helped give us a little more flexibility in differentiating the costs of actions on certain weapons/from certain perks.

Characters would regenerate all of their AP in a single "round" of six seconds and their total AP (whether or not they had any remaining) directly influenced their movement speed. Movement suspended AP regeneration, so the amount of "stuff" a single character could do in a round was very close to what it would have been in turn-based.</blockquote>Background
Installation
General interaction
Debug commands
Combat
Character creation
Walkthrough
Mini-quests
Settings in F3.ini
Nonfunctional game elements
Developer comments
 
I posted this in http://www.nma-fallout.com/forum/viewtopic.php?p=392691#392691

But it better belongs here. Also includes darkplayer's post.

Tilde brings down the console. Here are some relevant commands:

DebugTools
debuglight
ToggleCameraFog
ToggleFogOfWaR
ToggleRain
ToggleSnow
ToggleWind

NewGame <filename> example: newgame 98_Canyon_Random_01.map
RequestNewGame <??>
CreateEntity <filename> example: CreateEntity Weapons15mm_Artemis_Railgun.wea (<-Note extension)
http://fable.pe-ell.net/gallery/albums/album04/Scrn0001.jpg
http://fable.pe-ell.net/gallery/albums/album04/Scrn0000.jpg

Connect <IP> (I haven't tried anyone but myself)
Disconnect

Code:
[client 22501] Sending challenge request to server at 127.0.0.1:21498
[server] Receiving a challenge request from 127.0.0.1:22501
[server] Sending requested challenge to client at 127.0.0.1:22501
[client 22501] Receiving requested challenge from server at 127.0.0.1:21498
[client 22501] Sending connect request to server at 127.0.0.1:21498
[server] Receiving a connect request from 127.0.0.1:22501
[server] Accepting connection from client at 127.0.0.1:22501
[client 22501] Receiving requested connect from server at 127.0.0.1:21498
[client 22501] Sending start request to server at 127.0.0.1:21498
[server] Receiving a start request from client 0 at 127.0.0.1:22501
[server] Sending start to client 0 at 127.0.0.1:22501
Server: New client connected with an id of 3
[client 22501] Receiving requested start from server at 127.0.0.1:21498
Client: connected to server.  My id is 3
 
Good work. A few questions:

I can only access the console from the main menu, just like Jacen. Pressing tilde ingame does nothing. Help?

Any way to make a simple list of commands for the computer illiterature, so our users can try out all maps and items?
 
Brother None said:
Good work. A few questions:

I can only access the console from the main menu, just like Jacen. Pressing tilde ingame does nothing. Help?

Any way to make a simple list of commands for the computer illiterature, so our users can try out all maps and items?

Have you tried changing the console button in the f3.ini?

+` = ConsoleWindow

I've heard of this happening with certain keyboards.

newgame "filename"
Code:
zz_TestMapsScottE_Test1.map
zz_TestMapsScottE_Test2.map
zz_TestMapsScottE_Test4.map
zz_TestMapsTest_Brian.map
zz_TestMapsTest_Building.map
zz_TestMapsTest_City_Building01.map
zz_TestMapsTest_City_Building02.map
zz_TestMapsTest_City_Building03.map
zz_TestMapsTest_City_Building04.map
zz_TestMapsTest_City_Building05_a.map
zz_TestMapsTest_City_Fences.map
zz_TestMapsTest_City_Streets.map
zz_TestMapsTest_Ext5x5_City1.map
zz_TestMapsTest_Int10x10_Sewers1.map
zz_TestMapsTest_Int_Mines1_10x10.map
zz_TestMapsTest_Int_Vault1_5x5.map
zz_TestMapsTest_Int_Vault13.map
zz_TestMapsTest_Junktown_fences_metas.map
zz_TestMapsTest_Junktown_Shacks.map
zz_TestMapsTest_Mesa_2.map
zz_TestMapsTest_Mesa_Fade10.map
zz_TestMapsTest_Mesa_Tiles.map
zz_TestMapsTest_Tutorial_5x5.map
zz_TestMapsWeapon_Ammo_Item_Test1.map
00_03_Tutorial_Junktown.map
00_04_Tutorial_Vault.map
02_05_Chiefs_Fallout_Shelter.map
04_0201_Furnace_Storage_Mining.map
04_0202_Spelunking.map
98_Canyon_Random_01.map
98_Canyon_Random_02.map
98_CanyonWater01.map
Mainmenu.map
zz_TestMapsaarontemp2.map
zz_TestMapsaarontemp.map
zz_TestMapsKihantest.map
zz_TestMapsMarkTest.map

CreateEntity "filename"

weapons
Code:
Weapons15mm_Artemis_Railgun.WEA
Weapons223_Autoloader.WEA
Weapons223_Autoloader_wSilencer.WEA
Weapons223_Minigun.WEA
Weapons22_Autoloader.WEA
Weapons22_Autoloader_wSilencer.WEA
Weapons44_Revolver.WEA
Weapons45_Autoloader.WEA
Weapons45_Autoloader_wClip.WEA
Weapons45_Autoloader_wClip_Silencer.WEA
Weapons45_Autoloader_wSilencer.WEA
Weapons45_Revolver.WEA
Weapons50_Revolver.WEA
Weapons9mmMachinePistol.WEA
Weapons9mmMachinePistol_wClip.WEA
Weapons9mmMachinePistol_wClip_Silencer.WEA
Weapons9mmMachinePistol_wClip_Suppressor.WEA
Weapons9mmMachinePistol_wSilencer.WEA
Weapons9mmMachinePistol_wSuppressor.WEA
Weapons9mm_Autoloader.WEA
Weapons9mm_Autoloader_wClip.WEA
Weapons9mm_Autoloader_wClip_Silencer.WEA
Weapons9mm_Autoloader_wSilencer.WEA
WeaponsAPOLLOLaserPistol.WEA
WeaponsArcWelder.WEA
WeaponsBaseballBat.WEA
WeaponsCattleProd.WEA
WeaponsCombatKnife.WEA
WeaponsCrowbar.WEA
WeaponsDynamite.WEA
WeaponsFlamethrower.WEA
WeaponsFlamethrower_wTank.WEA
WeaponsFlare.WEA
WeaponsGrenade_Bio.WEA
WeaponsGrenade_EMP.WEA
WeaponsGrenade_Frag.WEA
WeaponsGrenade_Plasma.WEA
WeaponsHandFlamer.WEA
WeaponsHatchet.WEA
WeaponsHeavyWrench.WEA
WeaponsKitchenKnife.WEA
WeaponsLaserArraygun.WEA
WeaponsLaserPistol.WEA
WeaponsLeadPipe.WEA
WeaponsMachete.WEA
WeaponsNightStick.WEA
WeaponsRock.WEA
WeaponsShiv.WEA
WeaponsSwitchblade.WEA
WeaponsTableLeg.WEA
WeaponsThrowingKnife.WEA
Ammo
Code:
Ammo12_ga.AMO
Ammo15mm_EC.AMO
Ammo22.AMO
Ammo223.AMO
Ammo22_Injector.AMO
Ammo2mm_EC.AMO
Ammo30.AMO
Ammo40mm_Rifle_Grenade.AMO
Ammo44.AMO
Ammo45.AMO
Ammo50.AMO
Ammo762mm.AMO
Ammo9mm.AMO
AmmoBB.AMO
AmmoHeavy_Rivet.AMO
AmmoLil_Rivet.AMO
AmmoMicro_Fusion_Cell.AMO
AmmoNaphate.AMO
AmmoRocket.AMO
AmmoSmall_Energy_Cell.AMO
Armor
Code:
ArmorLeather_Outfit.ARM
ArmorLeather_Outfit_Biohazard.ARM
ArmorMotorcycle_Helmet.ARM
ArmorPower_Armor.ARM
ArmorPower_Helmet.ARM
ClothingCop_Helmet8Ball.ARM
ClothingCop_HelmetBlack.ARM
ClothingCop_HelmetBlue.ARM
ClothingCop_HelmetDefault.ARM
ClothingCop_HelmetEasyrider.ARM
ClothingCop_HelmetEyeRed.ARM
ClothingCop_HelmetFlames.ARM
ClothingCop_HelmetGreen.ARM
ClothingCop_HelmetGrey.ARM
ClothingCop_HelmetPolice.ARM
ClothingCop_HelmetRed.ARM
ClothingCop_HelmetShotSmiley.ARM
ClothingCop_HelmetSkull.ARM
ClothingCop_HelmetSkullFull.ARM
ClothingCop_HelmetYellow.ARM
ClothingPrison_Suit.ARM
ClothingVault_Suit.ARM
Props?
Code:
DS_PropsStreetBarrel_PlainCapped.CON
DS_PropsStreetBarrel_PlainSingle.CON
DS_PropsStreetBarrel_ToxicCapped.CON
DS_PropsStreetBarrel_ToxicSingle.CON
DS_PropsStreetMailbox.CON
DS_PropsStreetNews_Stand01.CON
DS_PropsStreetNews_Stand02.CON
DS_PropsStreetNews_Stand03.CON
DS_PropsStreetNews_Stand04.CON
DS_PropsStreetNews_Stand05.CON
DS_PropsStreetTrash_Barrel.CON
DS_PropsTownBox_LG.CON
DS_PropsTownBox_SM.CON
DS_PropsTownDesk_hipoly.CON
DS_PropsTownDesk_Lamp.CON
DS_PropsTownDesk_Lowpoly.CON
DS_PropsTownSafe_Small.CON
DS_PropsTribalBasket01.CON
DS_PropsTribalBasket02.CON
DS_PropsTribalChest01.CON
DS_PropsTribalGeneric_Shelf.CON
DS_PropsTribalHand_Cart.CON
DS_PropsTribalMine_Cart.CON
DS_PropsTribalPail.CON
DS_PropsTribalShelf01.CON
DS_PropsTribalTable01.CON
DS_PropsTribalTable02.CON
DS_PropsTribalTable03.CON
DS_PropsTribalVase_Large.CON
DS_PropsVaultBarrel01.CON
DS_PropsVaultBarrel02.CON
DS_PropsVaultBarrel03_lowpoly.CON
DS_PropsVaultBarrel04.CON
DS_PropsVaultBarrel05.CON
DS_PropsVaultBox_Blue.CON
DS_PropsVaultBox_Yellow.CON
DS_PropsVaultDesk01.CON
DS_PropsVaultDesk02.CON
DS_PropsVaultLocker1.CON
DS_PropsVaultLocker2.CON
DS_PropsVaultStorageShelf.CON
DS_PropsVaultTable01.CON
DS_PropsVaultTable02.CON
DS_PropsVaultTable03.CON
DS_PropsVaultTable1.CON
DS_PropsVaultTrashCan1.CON
DS_PropsVaultTrashCan2.CON
DS_PropsVaultTrashCan3.CON
Critters (Deathclaw models and anims exist. Yet no critter file)
Code:
Critters00_TMBobby.CRT
Critters00_TMCommunist_Insugent_Gun.CRT
Critters00_TMCommunist_Insurgent.CRT
Critters00_TMCommunist_Insurgent_2.CRT
Critters00_TMCommunist_Insurgent_F1.CRT
Critters00_TMCommunist_Insurgent_Shiv.CRT
Critters00_TMCpl_Armstrong.CRT
Critters00_TMFrank.CRT
Critters00_TMShelley.CRT
Critters00_TMVault_Dweller_F_B.CRT
Critters00_TMVault_Dweller_F_C.CRT
Critters00_TMVault_Dweller_M_B.CRT
Critters00_TMVault_Dweller_M_C.CRT
Critters04_BF.CRT
Critters04_BFBF.CRT
Critters04_BFBFChagas.CRT
Critters04_BFBFCortijo.CRT
Critters04_BFBFCraig.CRT
Critters04_BFBFDominic.CRT
Critters04_BFBFFastHands.CRT
Critters04_BFBFFem.CRT
Critters04_BFBFFem_Guard.CRT
Critters04_BFBFFem_Kid.CRT
Critters04_BFBFGarun.CRT
Critters04_BFBFMale.CRT
Critters04_BFBFMale_Guard.CRT
Critters04_BFBFMale_Kid.CRT
Critters04_BFBFScars.CRT
Critters04_BFHD.CRT
Critters04_BFHDBares.CRT
Critters04_BFHDFem.CRT
Critters04_BFHDFem_Kid.CRT
Critters04_BFHDGrins.CRT
Critters04_BFHDMale.CRT
Critters04_BFHDMale_Kid.CRT
Critters04_BFHDMarie.CRT
Critters04_BFHDTeacher.CRT
Critters04_BFMerrin.CRT
CrittersBrahmin.CRT
CrittersCNPC_.CRT
CrittersCNPC_Devil_Dog.CRT
CrittersCNPC_Kurisu.CRT
CrittersCow.CRT
CrittersCoyote.CRT
CrittersDog.CRT
CrittersDogDenver.CRT
CrittersDogFeral.CRT
CrittersDogHangdog.CRT
CrittersDogHangdog_Sick.CRT
CrittersDogPolice.CRT
CrittersDogStray.CRT
CrittersDogTame.CRT
CrittersDog_Stray.CRT
CrittersFloatingEyeBot.CRT
CrittersHumanFemaleBF_TestBF.CRT
CrittersHumanFemaleBF_TestBFFem.CRT
CrittersHumanFemaleBF_TestBFFem_Guard.CRT
CrittersHumanFemaleBF_TestBFFem_Kid.CRT
CrittersHumanFemaleBF_TestBFScars.CRT
CrittersHumanFemaleBF_TestHD.CRT
CrittersHumanFemaleBF_TestHDFem.CRT
CrittersHumanFemaleBF_TestHDFem_Kid.CRT
CrittersHumanFemaleBF_TestHDMarie.CRT
CrittersHumanFemaleBF_TestMerrin.CRT
CrittersHumanMaleBF_TestBF.CRT
CrittersHumanMaleBF_TestBFChagas.CRT
CrittersHumanMaleBF_TestBFCortijo.CRT
CrittersHumanMaleBF_TestBFCraig.CRT
CrittersHumanMaleBF_TestBFDominic.CRT
CrittersHumanMaleBF_TestBFFastHands.CRT
CrittersHumanMaleBF_TestBFGarun.CRT
CrittersHumanMaleBF_TestBFMale.CRT
CrittersHumanMaleBF_TestBFMale_Guard.CRT
CrittersHumanMaleBF_TestBFMale_Kid.CRT
CrittersHumanMaleBF_TestHD.CRT
CrittersHumanMaleBF_TestHDBares.CRT
CrittersHumanMaleBF_TestHDGrins.CRT
CrittersHumanMaleBF_TestHDMale.CRT
CrittersHumanMaleBF_TestHDMale_Kid.CRT
CrittersHumanMaleBF_TestHDTeacher.CRT
CrittersRadscorpion_.CRT
CrittersRadscorpion_Normal.CRT
CrittersRadscorpion_Small.CRT
CrittersTestocles.CRT
Default_PC.CRT
DS_PropsCity1Build01_StoryWindow.CRT
DS_PropsCity1Build01_Window.CRT
DS_PropsCity1Build02_StoryWindowOpen.CRT
DS_PropsCity1Build02_Window01.CRT
DS_PropsCity1Build02_Window02.CRT
DS_PropsCity1Build03_PlainWindow.CRT
DS_PropsCity1Build03_StoryWindow.CRT
DS_PropsCity1Build05_Window_Brick.CRT
DS_PropsCity1Build05_Window_Plaster.CRT
DS_PropsJunktown1Boxcar_Glass.CRT
DS_PropsJunktown1carjunk_01_glass.CRT
DS_PropsJunktown1carjunk_02_glass.CRT
DS_PropsJunktown1carjunk_03_glass.CRT
DS_PropsJunktown1carjunk_04_glass.CRT
DS_PropsJunktown1carjunk_05_glass.CRT
DS_PropsJunktown1carjunk_06_glass.CRT
DS_PropsJunktown1carjunk_08_glass.CRT
DS_PropsJunktown1Fences_Shack_meta_glass.CRT
DS_PropsJunktown1Fences_truck_meta_glass.CRT
DS_PropsJunktown1Shack01_glass.CRT
DS_PropsJunktown1Shack02_meta_glass.CRT
PCFemale.CRT
Useable_ObjectsExploding_Barrel.CRT
Door Props
Code:
DS_DoorsOuter_Entrance.DOR
DS_DoorsVault13Door01.DOR
DS_DoorsVault13Door02.DOR
DS_DoorsVault13Elevator_door01.DOR
DS_DoorsVault13MainDoor01.DOR
DS_DoorsVaultOverseerOverseer_Door01.DOR
DS_PropsCity1DoorsBuilding1_Door.DOR
DS_PropsCity1DoorsBuilding2_Door.DOR
DS_PropsCity1DoorsBuilding3_Door.DOR
DS_PropsCity1DoorsBuilding4_Door.DOR
DS_PropsJunktown1DoorsJdoor1.DOR
DS_PropsMesaConsole.DOR
DS_PropsStreetManhole.DOR
Items
Code:
DS_PropsStreetBarrel_Busted.ITM
ItemsKeystest.ITM
KitsFirst_Aid_Kit.ITM
KitsSecurity_Kit.ITM
KitsTool_Kit.ITM
Usable Props
Code:
DS_PropsTechComputer02.USE
DS_PropsTechComputer03.USE
DS_PropsTechComputer06.USE
DS_PropsTechComputer07a.USE
DS_PropsTechComputer07b.USE
DS_PropsTechComputer07c.USE
DS_PropsTechComputer07d.USE
DS_PropsTechComputer08a.USE
DS_PropsTechComputer08b.USE
DS_PropsTechEye_Scanner.USE
DS_PropsTechGenerator.USE
DS_PropsTownBillboard.USE
DS_PropsTownVendingMachine01.USE
DS_PropsVaultNukaCola1.USE
DS_PropsVaultOperatingTable1.USE
DS_PropsVaultVendingMachine1.USE
DS_PropsVaultWorkbench.USE
ItemsIT_MainMenuBoxcar.USE

Complete list of console commands (Provided by Hunter).
Code:
AdapterInfo
CameraAzimuth
CameraAzimuthDec
CameraAzimuthInc
CameraAzimuthSpeed
CameraDistance
CameraDistanceSpeed
CameraDown
CameraElevation
CameraElevationSpeed
CameraFOV
CameraMouseRotate_Off
CameraMouseRotate_On
CameraReset
CameraRotateLeft
CameraRotateRight
CameraScrollDown_Off
CameraScrollDown_On
CameraScrollLeft_Off
CameraScrollLeft_On
CameraScrollRight_Off
CameraScrollRight_On
CameraScrollSpeed
CameraScrollUp_Off
CameraScrollUp_On
CameraSetTarget
CameraTiltDown
CameraTiltUp
CameraToggleConstraints
CameraTop
CameraTopDown
CameraZoomIn_Off
CameraZoomIn_On
CameraZoomOut_Off
CameraZoomOut_On
Connect
ConsoleWindow
CreateEntity
DebugLight
DebugOctreeLight
DebugTools
DebugWindow
DisableScripts
Disconnect
EditToken
EnableScripts
EndDialog
EndDialogue
FadeIn
FadeOut
FontTest
GetGlobal
GuiOptimizationLevel
Kill
ListTextures
MemoryPoolTest
MovieTest
NewGame
OneScriptPass
RequestNewGame
ScreenCap
SetDisplaymode
SetGlobal
SetScript
ShowCursor
StackWindow
StartDialogue
StartMap
ToggleBilinearFiltering
ToggleBuilding
ToggleCameraFog
ToggleEntities
ToggleFogOfWar
ToggleFOWAutomap
ToggleFOWLOS
ToggleFullscreen
ToggleGUI
ToggleHeightFog
ToggleLighting
ToggleMipMapping
ToggleOctreeDrawing
ToggleOctreeNodeDebug
ToggleSampling
ToggleScene
ToggleScripts
ToggleShadow
ToggleStartupMovies
ToggleStatistics
ToggleTransparency
ToggleVisualEffects
ToggleWater
ToggleWireframe
VRAM
vsync
Warp

Also. Override folder is active. Dump any file in it to override. I recommend playing with the sys.ini
 
Great demo, bugs and all. I just have one question, is it at all possible for anyone to patch the demo and expand apon it? You know how some games (such as Fallout) have unfinished quests/objects/NPC's ect. still on the disk and in the files, and someone skilled with modding can unlock all that and release it in the the general public. Is that at all possible to do with this demo?

EDIT: Yes I know this topic was dead, and I will not resurrect anymore topics, discussions, while on these forums.
 
EDIT: Yes I know this topic was dead, and I will not resurrect anymore topics, discussions, while on these forums.

Don't worry, it's ok to comment old pieces on the Content section.
 
Back
Top