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Messages - John Porno

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News and Announcements / Re: FOnline: Ashes of California Co-op Project
« on: September 04, 2016, 07:45:53 pm »
TB has never been a thing in aop and was the first thing to be thrown out. The balance hugely depends on animation times which wouldnt matter in turn based, stuff like that or the movespeed bonuses would have to be factored into the ap costs which just means extra work for a thing that might not even be practical.

Out of all the english server, aop runs on the oldest revision while having the most stuff added to it, without ever caring about TB compatibility, so I also expect there to be a lot of bugs and other issues that would increase the effort yet again.

Plus, since you dont have to care about cpu time or latency issues as much in a locally hosted game, I plan to have some seriously big battles in there. Getting your whole gang together to attack Navarro on a large, open map with extra 50 guards? Helping NCR to take vault city for city in a big attack? That's the kind of stuff I want to see in fonline, without massive lags.

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News and Announcements / Re: FOnline: Ashes of California Co-op Project
« on: September 02, 2016, 03:46:27 pm »
I'll be posting recent updates on the dev progress over at http://fodev.net/forum/index.php/board,52.0.html

Since right now I'm able to pump about 10 hours daily into this project, I'm already done with establishing the base of 2238 maps and dialogues I wanted and I'm now working on organizing the Fallout 2 dialogues to make them easier to work with.

Since the maps and dialogues are pretty much straight outta 2238, anyone with 2238 or reloaded sdk could help by picking out some dialogues, quests or locations and touching them in lewd places. If a couple of people are generally interested, I would go ahead with trello or google docs to organize the tasks and then bundle each task's files up in a nice package to work with.

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News and Announcements / FOnline: Ashes of California Co-op Project
« on: September 01, 2016, 12:13:02 am »
I always had been of the opinion that it wouldn't actually take all that much effort to use the maps and dialogues of good old 2238 and the FOnline engine in order to create a Fallout 2-esque COOP (or singleplayer) game, in a slightly more modern guise. Now it's time to see if I was right or if I'm grossly understating the amount of effort this requires. In any case, here are a couple of bullet points to summarize this project.


- This is designed for singleplayer or co-op play, not as an mmo (though I probably wont go out of my way to prevent it). It will be hosted individually.
- As the name suggests, while it does use 2238 maps and dialogues, it is based on the Ashes of Phoenix sdk and will feature its gameplay.
- As such, this project does not necessarily aim to accurately recreate Fallout 2. However, before any new stuff is added, the goal is to recreate all the quests and interactions from both Fallouts as a baseline. Aside from more weapons added, it will try to stay in canon.
- Due to the changes in character design, combat mechanics and items, it should prove a much more challenging game. No free APA from navarro and no Turnbased (sorry), only real-time.

I have started a public Trello to communicate the progress on the game and, for the most part, to help myself in organizing the workload.

https://trello.com/b/uu44VXjg/ashes-of-california

This is a personal side project of mine and does not include the whole NoNameYet Team, though I will be relying on their help. It also does not mean that AoP is dead. Contrary to popular belief, it is actively being developed and will see game-changing updates soon.

Any help is welcome, especially in the Quest and Dialogue departments. I will try to handle this project in a transparent way but while I'm generally all for community projects and teamwork and such, I am primarily doing this for the fun of developing a creative work and because of my belief that a Co-op, non-pvp fallout game is long overdue. I can see that many will disagree with my choice of not supporting TB and using AoP in the first place, and with those major points already being predetermined, I can hardly declare it a community project.

The turn of this project will largely be determined by the amount of support it receives. Since I am mostly developing it alone for the time being, I have set my own goals to recreating the Fallout 2 mainquest, with the bonus of being able to visit Fallout 1 locations and doing their sidequests. The next stretch goal would be to include the loose ends which the restoration project tried to tie up or other parts of the story that felt like they deserved more attention, like more late game content from Metzger as a slaver, more quests for the NCR rangers and a proper Ranger HQ, essentially creating more Fallout 2. Stuff like fleshing out big players like Enclave and NCR, quests and events that would change the game world or a whole new mainquest are things I wont be able to promise, until more people are willing to work on that sort of stuff.

At this point I can not estimate the amount of effort required until a release candidate has been produced, but hopefully the next days and weeks on trello will tell us.

Having started this project practically today yesterday, I'm already making good progress with the map integration and will now continue with dialogues. Once I am finished integrating the 2238 assets on the AoP base, it is time to start on bringing back the classic fallout content, a task which is tedious but one that can easily be shared among different people.

For anyone who feels like they want to play this game rather sooner than later and want to help out a bit, I will be available almost daily on irc://irc.forestnet.org/AshesOfPhoenix and can be reached easily on http://fonline-aop.net/forum/index.php

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Off-topic discussions / Re: FOnline Bible
« on: March 14, 2016, 02:00:01 am »
"You have received a warning due to the fact of deliberately breaching the Internet etiquette of the Fonline 2238 community, posting inflammatory, extraneous, or off-topic messages to bait or excite users into responding or to test the forum rules and policies, and with that the patience of the forum staff. Their provocative behavior may potentially start flame wars or other disturbances. Please cease these activities and abide by the forum rules otherwise we will take further action.

Regards,
The FOnline 2238 Forum Team."

Also, lets not forget the continous struggle of Broken Hills Hunters trying to take BH with Metal armor mki and JHP firing normal Miniguns, and Iceman trying to defend their attempts at roleplay with lenghty google translated monologues in the gang issues section

5
Closed suggestions / Re: Gecko Map Fix
« on: May 14, 2015, 05:26:45 pm »
honestly, fixing it takes less time than searching for a potential previous fix

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Closed suggestions / Gecko Map Fix
« on: May 14, 2015, 04:22:16 pm »
As we all know and have probably experienced, the map borders of Gecko settlement are somewhat awkward near the reactor entrance, resulting from a diagonal line of scrollblockers. It's not just that it's awkard to move your screen, it can, and often has been, used for extra annoyance in pvp, keeping snipers in a couple of hexes where they can hardly be targetted or use it to make it harder to get hit while running away.

Here are some screens to compare the 2 versions and to show what I did. Left one is default, right one the new version.

Spoiler: show

The Reactor front is moved north a couple of hexes while the northern area has been extended a bit to the east, with the following results:
1: The diagonal scrollblocker line is shorter and less noticable
2: The space between the reactor front and the buildings is bigger and with the extended space it can actually be properly used as an area to move in.
3: The northern big rock pile can now be passed from the right side as well.

Another change I applied is to add another big rock pile right in the area of the diagonal borders which I filled with wall blockers (as I did to the other one that's already there) to prevent any sort of exploitation by standing in an awkward sport or shooting from a position that's hard to see. I also put it those blockers in the other rock pile for consistency and I also think it would be nice for pvp. At least in my fopro, the big rock pile had 3 wall blockers by default and it's just kinda bad to have them randomly in there so I filled it completely.

This next image shows how the scrollblockers have changed and how the two piles of rocks have been blockered.
Spoiler: show


I used the 2238 map for this, no other change has been applied to the map aside the necessary changes to tiles. It should be a simple copypaste to merge the extended version into the server version.

https://www.dropbox.com/s/ms7vh71ouhbyl8l/gecko_fixed.fomap?dl=0

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News and Announcements / Re: Changelog 09/05/2015
« on: May 09, 2015, 08:15:11 pm »
Is there a quick way to revert back to the default UI? I want to be able to make use of the new fixboy functions.
You dont need to extract archives into the data folder and have the loose files around, you can leave them packed and just add the filepath in datafiles.cfg

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News and Announcements / Re: FOnline: Ashes of Phoenix release!
« on: September 06, 2014, 03:26:13 am »
the lag has been fixed, it was due to the amount of npcs spawned in by the hundreds of tutorials. Could have seen that coming but oh well, we're no professionals.

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News and Announcements / Re: FOnline: Ashes of Phoenix release!
« on: August 30, 2014, 03:06:28 pm »
Thanks for your support, everyone. Here is the link where the livestream will be starting at 8pm today
http://www.hitbox.tv/cirn0

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News and Announcements / Re: Changelog 26/09/2013
« on: September 26, 2013, 11:11:00 am »
I so knew this was coming. Well, at least I odnt need to care about any AC now.

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