October 29, 2020, 01:59:37 am
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Messages - cthulchu

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1
River of Tears / Re: crying about turnbased
« on: September 19, 2020, 06:21:01 pm »
when you get used to RT, you don't wanna go back to TB anymore. Ever. TB is an incredible time waste, which you don't realize unless you try out RT properly.

2
News and Announcements / Re: Changelog 19/09/2020
« on: September 19, 2020, 06:14:49 pm »
Sounds good. The new old special encounters sounds interesting. I wonder what they are :)

And also, wow, it's been a year since the last update.

3
Faction Announcements / Re: Armageddon Army Recruitment Thread
« on: May 15, 2020, 05:54:42 am »
Applied (on fo3, hehe)

4
Toxic Caves / Re: FOnline Engine support
« on: May 12, 2020, 05:08:28 am »
Hello

You can believe it or not, but yesterday I was thinking about it at work. I thought I could try to do the same client application - probably the best - Unity (multi-platform), so as to be compatible with the current file server - to input and output data were correct. Graphics can be unchanged for now. Such a client could be compatible with most servers at the same time, which gives new possibilities - choosing a server from the menu in the client.

Then you could take care of the server files, and only at the end make a new graphic design.

You think about it.

Another option is some web engine - HTML5, WebGL2 etc.
It does not require installation and works in a web browser. Also, it has great potential.
I've thought about it for a long time, but I have no head for it.

http://carvisualizer.plus360degrees.com/threejs/
https://playcanv.as/e/p/44MRmJRU/
https://bruno-simon.com/
https://threejs.org/examples/#webgl_geometry_minecraft_ao
https://threejs.org/examples/#webgl_animation_skinning_blending
https://threejs.org/examples/#webgl_decals
https://gamedevelopment.tutsplus.com/tutorials/creating-isometric-worlds-a-primer-for-game-developers--gamedev-6511

cool idea. I would love to see it in action, but it's probably not gonna be as easy as it sounds.

5
Suggestions / Re: Fighting Caravans 1
« on: May 09, 2020, 07:28:51 pm »
lol, Atol, if you have a right build and use drugs correctly, you will find no problems getting loot much better than what you've described.

6
Toxic Caves / Re: FOnline Engine support
« on: May 09, 2020, 07:12:10 pm »
Ye, but Kilgore, would you take part in engine finalization? You've read Cvet's post on his Patreon? Here it is:

Quote
Not sure whether you're acquainted with the FOnline engine, but if not then in short, it's an isometric sprite-based engine, development of which started as a modification for Fallout 2 back in 2004. I joined the process in 2006 and ended up leading the development efforts. I work on this project to the best of my ability, learning gamedev as I go. There have been different methods of engine distribution: binaries, source code, some mixes of both. Anyhow, there is a need to structure this whole thing.

The idea is to unite the efforts of all active Fonline servers and finally release the first official version of the FOnline engine. Currently everyone's using old builds deeply sinked in legacy code, not having the time or the knowledge to switch to a newer version.  There are two essential reasons:

1. There's no new version. The new version has been being refactored and finalized for ten years with no final release.

2. People get used to the old, not-so-perfect mechanics. Since they know how to operate them, they keep doing it in utter hopelessness for real changes.

My idea consists in the union of all the key developers who still work on their servers. Together, we could contribute a lot and finally release the first version, after which we can help each other to migrate individual servers to this final version.

I believe the ETA for this is around four months, so the API will get freezed for this period and we'll get a new shiny engine. After that we'll update the game based on the engine.

Why not Unity or Unreal? If it's about Fallout spirit, having Fallout graphics system, and it's online, then it would require reengineering the original Fallout spriting system, isometric render, serialization system, network connectivity and transactions, all kinds of format parsers and loaders and other things. This engine is almost 16 years old. We didn't have Unity back then.

The engine will remain free under the MIT license.

7
this is the best ui, in my opinion. it should be updated.

8
Tools and Modifications / Re: Item highlighter
« on: April 28, 2020, 10:52:05 pm »
looks like shit:



gonna switch back.

9
Please reupload. And don't use fcking mediashare whatever garbage. Just upload it to google docs.

10
Will be obsolete "Soon TM" anyways.

This is how switching a flip in the FOClassic engine looks like:

Add that to a hotkey, and you got activatable build-in metal detector on your pip-boy.

flipping a switch you mean? Hehe.  Can you please elaborate? Flipping what switch exactly and where. And what hotkey to add?

11
News and Announcements / Re: Changelog 28/09/2019
« on: September 28, 2019, 05:06:23 pm »
ok, it's good to know Kilgore is still around. Occasionally.

12
Faction Announcements / Re: Peacekeeper Squad
« on: September 12, 2019, 11:06:33 pm »
if you haven't noticed yet, the server is pretty much abandoned... Unfortunately. We're waiting for the admins to come back and do something good to it.

13
News and Announcements / Re: Changelog 01/04/2019
« on: September 12, 2019, 11:04:31 pm »
rather deadly busy

14
Suggestions / Re: Let players help fixing stuff?
« on: September 10, 2019, 01:36:55 am »
two months later: no responce.

I think "bad outcome" is not a thing at this point.

15
News and Announcements / Re: Changelog 01/04/2019
« on: September 08, 2019, 05:40:28 pm »
Quote
Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

See? ^^^ We haven't had any game updates for a disturbingly long while. Is everything ok?

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