NEIN!Smiley wrote:This thread is getting more and more tedious to read...
C'mon people, be creative.. otherwise I'm splitting this to the wastes..
This thread is too shitty even for Wasteland.
Couldn't you, y'know...make destroyed_arroyo identical to arroyo?Haris wrote:Make something happen to Arroyo after 1 year.
Really?Haris wrote:Well there is tons of these kinda things. Put this toghether with all the tedious work that needs to be put in with maper that doesnt allow to many items on the map or it destroys the map, any new graphic being pain in the ass to get it to look fallout and not out of place in there and scripting system that is way limited you pretty much cant do nothing more advanced than Wasteland Merc 2 mod. And anyone who claims anything different has not really looked in to it that much.
No, it's a Fallout mod because it's a thing that mods Fallout, or whatever, so yeah, it's a Fallout mod.Haris wrote:And most stupid coments so far i heard is that a total conversion mod must follow the games canon or its not really a fallout mod.
Ozrat wrote:I haven't been so oppressed since prom in 9th grade.
Thats what i thought first time when i was making Wasteland Merc 1. But than i realised that if a player kills someone in there the npc would resurect after 1 year. And if he happens to use it as his item dumping place they would all dissapear.Couldn't you, y'know...make destroyed_arroyo identical to arroyo?
No its not more advanced than wm2. Its as advanced as junkies using jet in den and walking around in regular fallout 2.His A.I. programming alone seems to be a dozen steps above anything WM 2 did.
Well then, make it a starting location without NPCs. A good starting point for a story might be "you wake up in the middle of the desert." Problem solved. Dumbasses who store stuff there are dumbasses who lose stuff.Haris wrote:Thats what i thought first time when i was making Wasteland Merc 1. But than i realised that if a player kills someone in there the npc would resurect after 1 year. And if he happens to use it as his item dumping place they would all dissapear.
Ozrat wrote:I haven't been so oppressed since prom in 9th grade.
They dont have to follow the canon at all. I bought Half life 2 where you are a legendary hero fighting opresing alien corupted state. And i bought Day of deafeat mod for HL2 where you chose to play germans or americans and fight it out in ww2.Total conversion mods must follow the game cannon to be of any interest to people who actually liked the first games. You just want to rape the spirit of Fallout right in the ear.
I thought so in many situations when i was making wm mods. But than you end up getting 100 angry emails about how your mod sucks cause the person lost all his stuff. And your forced to release addon to make the game easier like we did with Vault net addon for Wasteland merc 2.Dumbasses who store stuff there are dumbasses who lose stuff.
The 13 year limit is not a problem in a game similar to fallout 2. You're not supposed to play it for thirteen fucking years. You can change the starting year to whatever you want, and that's enough as far as FMF is concerned (it's set in 2201, 40 years before fallout 2).Haris wrote:You cant remove 13 years time limit and you cant change the time at all in fallout 2. You can not rewind the time. Time goes from start time to time when 13 years has passed and than it starts over but there is a hardcoded thing that tells engine play the end movie and end the game if time start going backwards or reaches those 13 years.
This is not true. I don't know how Temaperacl did it, but I know he solved it. I've seen the prototype, and you sure as hell don't start in Arroyo, and we have another "world" map, and the starting location is to the east, not in the north west as in fallout 2.Haris wrote:You are not able to change start location on the map and your char must start at Arroyo. Now you can move Arroyo anywhere on the map and you char will start there but when you exit the map to worldmap your screen will be where Arroyo is suposed to be. Making it look really buged and wierd. So your forced to start in Arroyo and your force to have Arroyo on its original place on the map. But it doesnt end there. There is a hardcoded thing that tells the game to switch Arroyo after 1 year to destroyed Arroyo. So your forced to be creative with this. Make something happen to Arroyo after 1 year.
Yea he eather hacked the exe to move it or your talking about starting at different location but when you enter the worldmap first your staring at the location where arroyo use to be first but there is no arroyo there and your char is way across the map. And you do start in Arroyo he just called Arroyo different in name tag on the map. Unless he has source code there is no way he could have changed any of what you said he changed.This is not true. I don't know how Temaperacl did it, but I know he solved it. I've seen the prototype, and you sure as hell don't start in Arroyo, and we have another "world" map, and the starting location is to the east, not in the north west as in fallout 2.
13 year limit is a problem for anyone that has pc that isnt 3+ years old. You can hack exe to fix this thoe. And no you cant change starting year without source code. How can you rewind it 40 years when time function like a clock in fallout 2 that can only go betwen start year and end year. Its like saying you can rewind a clock to show 25 hours.The 13 year limit is not a problem in a game similar to fallout 2. You're not supposed to play it for thirteen fucking years. You can change the starting year to whatever you want, and that's enough as far as FMF is concerned (it's set in 2201, 40 years before fallout 2).
As the Project Leader of FMF, I have to say VasikkA is right. We've been working for 4 years on a project which has yet to prove it can actually do anything beyond post lots of "trust us, it'll be cool" news items in an attempt to get more people to help out, join and actually get the damn thing finished.VasikkA wrote:Fact is, that FMF has failed to fulfill its promises and expectations or even assure us, the audience, of its completion, which is why the bickering and dissing other mod(s) is just idiotic.
There are other reasons for most of the dead mods failure but yes, most of the Fallout mods have died so FMF's release is not guaranteed.Haris wrote:I know one thing. Every mod that has promissed real talking heads has died couple of months afterwards.
This isn't true though.Haris wrote:Oh and here is another thing. FMF, MR and Yurop and any mod that is similar to those is just not doable in fallout 2 engine without having the source code. Wich basicly means fmf depends on FIFE being released so they can start making the mod. And they said it in public so this is not a sercet.
You can change the time (simply use a Fallout loading program which over-writes the memory location where the time is stored). No, you can't do it with scripts or anything like that but you can do it if you have some competent programmers on the team who know how to edit memory addresses on the fly, among other things. We're currently looking at the 13 year time limit.Haris wrote:You cant remove 13 years time limit and you cant change the time at all in fallout 2.
Also not true. We have a working prototype which has fixed this too. Same trick as the time.Haris wrote:You are not able to change start location on the map and your char must start at Arroyo. Now you can move Arroyo anywhere on the map and you char will start there but when you exit the map to worldmap your screen will be where Arroyo is suposed to be.
This can also be worked around and fixed.Haris wrote:There is a hardcoded thing that tells the game to switch Arroyo after 1 year to destroyed Arroyo. So your forced to be creative with this. Make something happen to Arroyo after 1 year.
This can also be fixed.Haris wrote:Than there is the thing with movies being hardcoded in there. You can remove them from .exe file wich is illegal but it doesnt help you much cause if you do that entire world map starts flickering and looks ultra buged as soon as hakuning movie was suposed to be played. So your forced to have short 1 second movies to remove those movies.
To be fair, that's only a problem if you overload the map.Haris wrote:Put this toghether with all the tedious work that needs to be put in with maper that doesnt allow to many items on the map
We've added a jukebox quite happily, thanks to MF.Haris wrote:any new graphic being pain in the ass to get it to look fallout and not out of place in there
The scripting system isn't that limited if you know how to change the header files. The 11 talking head limit for example can actually be overcome (not that we'd want that kind of workload on the artists though).Haris wrote:and scripting system that is way limited
No, anyone who says otherwise doen't have Temaperacl or Red! on their team (the two people who practically know Fallout's engine inside and out).Haris wrote:And anyone who claims anything different has not really looked in to it that much.
Haris wrote:(Snip a whole load of shit to excuse the crapfest of Haris' mods.)
As in, the people who couldn't stand the combat and couldn't get their minds wrapped around that "reading" thing.Wasteland Merc's target audience wasn't the core fans, if by core fans you mean regular members of nma and dac. It was aimed at people that love mmorpgs and that used to play fallout 1 and 2.
Right. I really have yet to see any supporter for your mods. Nor have I or anyone at NMA been asked why we don't cover your mod, so...Even if its hard to belive that souch people exist for anyone here cause as soon as they tried posting something they been flamed and forced away they do still lurk around and read about fallout.
By doing useless, repetitious tasks over and over again. That is OCD or stupidity. Take your pick. Your active target audience is composed of mental patients and/or morons.And they dont have OCD they just like the mmorpg style of playing where you have to work hard for your char.
So why would they play your shitty mod when they could be doing something comparatively productive? If it's gotta be a shitty game with a MMO mechanic, might as well make it the one that matters, if there isn't anything entertaining that is otherwise in a single-player game in the other.Plus even if they wanted to post on these forums they wouldnt have time to do it. Playing mmorpgs takes way to much time.
Yeah, and developing quality work makes me forget all about you as well. Until someone reminded me about it, I had completely forgotten about Haris and his shitty mods.Just take a look at TeaTime since he started playing WOW. He is not half active as he used to be.
Well mmorpg people play there games for 5+ years with same char and thats 2-8 hours per day depending on how addicted you are at the moment. WM2 doesnt take that long thoe it takes about 4 weeks to reach level 99. Its has a slow start but later missions make you advance pretty fast.Yeah, I really hope Wasteland Merc 3 turns out to be more easily accessibleand, yes, easier than its predecessor
They know you would have just started acting like an asshole towards them and than baned them. So they pretty much cant be arsed. They have asked me if i wanted them to start flaming you. And i said no. Cause i pretty much dont want you to stop flaming my mod. Every time you do you make it more famous. Plus i really find your ranting amusing. Hack sometimes just for the laughs i even read your long posts to other people that come to nma and ask something simple and you write 2 pages long insult filled rant.Nor have I or anyone at NMA been asked why we don't cover your mod, so...
Do you really think the popularity makes your mod better? The total number of downloads is irrelevant next to people's actual thoughts and opinions about the mod. You enjoying the shit being thrown at you and all the brag about how widespread your mod is shows what magnitude of an attention whore you are.Haris wrote:Just take a look what happend with oblivion after all the flaming. It sold way more than expected.
Oblivion is flamed by people who expect better content than what they've experienced. I doubt that this paticular group is more than a few % of the people who bought the game.Haris wrote:Just take a look what happend with oblivion after all the flaming. It sold way more than expected.