Author Topic: Fallout Online: Australia  (Read 114845 times)

Re: Fallout Online: Australia
« Reply #240 on: November 07, 2012, 04:34:00 am »
I didn't even know that server was online.


See? see? I wasn't the only one, aaadvertiiise maaaan.
maybe you got peoples attention now? Start the servers up and see if people join ^_^
give people who join with in the first 3 days the server is up free 20k caps or something XD
people will join.

Re: Fallout Online: Australia
« Reply #241 on: November 07, 2012, 08:02:55 am »
Alright I got admin acess to single player version but i srill dont know how to spawn stuff and change chars stats and skills.

Ignore typos ising my phone.

Re: Fallout Online: Australia
« Reply #242 on: November 17, 2012, 09:29:54 am »
Alright I got admin acess to single player version but i srill dont know how to spawn stuff and change chars stats and skills.

Ignore typos ising my phone.

SDK board on this forum if you don't know.

Re: Fallout Online: Australia
« Reply #243 on: November 17, 2012, 11:27:23 am »
Alright I got admin acess to single player version but i srill dont know how to spawn stuff and change chars stats and skills.

Ignore typos ising my phone.

its easy enough to hex edit the stats and skills from a save file if you're having trouble witht he admin stuff bug me on irc for hex help.
Moderator removed my signature :(

Re: Fallout Online: Australia
« Reply #244 on: November 17, 2012, 01:53:30 pm »
its easy enough to hex edit the stats and skills from a save file if you're having trouble witht he admin stuff bug me on irc for hex help.

For what? It is easier to type few commands. Example ~param 0 x y
x - stat
y - ammount

_defines.fos
Code: [Select]
#define ST_STRENGTH                              ( 0 )  // Hardcoded
#define ST_PERCEPTION                            ( 1 )  // Hardcoded
#define ST_ENDURANCE                             ( 2 )  // Hardcoded
#define ST_CHARISMA                              ( 3 )  // Hardcoded
#define ST_INTELLECT                             ( 4 )  // Hardcoded
#define ST_AGILITY                               ( 5 )  // Hardcoded
#define ST_LUCK                                  ( 6 )  // Hardcoded
#define ST_MAX_LIFE                              ( 7 )  // Hardcoded
#define ST_ACTION_POINTS                         ( 8 )  // Hardcoded
#define ST_ARMOR_CLASS                           ( 9 )  // Hardcoded
#define ST_MELEE_DAMAGE                          ( 10 ) // Hardcoded
#define ST_CARRY_WEIGHT                          ( 11 ) // Hardcoded
#define ST_SEQUENCE                              ( 12 ) // Hardcoded
#define ST_HEALING_RATE                          ( 13 ) // Hardcoded
#define ST_CRITICAL_CHANCE                       ( 14 ) // Hardcoded
#define ST_MAX_CRITICAL                          ( 15 )
#define ST_NORMAL_ABSORB                         ( 16 )
#define ST_LASER_ABSORB                          ( 17 )
#define ST_FIRE_ABSORB                           ( 18 )
#define ST_PLASMA_ABSORB                         ( 19 )
#define ST_ELECTRO_ABSORB                        ( 20 )
#define ST_EMP_ABSORB                            ( 21 )
#define ST_EXPLODE_ABSORB                        ( 22 )
#define ST_NORMAL_RESIST                         ( 23 ) // Hardcoded
#define ST_LASER_RESIST                          ( 24 )
#define ST_FIRE_RESIST                           ( 25 )
#define ST_PLASMA_RESIST                         ( 26 )
#define ST_ELECTRO_RESIST                        ( 27 )
#define ST_EMP_RESIST                            ( 28 )
#define ST_EXPLODE_RESIST                        ( 29 )
#define ST_RADIATION_RESISTANCE                  ( 30 ) // Hardcoded
#define ST_POISON_RESISTANCE                     ( 31 ) // Hardcoded

(...)

#define ST_AGE                                   ( 70 ) // Hardcoded
#define ST_GENDER                                ( 71 ) // Hardcoded
#define ST_CURRENT_HP                            ( 72 ) // Hardcoded
#define ST_POISONING_LEVEL                       ( 73 ) // Hardcoded
#define ST_RADIATION_LEVEL                       ( 74 ) // Hardcoded
#define ST_CURRENT_AP                            ( 75 ) // Hardcoded
#define ST_EXPERIENCE                            ( 76 ) // Hardcoded
#define ST_LEVEL                                 ( 77 ) // Hardcoded
#define ST_UNSPENT_SKILL_POINTS                  ( 78 ) // Hardcoded
#define ST_UNSPENT_PERKS                         ( 79 ) // Hardcoded
#define ST_KARMA                                 ( 80 ) // Hardcoded
#define ST_FOLLOW_CRIT                           ( 81 ) // Hardcoded
#define ST_REPLICATION_MONEY                     ( 82 ) // Hardcoded
#define ST_REPLICATION_COUNT                     ( 83 ) // Hardcoded
#define ST_REPLICATION_TIME                      ( 84 ) // Hardcoded
#define ST_REPLICATION_COST                      ( 85 ) // Hardcoded
#define ST_TURN_BASED_AC                         ( 86 ) // Hardcoded
#define ST_MAX_MOVE_AP                           ( 87 ) // Hardcoded
#define ST_MOVE_AP                               ( 88 ) // Hardcoded
Example: ~param 0 0 10 - 10 ST.

Skills
Code: [Select]

#define SK_SMALL_GUNS                            ( 200 )
#define SK_BIG_GUNS                              ( 201 )
#define SK_ENERGY_WEAPONS                        ( 202 )
#define SK_UNARMED                               ( 203 ) // Hardcoded
#define SK_MELEE_WEAPONS                         ( 204 )
#define SK_THROWING                              ( 205 )
#define SK_FIRST_AID                             ( 206 ) // Hardcoded
#define SK_DOCTOR                                ( 207 ) // Hardcoded
#define SK_SNEAK                                 ( 208 ) // Hardcoded
#define SK_LOCKPICK                              ( 209 ) // Hardcoded
#define SK_STEAL                                 ( 210 ) // Hardcoded
#define SK_TRAPS                                 ( 211 ) // Hardcoded
#define SK_SCIENCE                               ( 212 ) // Hardcoded
#define SK_REPAIR                                ( 213 ) // Hardcoded
#define SK_SPEECH                                ( 214 ) // Hardcoded
#define SK_BARTER                                ( 215 ) // Hardcoded
#define SK_GAMBLING                              ( 216 )
#define SK_OUTDOORSMAN                           ( 217 )

Example: ~param 0 217 300 - 300% outdoorsman.

You type other commands for perks etc same as these above.

Offline Mr Feltzer

  • FOnline: Australia
    • The Core Gaming Australia's Website
Re: Fallout Online: Australia
« Reply #245 on: November 22, 2012, 05:54:07 am »

See? see? I wasn't the only one, aaadvertiiise maaaan.
maybe you got peoples attention now? Start the servers up and see if people join ^_^
give people who join with in the first 3 days the server is up free 20k caps or something XD
people will join.


Haha "start up the servers" if Only it were that easy, The Server requires donations to run, and we have no donations. If enough people pledged some money we could bring it back up, but I dont see that happening.


This game was extremely fun when it was up, the fanbase only died because she had some game-breaking bugs at the start. they are fixed now, If we were to get enough donations we could bring her back up..

in case you were wondering, it costs 40$/month to host..
« Last Edit: November 22, 2012, 05:57:22 am by Mr Feltzer »
Founder of Fallout Online Australia

Re: Fallout Online: Australia
« Reply #246 on: November 22, 2012, 08:58:54 pm »
<Thingies>

Nice, got it.


Is there any way to reduce the crafting cooldown from 60 seconds to 1?

Offline Mr Feltzer

  • FOnline: Australia
    • The Core Gaming Australia's Website
Re: Fallout Online: Australia
« Reply #247 on: November 24, 2012, 11:01:09 am »
I thought I would share the screenshots of the previous beta here, Try and influence some potential donators.. @_@
I would Love to see this project online again, if anyone else has screenshots feel free to post them here also.


YOU MAY DONATE HERE
« Last Edit: November 25, 2012, 12:33:15 am by Mr Feltzer »
Founder of Fallout Online Australia

Offline brad smalls

  • I like PK
Re: Fallout Online: Australia
« Reply #248 on: November 26, 2012, 11:41:45 pm »
and PvP is fun on this game Me and Reese vs GR1M and Mcdoctor
Brad Smalls is back

Offline Mr Feltzer

  • FOnline: Australia
    • The Core Gaming Australia's Website
Re: Fallout Online: Australia
« Reply #249 on: November 27, 2012, 09:09:01 am »
Founder of Fallout Online Australia

Offline Shangalar

  • Dictatorial Tyrant
    • Generation Fallout
Re: Fallout Online: Australia
« Reply #250 on: November 27, 2012, 01:28:10 pm »
Mr Feltzer, if you wanna get players, I think you should take a direction for your game and stick to it. When I see a single player patch to a game which was obviously created for multiplayer experience, I don't know what to think.

Offline maszrum

  • Soldiers of Thunderstorm
Re: Fallout Online: Australia
« Reply #251 on: November 27, 2012, 04:37:06 pm »
Need to agree with Shangalar. What I saw on FOA its nothing interesting to Me and probably 90% of players. Your concept of game not favorising PvP wich is probably most important aspect of mmo games. dont mention that  fonline PvP should be stricly related to RP
fights need to have some purpose and point.

You cant populate server without big factions

anyway goodluck!
« Last Edit: November 27, 2012, 04:38:46 pm by maszrum »

Offline Xisingr Will

  • Healing, Healing, and more Healing
    • http://fonline2238.net/forum/
Re: Fallout Online: Australia
« Reply #252 on: November 28, 2012, 02:08:58 am »
Gl on getting it back together, it was wonderful while it lasted! I loved wondering around as my dog medic, healing the weary and biting randoms with power armor... and my dog even stole a car. It was quite awesome :p
I am a Medic NonCombat Carebear APK Gorgon, get over it.

Offline brad smalls

  • I like PK
Re: Fallout Online: Australia
« Reply #253 on: November 28, 2012, 06:33:17 am »
it had solid PVP MSH just you did not play it
Brad Smalls is back

Offline Mr Feltzer

  • FOnline: Australia
    • The Core Gaming Australia's Website
Re: Fallout Online: Australia
« Reply #254 on: November 28, 2012, 07:02:10 am »
Mr Feltzer, if you wanna get players, I think you should take a direction for your game and stick to it. When I see a single player patch to a game which was obviously created for multiplayer experience, I don't know what to think.


You dont know what you are talking about.
I do both directions simultaneously, let me explain:
previous two patches I released

First adds items to the fixboy
also for multiplayer makes skill books craftable

Second adds two companions for singleplayer

Im choosing both directions. Singleplayer fans like new stuff so I give it to them. I also want more features ready so if we go online again it will be better than last time.
Founder of Fallout Online Australia