FOnline Development > Questions and Answers
latest SDK - help with setting it up
Lexx:
Truth told, nowadays I would only use the FOnline engine if you're planning on making a Fallout related MMO. For anything else I'd pick a different engine. Since the source is pretty much closed and important issues haven't been fixed in years, I'll doubt that will change anytime soon.
K4thos:
--- Quote ---and important issues haven't been fixed in years
--- End quote ---
Would you care to elaborate? (other than missing documentation obviously, which is promised to be written at some point)
--- Quote ---if you're planning on making a Fallout related MMO
--- End quote ---
Don't see why it couldn't be used on making Fallout related single player and co-op games. It offers the same functionality as vanilla engine and more (especially in later revisions). The only problem I can think of is the lack of docs and base package that would closely resemble vanilla engine (I'm currently trying to adopt TLA code for later revisions and bring all vanilla functionality to it, cutting out unnecessary mmo related junk). The engine is already highly specialized in Fallout like gameplay and can be relatively easily adjusted to your needs (I’m starting to get the AnglelScript – it’s not that bad, even if obscure). Replicating FOnline functionality and Follout game mechanics on another engine would be a work for commercial game team, not hobbyist modders.
--- Quote ---Since the source is pretty much closed
--- End quote ---
This is a problem indeed. First thing I would do if sources were open is paying someone to replace AnglelScript with Lua as a scripting language. Than creating Fallout projects in it would be stupidly easy :)
Lexx:
There is A LOT missing for it to be exactly like the singleplayer games. Don't underestimate this task. The whole environment is made for multiplayer, singleplayer is just a tacked on WIP thing. Last time I've checked, turn based combat was still buggy as hell, also simple things such as menu sfx was missing.
Honestly, if I'd want to make another Fo1/2 singleplayer game, I'd rather pick Fo2 with Sfall. It doesn't come with fancy light colors and you have to deal with some other workarounds, but that's rarely a big issue.
K4thos:
--- Quote ---Last time I've checked, turn based combat was still buggy as hell, also simple things such as menu sfx was missing.
--- End quote ---
I'm currently green when it comes to the engine inner workings and lack of harcoded functions/commands documentation makes it next to impossible to get proficient with more recent revisions, so can't really argue until I learn more stuff, but GUI has been unhardcoded since REV 429 (we're at REV 798 now), so simple things like playing SFX shouldn't really be a problem. Not sure about the turn-based combat but since it's controlled by combat.fos wouldn't it be more a problem with the script rather than engine? Unless some commands are broken. Author seems to be quite active on that Russian forum and fixes reported bugs, so if you know about something in particular it's worth reporting it there.
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