Author Topic: FOClassic  (Read 3076 times)

Offline Ghosthack

  • Rotator
  • Bytecruncher
Re: FOClassic
« Reply #15 on: November 01, 2018, 12:14:56 am »
Great stuff! :)

Offline Wipe

  • Rotator
  • Random is god
Re: FOClassic
« Reply #16 on: November 01, 2018, 01:38:46 am »
FOClassic source has been moved to GitHub as well, and we'll shortly switch to it fully.

There's some stuff "desynched" from reality, eg. preparations for features which have no sense with open source - that will be cleaned up.
On cvet's suggestion, loading r412 server state will be restored, and will become part of v2.

Other than that, FOClassic roadmap is still up to date, and will be followed without much changes.
« Last Edit: November 01, 2018, 01:50:32 am by Wipe »
Games are meant to be created, not played...

Re: FOClassic
« Reply #17 on: November 03, 2018, 12:04:59 pm »
There is so much work around here for fixing and improving source code. I am glad that Cvet and the Rotators focus on development of the engine. Now everything seems possible to be created only if someone knows where and how to start :)

Offline Henry

  • Flipper remnant
Re: FOClassic
« Reply #18 on: November 23, 2018, 12:14:00 am »
This is all very exciting. If you want any wiki work, i volunteer.

Offline Ganado

  • Moderator
  • Dishonest Abe
  • Can't believe how long it's been
Re: FOClassic
« Reply #19 on: December 27, 2018, 04:01:03 am »
I'm a bit late, but this is great to hear.
« Last Edit: December 29, 2018, 09:45:34 pm by Ganado »
Error while opening cfg file: spawnnpc.cfg
Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!

Offline Slowhand

  • Go for the eyes, Boo! Go for the eyes!
Re: FOClassic
« Reply #20 on: January 06, 2019, 12:34:03 pm »
I need a public hardcopy of engine/client set up for FOclassic, that I can use to add functionalities, modules for client. If someone gets the time, please do a merge on 2238 to the 412 engine rev and install FOclassic on it. Asking on dicord revealed to me, that this is something I do not want to do myself. I guess asking for a documented guide step by step would be too far of a stretch :) so hardcopy will do. I don't think this will happen very soon, so I'll check back from time to time, laters.

Re: FOClassic
« Reply #21 on: January 20, 2019, 08:07:43 pm »
Hey my folks, have a question about this client.

Somewhere on this forum I found this script: https://paste.ofcode.org/NR93mZCXGfUkS9VGMkduGh (I may have modified it a bit)

It worked very well with our old client that Reloaded used. It was one of the classical builds.

The script doesn't quite work with the new client. I mean, it launches the client, but once you try and launch another instance, the annoying "client is already running" message pops up.

Folks, I would appreciate any help with this since Reloaded switched to this client and now everyone is forced to use the bloody sandboxie, which is awkward as hell and not free.

Offline Wipe

  • Rotator
  • Random is god
Re: FOClassic
« Reply #22 on: January 21, 2019, 12:54:25 pm »
annoying "client is already running"
You have three options:
- fix the script on your own :P you most likely will have to do so with each client update
- as Reloaded is building executables from sources, suggest source changes in their fork
- wait until option to remove these check will be added to engine... and suggest turning it on :)

Not a fan of the third option, but not a fan of engine features working against developers either, so it's up to them to decide is it worth keeping.
Games are meant to be created, not played...