Author Topic: FOnline: Aftertimes Season 2 SDK  (Read 298 times)

FOnline: Aftertimes Season 2 SDK
« on: January 25, 2019, 06:42:12 pm »
Hello,

Here you have official release of FOnline: Aftertimes.
Server's side with tools which were used to create it (except Notepad++ and MSVS C++ 2010):
http://files.fonline-aftertimes.net/official_releases/fonline_aftertimes_s2_server_tools.zip

Client's side, where Mapper is included:
http://files.fonline-aftertimes.net/official_releases/fonline_aftertimes_s2_client_mapper_lite.zip (without fallout.dat)
http://files.fonline-aftertimes.net/official_releases/fonline_aftertimes_s2_client_mapper_full.zip (with fallout.dat)

This release contains latest dev version, stable, without oil rig and latest KompreSor's update with Tower Defense.
BUT
KompreSor's work is included to backup directory.

Known issues for now:
Adytum:
After first run citizens of this city are starting to fight. IDK why (yet).
Known solution:
Admin commands:
Code: [Select]
`tp adytum
`clearenemystacks
Or even
Code: [Select]
~regenmap
Using (licence or call it what you want to call):
Do what you want to do with it. I don't care. This is my point zero to start working with S3.
BUT IMPORTANT:
There you have Fallout of Nevada content so remember that you must write credits for Nevada Band.

And of course remember. This is child project of FOnline: Reloaded S2, just upgraded to engine 412 and it's including few of my solutions.

Additional credits:
Most of maps:
- Tito
- KompreSor
- Tank

Did I forgot about someone?
Yes!
Big thanks to FOnline: Reloaded team and Nevada Band for sharing their work

AND FOR WHOLE FODEV.NET COMMUNITY!

Re: FOnline: Aftertimes Season 2 SDK
« Reply #1 on: January 25, 2019, 09:41:07 pm »
Thanks for sharing!

Offline Wipe

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  • Random is god
Re: FOnline: Aftertimes Season 2 SDK
« Reply #2 on: January 29, 2019, 01:49:51 pm »
Is that beginning of fine tradition? Releasing source after season ends? :)
Games are meant to be created, not played...

Offline Lexx

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Re: FOnline: Aftertimes Season 2 SDK
« Reply #3 on: January 29, 2019, 02:20:44 pm »
I sure don't mind it.

Re: FOnline: Aftertimes Season 2 SDK
« Reply #4 on: January 30, 2019, 11:48:43 am »
Is that beginning of fine tradition? Releasing source after season ends? :)
I just wanted to show to others my ways how to make some events in game, my solutions, how to apply new locations from Fallout 2 mods, what extensions can make for whole game (because everyone seems to be scared) or upgrading the game revision at least by comparing it to FOnline: Reloaded S2. For me it's shouldn't be some top secret but the basics for every (incoming) FOnline's developer in different parts of work (proto creator, coder for mapper/client/server, mapper, etc).