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Author Topic: Importing the Fallout Restoration Project into fonline  (Read 5219 times)

Importing the Fallout Restoration Project into fonline
« on: January 17, 2010, 02:59:30 am »

Namely the new locations like the EPA and the various items that were left out of fallout 2. I'm sure there's enough people who would want to be able to smoke pot in fonline and its good background info on the fallout universe for people that don't know.
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Re: Importing the Fallout Restoration Project into fonline
« Reply #1 on: January 17, 2010, 03:17:51 am »

That would be awesome!
But it could be a big burden to the developers...
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Re: Importing the Fallout Restoration Project into fonline
« Reply #2 on: January 17, 2010, 03:21:29 am »

Well the fixed quests and everything could be left out since its not relevant, pretty much all you'd have to do is import the items and the new locations. Should be simple enough to do.
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Lexx

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Re: Importing the Fallout Restoration Project into fonline
« Reply #3 on: January 17, 2010, 04:03:07 am »

Question about the 'why?' stays. Imo there are enough empty locations in the game already.
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Re: Importing the Fallout Restoration Project into fonline
« Reply #4 on: January 17, 2010, 04:07:19 am »

The EPA could be inserted as a "dungeon" like sierra miltary base in the future, or the primitive tribe as there is no current "town" with tribesmen in there.
But I have to agree - first make the already existing ones, then later there could be the question of implementing new stuff.
Re: Importing the Fallout Restoration Project into fonline
« Reply #5 on: January 17, 2010, 04:11:33 am »

Locations not implemented in the original game
EPA with some links to another areas,
Primitive Tribe 
Abbey,
Village outside Vault City.
Den Residential Area
New locations
Slaver's Camp,
Hubologist Stash 
Enclave Vertibird Landing Pad
Ranger Safe Houses

looks good  u can add some quests there they are so rare now  :'(

founded on wiki  http://falloutmods.wikia.com/wiki/Killap's_Fallout_2_Restoration_Project    :P
« Last Edit: January 17, 2010, 04:19:47 am by naskiel32 »
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Re: Importing the Fallout Restoration Project into fonline
« Reply #6 on: January 17, 2010, 05:26:06 am »

Well if there were reasons to go to those places such as quests or possibly hostile npc's(that give xp) guarding the EPA, with the machine in the basement dispensing some kind of reward like xp or maybe items. Something that would require teamwork to get through.
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Re: Importing the Fallout Restoration Project into fonline
« Reply #7 on: January 17, 2010, 10:10:54 am »

Awesome!!!!
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Wallace

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Re: Importing the Fallout Restoration Project into fonline
« Reply #8 on: January 17, 2010, 10:22:15 am »

Huh?

Why i don't see the "Burrows" anywhere?

This place was to be ihabited by a tribe of intelligent racoons. They were subjects to Enclave's experiments but 4 of them (2 males, 2 females) managed to escape and later founded this "village"
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Re: Importing the Fallout Restoration Project into fonline
« Reply #9 on: January 17, 2010, 10:31:07 am »

Why i don't see the "Burrows" anywhere?
Because that would have to be made entirely from scratch, critters and all, as there is no Burrows mod for Fallout 1 (afaik).
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Re: Importing the Fallout Restoration Project into fonline
« Reply #10 on: January 17, 2010, 10:36:26 am »

About burrow from The Vault:  http://fallout.wikia.com/wiki/Burrows

Developer quotes:
"As for the Burrow, this location was written by an early designer associated with the project. While it was well written, I felt that its content was not appropriate to our Fallout universe, mainly based on its style and feel in the game and not on its artistic merit. So I did not approve its addition to the game, and that Glow holodisk is all that remains of any reference to that area. - Tim Cain
Burrows: I always felt it didn't fit in with the rest of the game. It was a finely designed area, and would have helped the Glow, but it just didn't seem Fallout-like. - Chris Taylor"

creator of F2:RP  was dont have access to orginal sources  sadly ;/
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Re: Importing the Fallout Restoration Project into fonline
« Reply #11 on: January 17, 2010, 10:44:38 am »

The guys 'making' the Fallout 1 Restoration Mod are reluctant to add Burrows back in because it would kinda screw up the canon other than 'restore' it and Burrows critters would require all new animation sets. Thread on NMA.
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Quote from: Zogra
THIS IS NOT BETA THIS IS SPARTA

ARWH. Scummers to the end.
Re: Importing the Fallout Restoration Project into fonline
« Reply #12 on: January 17, 2010, 10:52:16 am »

Namely the new locations like the EPA and the various items that were left out of fallout 2. I'm sure there's enough people who would want to be able to smoke pot in fonline and its good background info on the fallout universe for people that don't know.


Players had a consciousness? It is laudable
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Re: Importing the Fallout Restoration Project into fonline
« Reply #13 on: January 17, 2010, 12:24:38 pm »

Question about the 'why?' stays. Imo there are enough empty locations in the game already.
Absolutely agree
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Re: Importing the Fallout Restoration Project into fonline
« Reply #14 on: January 17, 2010, 12:41:42 pm »

I am assured developers will disagree and will tell about the business legal side, not the first case
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