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91
Share Your Work / We collect FOClassic using a virtual machine WIN7x86
« Last post by appath on August 23, 2020, 04:58:14 pm »
All good friends.
This is a completely new person.
If someone wants to build but it doesn't work out, today I will explain how to build a foclassic.

And also something that I myself do not know English well from Russia (as I can and I degenerate)

Let's start small.
You will need to install it yourself Windows exactly on a virtual machine!
Why are you probably wondering (this is for little people who are just starting to learn development)

There will be a list of packages that you need to install:

- Virtual Machine
  VMware Workstation Pro it is paid unfortunately, but you can download a free VirtualBox
- Disk or image from the net (Windows 7 Pro N) or just without letters N
- Microsoft .NET Framework 4 (version 4.0.30319.1)
- PortableGit (version 2.28.0-32)
- CMake (version 3.14.2)
- Visual Studio 2010 Professional (version 10.0.30319.1)
- Visual Studio 2010 SP1 C++ Compiler (version 10.0.40219.303)
- Notepad++ Portable.com

First step:
We create a virtual machine, name it whatever you like and install (Windows 7 Pro N)
After that, we make a snapshot of the system so that if something goes wrong, you can roll back the
system to a readable basis.

Second stage:
Download all packages from city and install them on a virtual machine in the system (Windows 7 Pro N)

Stage three:
Register environment variables in the system (PATH (git, cmake and vs 2010))

Stage four:
It is necessary to create a folder where all actions will take place at the computer. and server builds
For example, this will be the way (C:\Users\WIN7\Downloads)

CMD Command Prompt:
Launching Command Prompt go to the specified path
Code: [Select]
cd C:\Users\WIN7\Downloads
mkdir SDK.VS2010
create a folder, for example, I will name it (SDK.VS2010)

Now we need to clone the repository (to the specified folder that you created)
Code: [Select]
git clone --recursive https://github.com/wipe2238/foc SDK.VS2010
After we go to the folder (SDK.VS2010)
Code: [Select]
cd SDK.VS2010
If we run the batch file right now through CMD then we get an error
Code: [Select]
Build.cmd
She will be like this
Code: [Select]
CMake Error at CmakeLists.txt:5 (project):
    Generator
       
        Visual Studio 15 2017
   
    cloud not find any instance of Visual Studio.

-- Configuring incomplete, errors occurred!

Let's get around this error
Run Notepad++ and open the file with the extension along this path (C:\Users\WIN7\Downloads\SDK.VS2010\Build.cmake)

We need to find these lines and read them
Code: [Select]
elseif( WIN32 )
set( BUILD_FILE      "FOC.sln" )
if( DEFINED ENV{APPVEYOR_BUILD_WORKER_IMAGE} )
set( BUILD_GENERATOR "Visual Studio 10 2010" )
else()
set( BUILD_GENERATOR "Visual Studio 15 2017" )
set( BUILD_TOOL      "v100" )
endif()
endif()

Editing what will be appropriate for us
Code: [Select]
elseif( WIN32 )
set( BUILD_FILE      "FOC.sln" )
if( DEFINED ENV{APPVEYOR_BUILD_WORKER_IMAGE} )
set( BUILD_GENERATOR "Visual Studio 10 2010" )
else()
set( BUILD_GENERATOR "Visual Studio 10 2010" )
endif()
endif()

I will not invent some kind of bicycles there simply by the rules and that's all
After changing, save the file (Build.cmake)

Again we will try again to demolish everything in a heap
In the open CMD Command Prompt run the corrected batch file
Code: [Select]
Build.cmd
Now everything is as we need it. The process started. Waiting for the end.
Got an exhaust will (you did it)
Now just click on the file in the (C:\Users\WIN7\Downloads\SDK.VS2010 (Pack.cmd)) folder and
everything will fly into the archive *.zip (FOC.zip)

That's all.
Moving the archive packed with the extension *.zip (FOC.zip) on the main iron and do whatever your heart desires with it.

If you need a video document, write at the bottom and I'll attach it here.
92
Share Your Work / Re: Expanded Map
« Last post by Ictiv on July 23, 2020, 06:45:17 pm »
To be fair, it might have been the right call.

It's a pain in the ass to find a map that actually shares projection with the Fallout 1-2 maps, since it's one of the few projections that actually has both the northern and southern border appear straight, and generally maps with useful information bend along with the globe.

A ton of the roads and railroads I added in by hand after consulting Google Maps since they wouldn't show up on the maps of the correct projections.

That being said, since there's roughly 130 years of divergence between Fallout's split and the Great War, I think the places you put the railroads are perfectly fine. I'm sticking so much to the real world because while running the GURPS game it's neat to sometimes just open up google maps, jump into Street View on whatever highway/road the party is planning to travel on next few sessions, and find interesting locations I can turn into mini-encounters, locations of ambushes, etc. For all intents and purposes, the U.S. could have revamped half its infrastructure by 2077, especially with how the fuel industry collapsed.
93
Share Your Work / Re: Expanded Map
« Last post by Lexx on July 23, 2020, 08:49:45 am »
PS: I feel kinda stupid for not basing our ingame railway on the real life railroads. No fucking clue why I wasn't thinking about this.
94
Share Your Work / Re: Expanded Map
« Last post by Ictiv on July 22, 2020, 07:50:54 pm »
Ah, thank you very much for the permission and the clarification!
95
Share Your Work / Re: Expanded Map
« Last post by Lexx on July 22, 2020, 12:01:43 pm »
I made the original Fo1+Fo2 map back in the days. You can use, modify, and release it in whatever way you want to.
96
Share Your Work / Expanded Map
« Last post by Ictiv on July 20, 2020, 04:28:32 pm »
Hey!

Initially, I joined here trying to get in contact with the dev team in interest of asking permission to share an edited version of their excellent expanded map I've been using for a GURPS based Fallout game I've been running for some time now, as I thought it might be useful for others that might want to do something similar.

However, when I saw that people before have shared similarly edited versions of their maps here, I thought I might as well put it up here. Since the game is still ongoing, if anyone has any input on it, feel free to tell me. ("You fool! That's not even close to the shape of the Rocky Mountains!" is welcome, I've been struggling to find proper geographical, road and train maps that share projection with classic fallout)

On a final note, in case someone on the dev team sees this, I'd like to ask two quick questions:
1) Would you mind if I shared this map elsewhere?
2) If I shared it, who should I give credit to? Based on the fact that DocAn uploaded it initially to the wiki, I'm assuming they've done the great work merging the maps initially, but I could be wrong.

EDIT: Lexx clarified this, and was the original creator of the mergers.

Hypocritical double final note: In case anyone wants it and the devs don't mind, I could also share the GIMP file that has the full project in it as I'm expanding the map/touching it up over time, though I'd have to do it over a file sharing site given its size.
EDIT: Since someone has requested it, I'm linking here the GIMP file via Google Drive. For the moment it's not being worked on, but in future it might get updates.
Link: https://drive.google.com/file/d/1JGznjRiKvClwUUSkBugQhdzyksCbnpXU/view?usp=sharing


The base map. Its limits are the Northern border of California, the Southern border of Arizona, the Eastern border of Colorado, and finally the western shoreline.


Extra info for the basic map. This one includes major Pre-War roads (Green) and Railways (Red), both based on real life road maps and railways.


Faction map, as of Febuary 2162 in my campaign. It wouldn't mean much to anyone outside of the game, but I had it, so thought I might as well share it.


Snapshot of the full project. Not pictured are overlays for railroads, topography, highways, etc.
97
Share Your Work / FOnline client configurator .NET C# project
« Last post by Yaroslav on June 26, 2020, 05:23:12 pm »
https://github.com/Solfylte/Fonline-Configurator-.NET



Third-party and open source configurator for FOnline.
Originally, it was created for the server "TLA mk2". At the moment it is completely rewritten for common FOnline. Can be a good base for your modifications. Or for work with any configuration file.

Localization
Unlike the original, this one has an external localization, and can support any number of languages. The approach to localization is identical to working with a configuration file (see Release/Localization.cfg). For adding your own language, just copy-paste any section and modificate. For example, polsk. (sory for my google translate):
Code: [Select]
[pols]
checkBoxLoggingTime = Rejestrowanie ze znacznikiem czasu.
checkBoxLogging = Logowanie do 'Fonline.log'.
...

Project structure
FOConfigForm - windows form implementation. Configurator.dll - common library for work with .cfg files. FonlineConfigurator.dll - narrowly focused library for working FOnline. /Release/ folder - already compiled project with *.cfg examples.

Others
You can also add your own configuration sections and use them. For example:

Code: [Select]
[MyOwnSection]
customValue1 = 1
customValue2 = True
The configurator is resistant to incorrect data. In case of incorrect values, it simply uses the default value.


98
I'm glad I helped you. I will be for what you need. You should still know that there is a superior version, the last one, but I still can't compile it. When I know I will publish it. Regards.
99
Thanks for the help, finally got it fully working now. Turns out my friend had downloaded the wrong client lol
100
Possibly the firewall?
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