fodev.net

FOnline Development => General Discussion => Topic started by: Slowhand on October 04, 2017, 02:37:13 am

Title: 100 years plan - Call to keyboards.
Post by: Slowhand on October 04, 2017, 02:37:13 am
Project is at: https://github.com/Sasabmeg/FOnline-BraveNewWorld

This is a document on what this game/SDK/community would need to be able to stand up. I try to summarize my ideas about resurrecting this game, assuming that the engine and the arts is constant, to what it is now. (No new animations, etc.)

This is also a start of a project, with the goal to make this game better, accessible and much more fun to play/develop/host. The means to that would be, to unite anyone interested and able to help, with two conditions: (1) Everything they contribute, will be shared publicly, for anyone to be free to use for any means - except to limit others from using it freely obviously - , (2) Quality work only.

I'll start this early next year. Until then I am gathering information and deciding on which areas to cover and in which order. Open source (SDK part) project will be based on 2238 SDK the FOnline: Reloaded V2 code (due to laziness and ease of use) and will be available via GitHub.


This is what I think is needed:


1. Hello 21st century.

A lot of new tools are needed for this game to stand up, or at least have a chance for it. Compare the current state of any FOnline server, to Fallout 1 or even Fallout 2. Once you start to play it again, you realize, how much it sucks on the interface level and on lack of features. This game needs to go further:

2. Goodbye alts.

The need that people feel to make alts, must go. Combat and other characteristics of player characters/builds must be well separated.

3. Goodbye Gankbox.

I consider this game to be a Sandbox. However most games that are Sandbox are failing nowadays. Let's face it, putting some sand in a box and giving it to your child to build sand castles from it kind of sucks hard, compared to Disneyland. If the tools were better, if it was not only a box with sand, but a box full with Lego pieces and a few already assembled toys, it would be way better. Would still suck vs Disneyland, but not that hard.

The main issue I see with this part of the game is, that most of the time 2 players meet in the open, they have more reasons to kill each other, than even take the moment to say hi, if not for the only reason to not get shot at while trying to type something. The solution for this is a meaningful faction/karma system.
It's relatively simple:

4. Hello quests.

Besides the tools needed to a better feeling while question, like the quest tracker mentioned above, some neutral, lore independent quests could be added to various places, to ease the effort on individual servers quest writing. This game needs tons of quality quests, variety depending on character choices.
The following tools are needed to help to enhance quest variety:

5. Paper, Rock, Scissors, Spock, Lizard!

Forget the current metas, dynamics. They do not work. They are shit in fact, as they serve only historic values by now. The few servers I played, I met the very bad design, of allowing infinite levels affect combat capacity almost infinitely. I contributed this to be due to lack of content or meaning for people to keep playing after reaching max level. Redesign combat mechanics to be able to finish someone's build in reasonable time, even for those who did not play the game before, focusing on different roles to choose from, balancing it in a way that a group of people would be most effective having mixed roles/build character, and not of only 1 or 2 types. To this, however, the next part of the project comes to play, see mini games.
Need to balance combat for different roles to work and be needed:
A lot of other mechanic changes, weapon changes, where having a weapon for the right range is more important than the actual rank of the weapon. No weapon shall be good to be used in all situation, thus hit chance redesign, weapons have their optimal range where they work best, instead of linear decrease in hit chance based on distance.
Making melee playable: Once a character with a melee weapon got into close range, some weapon cannot be used without a high chance of failure (interception, disarm, etc), basically only pistols, shotguns, melee weapons and unarmed combat would be effective in 1-2 hex range.
Lot of other ideas that concern playability of all roles, combatant types.

Take these roles to a moba fallout mini-game and sort the balance out.

6. Mini-games.

These would be both a tool for character balance and for end-game PVP content. One example would be a moba module, where one would have to capture objectives based just like in Dota or LoL. Other would be similar to TC or overrun mechanics, so if one NPC faction overruns the other to gain territory, etc.




Overall, this game is old. It needs to be renewed, modernized but the concept of Fallout-like quality kept, including immersion, lore, theme. I do believe the changes above are bare minimum if one would want to broaden the audience.

With 100 people, a 100 year plan could be a 1 year plan ;)

Note: Combat changes rework is need, but specifics are just examples, to show, where the direction is heading.
Title: Re: 100 years plan - Call to keyboards.
Post by: testerDEV on October 04, 2017, 09:55:34 pm
Great post Slowhand. You wrote extremely helpful ideas what can be improved in FOnline. If you don't mind, I'd like to comment several parts.

1. Hello 21st century.
Quote
Chat window
I remember something similar was introduced in FOnline Desert Europe. It was great feature:
Of course I'd like to see it but improved.

Quote
Enhance currently existing tools, for example bigger inventory, see weight change when trading or looting containers, etc.
Yes, it'll be UX friendly. In addition I'd like to add smart cursor: clicking (in addition to drag & drop) item get or put this item in inventory/locker/trader.

Quote
Target highlighting of colors to mark NPC's and even players being considered friendly, neutral or enemy. Name color could indicate that as well.
What exactly do you mean? Critter's contours? I think we have this done already.

Quote
Minimap. A real one.
Actually I don't think it is need however I don't know what exactly you want to have.

About the rest ideas in this section I can only say that they're fine.

2. Goodbye alts.
In short I love idea about re-roll character without deleting account and losing all professions, quests' progresses, implants and etc.

3. Goodbye Gankbox.
Everything what you have written about factions is interesting however I don't like idea about joining to NPC faction. In Ashes of Phoenix it is nice and fun but as you predict it can cause problems. Players would joing only strong factions and you see situation when Enclave has 150 players, BoS has 100 players, Gun Runners has 45 players and for example Master's army has only 5 players or so. Sure, not everyone must be equal but it leads to situation when we should use only 2 factions or make alliances.

4. Hello quests.
Also these quests should be balanced for different levels. From easy low level jobs to satisfactory quests with appropriate rewards both in items and experience.

5. Paper, Rock, Scissors, Spock, Lizard!
The only one moba game which I was playing for long time is League of Legends. I was really happy playing this game, especially as tank or offtank jungler. I don't know if classes in FOnline will work. I like having one character which can do everything (healing, crafting, lockpicking, traveling, bartering and so on), is tanky and do decent damage. What build or class should I take? Tank?

6. Mini-games.
This is fantastic idea. I'd like to see more mini-games like you suggest. In addition if I can play moba games with random players, it would benefit too.

Quote
Overall, this game is old. It needs to be renewed, modernised but the concept of Fallout-like quality kept, including immersion, lore, theme. I do believe the changes above are bare minimum if one would want to broaden the audience.

Yes, it is old as hell. It feels really old even compared to modern games which use old mechanics (for example Pillars of Eternity). I think the main problem with FOnline in general is closed engine, lack of documentation (in english), tutorials and of course solid programmers which can do tasks and develope engine in open source.

You mainly wrote about gameplay but I'd like to see more technical improvements in game. Core programmers with contributors who develop improved engine with all necessary improved tools (yup it has started but only it https://github.com/rotators/fosdk) included in sdk for everyone who wants to build own server like Reloaded, AoP, FO2, Requiem etc. At the moment if you want to create custom Fallout-based game you have to pick up one available sdk (Reloaded or TLA) then cut off every not needed content which leads to building your own tool.

When you have clean tool with only necessary core features you start creating the world, locations, quests... But what if I want to have custom critters or items? Of course I can add them but then I should delete the content which I don't need to have in my game because why I should keep it, for what? Now you are thinking why FOnline can't provide something like modules. Module for all Fallout's default items, module for Fallout's critters, module for my custom critters set or weapons.

I would love to have FOnline with more opportunities but at the moment it isn't promising. Would not it be better solution to use other modern engine or create improved FOnline Open Source engine and develop it all the time...

At the end I'd like to show several of the features that I like very much. Somehow improved UX, Mr Handy, fade view and transparent roofs/walls.

https://www.youtube.com/watch?v=yrz_g8P_tVs
https://www.youtube.com/watch?v=T68YaBDI9rI

It looks better than PvP player's ugly wall blockers (damn, I can't understant how people could play the game with these ugly blockers).

That's all what I wanted to say. Love your idea!
Title: Re: 100 years plan - Call to keyboards.
Post by: devis on October 04, 2017, 10:06:32 pm
Wanna come work on AoP? Developing and sharing ideals similar to your post.

We're about 4 out of the 100 years in.

Even if you're not interested in joining the team, come take a look and have a chat, I like your enthusiasm and actual effort put into the fodev scene.
Title: Re: 100 years plan - Call to keyboards.
Post by: adumbperson on October 05, 2017, 04:56:29 pm
The time you put in the project doesn't matter...
Just do it!

For my part I'm working solo.
Title: Re: 100 years plan - Call to keyboards.
Post by: Wire on October 06, 2017, 07:20:38 am
Come check a look at AoP as devis said
Title: Re: 100 years plan - Call to keyboards.
Post by: Fettel on October 06, 2017, 11:23:50 am
I totally agree with most of these and its funny to see how some of these ideas are also same way thought as I do. Like share same ideology/same ideas.

Lots of these ideas are also under development in Fonline Forever too.

as a game designer I think that fonline got still long way to go and have potential for anything.
Title: Re: 100 years plan - Call to keyboards.
Post by: Slowhand on October 06, 2017, 02:16:15 pm
Thanks for the feedback so far.

About contour colors, I never had them in any version of FOnline, I do not know what it depends on, whenever I press A, everything had red contour. For example I press A in a town and the militia is colored RED, where it should be GREEN, but so it shall be in random encounters, where you meet Junktown scouts fighting pig rats. Maybe I was missing something, I play mostly on Reloaded, and there I do not see it working for me.

About jack of all trades and classes, I do think classes work better for every game. I did play games where you could have 100 skills or more, barely able to have hotkey for them, but the simpler version, where you could only have a selected few from those, was much-much better. For an MMO to work, you may not able everything to a single character, I mean you may, but they may not be able to be as efficient as someone specializing in that. Hence the roles/classes. If this is neglected, game play devolves into one or two metas, and everyone plays the same. Less diversity, less fun. One hitting someone should not be possible, not even with an Eye-crit or 1 hex burst. Lower TTK is needed, to allow people to react, and different crippling/healing and melee combat mechanics. This is why a moba mini-game would bring a lot to the table, as players would be able to sort balance out in a fast way and give feedback. There is/was a lot of dead time during/before server wipes/developments, where people would have nothing else to do, but test combat balance while enjoying it in mini games.

That chat window looks epic, but it clutters the view and I want the chat windows to be available all the time if the player chooses to. Basically every GUI component should be movable/resizeable, or customizable in other ways necessary. it should be up to the player to set it up as they like, and without editing CFG files.

NPC factions and player factions would be different. You would never join an NPC faction, but what would happen is that you would be friendly, neutral or enemy to them. Friendly means access to a lot of stuff, neutral is a stage to get friendly with them, and enemy is obviously the state where if you enter enemy faction territory you would get random encounter attacks from them, and guards on map shoot you on sight. The main purpose of this would be to have players stop the mindless killing of people friendly (aligned) with the same faction/faction alliance. It's a bit more complex than this, but solveable and imo needed in the MMO world. Think of WoW, Horde vs Alliance, except you could loose your affiliation to one, and join the other or be hated to any and use only Neutral towns like Gadgetzan, Dalaran, etc. The faction balance can be solved via higher timer on repeatable quests the more active (faction points gained total, and not number of characters/alts, etc) members a faction has compared to other factions, and other dynamic measurement. Mini-games on faction vs faction would have a capacity, so a fight of 100 vs 5 never happens and the people with most recently achieved points toward that faction would have priority joining them. This would naturally push some people to join the lesser populated factions, to be able to have fun. (+ other balance/exploit fixes that come up, it's to early to say, but helpful to contemplate on it)
The sand needs to be filtered by a lot of layers before players can play with it. Again, this is very complex, but doable and needed. Else player interaction will reduce to kill on sight in 90% of cases, a very bad design for an MMO, specially for one with full loot.

Idea of how Quests should balance on level performance / player+character skill.

Creating new engine is too costly imo. The thing is, that you do it, but then again, all that I listed above, needs to be done, and you are barely ahead. Current engine might have limitations, but to think that creating a better one in reasonable time and that that would solve the FOnline problem (listed above), is foolish. I think at the moment it's better to go what we have here, and slowly replace the problematic parts, like hard coded stuff. When the whole thing is in my grasp, I might go for a shot on creating an open source version of this, but that way far ahead. I was also thinking first of replacing the animations by doing their 3D models and introduce new animations, but it seems I do not have much talent for it, however exploring this area would be good to influence people who have the time and knack for it, but lack the coding skills to add it, etc. (I would need too much time to get it done and we aren't even talking about quality.)

Agree about 'pro' players wanting to have every advantage and replace art by wall blockers, I think it hurts the game, but it is used on a scale where (1) it's common place already, (2) you cannot ban for this, as you cannot catch users, except if they post video and report themselves, but doing so would result in less footages shared. Reloaded tried to solve this by having in-game option for it, but it still looks ugly. The transparent roof/walls are available at Reloaded, I do not know if this is part of the newer engine they use or coded from script, but I think this is one of the last issues this game has, as you and others have already solved it, maybe someone will share.

About joining a team to develop there, I am sorry, but I feel like that is least useful for the community as a whole. Whatever I do, I will share it here, as I do not have any desires or plans to manage a live server, other for testing maybe. Since rotators SDK is shared, (so is Reloaded, but that is a live server and people might not feel right to use that to their own server, I never checked out TLA, but don't plan on doing so, don't have that much time) it takes most sense to add new features/remove dead code from there, everyone can add the new stuff to their server if they have at least 1 person being able to script. Also, I do believe that running a server should be mainly about that job/hobby?, as that is more than enough. Developing should be a separate hobby, even though at the moment most server owners are needed to be proficient coding/mapping/debugging their server. Hence post above, to reduce the load from server owners/scripters, at least at this level. (Generic tools supplied, but modifications needed to fit into server.)

Title: Re: 100 years plan - Call to keyboards.
Post by: Wipe on October 06, 2017, 03:34:49 pm
The transparent roof/walls are available at Reloaded, I do not know if this is part of the newer engine they use or coded from script

That's part of my old project, which is a collection of hacks exposing/using some of FOnline/AngelScript internal data, and providing AS functions to work with them in scripts. Base code works with r412, but older/newer revisions can be easily added; you're on your own to find proper offsets for data you need - there was no interest from devs so project has been canned, and i wasn't willing to reverse swarm of applications just for the sake of it.
Title: Re: 100 years plan - Call to keyboards.
Post by: kompreSor on October 08, 2017, 01:40:28 pm
i'm creating battle royale with moba elements on fonline engine, in some weeks u can expect first screens and official info about it.
Title: Re: 100 years plan - Call to keyboards.
Post by: Zinthos on December 31, 2017, 03:55:22 am
Character customisation is always a concern so it would be fun to make use of the already done 3d models. Adding some blur and pixelation with shaders, and reducing their animation FPS to 15 would make them fit in the fallout scenery really well i think.

This game has its unique atmhosphere but that does not mean that it should not be updated and modernized to fit the needs of either old or new players. Overall the interface and the game is not user friendly at all.
Some ideas i had floating around:

- Bring back the old installer and launcher (http://media.moddb.com/images/downloads/1/21/20938/moddbinstaller.jpg). Its 2018 damn it.
- There should be a proper ingame options menu, something like on FO2 but with more controls. I suppose there are engine limitations to, so the Launcher should have (and the old one had) an Options button which would bring up the (hopefully modernized) FOConfig dialog.
- The new-old interface could be the Tiny Tank, with some modifications. It fits into the rusty theme and very functional as well.
- Built-in VOIP, either ingame or via a lightweight application to start alongside the game
- Minimize the need of using third party mods or applications. Other than expanding the ingame possibilities to reduce the need of nowall mods or item highlighters, there could be an anticheat system to avoid hexbot users and such.


Now the two most crucial parts of the gameplay is the PVE and PVP question. Just to be clear, there is nothing wrong with hexing and full loot. In fact these 2 are by far the most interesting parts of the gameplay.


Regarding PVE...
Back on 2238 you randomly spawned near either Vault City, NCR, or Hub. I think it was a good conception because the major protected towns were good spots to meet players any time. Now later on Reloaded and on F2 every new characters spawns to Hub to "make players meet and interact more". To me it seems that it is an emergency patch to deal with the declining playercount... So instead of actually putting an effort to increase the playerbase, you just make the server around few players. Bright idea aint it? I think that is just a half-solution and it's not how one should think when developing a game.

Well imagine a system that selects the city near which your character is going to be spawned based on the population of the town. Unless there would be a larger worldmap, the traveling would be significantly slower or even deadly without a car or train, therefore you would be "forced" to make a living in that town. Obviously the by now unused locations should provide way more of content. Quests and jobs, also good opportunities to trade and level. Primary accomodation of the player would be a local house or apartment on the actual map, although some personal hideout like tentes or bases would be still an option, rather an expensive one. The faction controlling the town would profit from the players trading and living in the town.

Another interesting idea would be the fight for actual worldmap zones that factions can conquer. I haven't came up with an idea for their importance yet, though it could open some possibilities.

And regarding the PVP. As i said there is no problem with hexing, It (but rather characters themselves) might need some balance but overall it would be stupid to remove it.
The idea of random worldmap events is very good, again, the more the better, these should not become repetitive. Although the onscreen notifications (FO2) is not the best way to execute the idea.


egyébként szívesen beszállok a projectbe, habár nem igazán tudok scriptelni ehhez.




Title: Re: 100 years plan - Call to keyboards.
Post by: testerDEV on December 31, 2017, 10:26:41 am
- Built-in VOIP, either ingame or via a lightweight application to start alongside the game

Nah, it's useless feature because players prefer using Discord, Mumble or Teamspeak. No matter how good VoIP you provide, players don't use that because there is already better software. And remember only PvP players are willing to use "public" voice communication.
Title: Re: 100 years plan - Call to keyboards.
Post by: Zinthos on December 31, 2017, 01:50:53 pm
Nah, it's useless feature because players prefer using Discord, Mumble or Teamspeak. No matter how good VoIP you provide, players don't use that because there is already better software. And remember only PvP players are willing to use "public" voice communication.
Then ingame text chat is also an useless feature because everyone can just use the forum to send pms. Right?
Yes, there are better alternatives, but that doesn't mean that everyone is using them. Of course, pvp players will always use teamspeak or discord, but most of the casual players won't bother downloading a third party software just to have some chit chat or trading done in Hub. And it gives the game some immersion... you meet someone in the desert and instead of typing you can actually ask him if he's friendly - before getting your head blown off (results may vary).

It is not of big importance, but i think that nearly every MMO has this feature already.
Title: Re: 100 years plan - Call to keyboards.
Post by: testerDEV on December 31, 2017, 05:48:05 pm
The trick with chat box is that player can actually see how his character says something - similarly NPCs says.

Btw Fonline needs others features and changes. Reworked GUI with scalable fonts and windows, clients for Windows, Linux, macOS, maybe Android... But what would be really helpful is auto updater - not needed manually download files or something. Something like launcher you have posted.
Title: Re: 100 years plan - Call to keyboards.
Post by: Zinthos on December 31, 2017, 06:11:56 pm
The trick with chat box is that player can actually see how his character says something - similarly NPCs says.

Btw Fonline needs others features and changes. Reworked GUI with scalable fonts and windows, clients for Windows, Linux, macOS, maybe Android... But what would be really helpful is auto updater - not needed manually download files or something. Something like launcher you have posted.
If i remember correctly, the source code and the launcher itself is included within the 2238 SDK release. It can probably be modified to check for updates on every game start. I might take a look into it after the holidays.

By the way the sdk revision 477 (i think) already features an auto updater built in.
Title: Re: 100 years plan - Call to keyboards.
Post by: dogo23 on January 01, 2018, 01:01:21 am
great posts. I would love to assist in any way. I believe that right now the development needs to be streamlined. People wishing to contribute should have an easier to use mapmaker + quest + characters + items all in one program.

I believe for this to get more support, we need to start a repository or list of repositories.
Title: Re: 100 years plan - Call to keyboards.
Post by: Slowhand on January 01, 2018, 01:47:45 am
great posts. I would love to assist in any way. I believe that right now the development needs to be streamlined. People wishing to contribute should have an easier to use mapmaker + quest + characters + items all in one program.

I believe for this to get more support, we need to start a repository or list of repositories.

I don't know if that streamlining is required.

Agree on the repo, I wanted to set one up when I finished the quest tracker, but might do it sooner.


Title: Re: 100 years plan - Call to keyboards.
Post by: dogo23 on January 01, 2018, 03:16:12 pm
I don't know if that streamlining is required.

Agree on the repo, I wanted to set one up when I finished the quest tracker, but might do it sooner.

Looking forward to it Slowhand. It would be nice to get some better documentation in the future.
Title: Re: 100 years plan - Call to keyboards.
Post by: testerDEV on February 08, 2018, 01:00:14 pm
Anything new?
Title: Re: 100 years plan - Call to keyboards.
Post by: Slowhand on February 08, 2018, 07:46:55 pm
No, sorry, I didn't have time to do stuff related. I'll have a break in april soonest..
Title: Re: 100 years plan - Call to keyboards.
Post by: testerDEV on July 21, 2018, 06:22:27 pm
I would like to ask if you started doing some work for this amazing and demand project? Do you work alone? Do you need some feedback?
Title: Re: 100 years plan - Call to keyboards.
Post by: Slowhand on January 10, 2019, 02:47:04 am
Hi, sorry for the long absence.

To answer some questions, I have not set up a repo yet and for now I believe the best way to progress with this, is not via a centralized repo. It would take much management from people, but rather keep the spirit and publish well separated modules that can be used by the FOnline community.

I'll make the groundwork for windows myself, it's still in a half finished state, not usable atm, other than hacking, and lacking a lot of functionality.

The other parts can be separated, anyone can make something they think it's usefull and free source it to the community, as we have seen, this have been very popular lately. Just find something you agree on and do it. Gather ideas on server forums, in-game if you are playing, on discord.

Until we have a 2238 based source on FOclassic, use your own repos, I'll use Reloaded v2 for convenience. However, the aim is to make use of FOclassic and it's features, so any work that even theoretically makes use of some features is good.


So basically:
1. Find something usefull from the list or your own idea for improvement that you think the FOnline gaming community would benefit of.
2. Talk with people about it, and refine your idea.
3. Implement it
4. Publish it
5. Write a post explaining how to use, or add your module, change, w/e you made.

I know this sounds more like a Guerilla fight, but the aim here is not to create a new and better FOnline server, but to give tools, content, fixes or improvements to both already existing and new ones. More like steering stuff in the direction of modern games, with good old fallout spice, and the weapon of choise being 'publishing free content/enhancement that are good enough not to get ignored'.

This does not have to be related to scripts and interface only. Maps and stories (completed work) should be shared as well. Let's say you create a random encounter, or a complex quest line that can be easily added to an NPC in a public location. If you do that, independently, and add the information in whatever way you choose for people to add this to their servers, you are helping them a lot. I see no reason that a good questline should be used on one server but not on the others. There are enough differences - in combat, progression, story lines, loot system, map/world layout you name it - between the servers already, ideally one should should consider one server over the other, based on this, rather then questing content or how interfaces look.

This is a long shot. I know everyone has a different motivation level, I usually work like 1-2 months a year on FOnline, and when I have a longer module, I am not able to finish it, like last time, but for example consider the Black Jack module I wrote a while ago. It took a few weeks/months to do, half a year to a year to be added to any of the servers. But theoretically speaking, why should one server have this, and another not? Or better asked, why should a player who enjoys one server more, be able to steam off their gambling addictions in-game, while another not?

The biggest risk here, is that what you make, no server will addapt. That will happen eventually, but good work, that is well separated and not based on a specific server's system, well documented or rather easy to integrate, will probably get added sooner or later.

To the list I think I will have to add interfaces -> account management, where one would log in with same account, be able to select from multiple alts on that account, have an email registered to this account in case they forgot their passwords. This shit happened a lot, and I think there is no common system for it.


Title: Re: 100 years plan - Call to keyboards.
Post by: Slowhand on January 10, 2019, 03:20:37 am
Maps/Stories required:

1. Starting zone

The game story has to be lateral as well, not just deep. Meaning, some choices you make, would exclude some quests. This could be started with tutorial quest based on character creation. For example, the 2 traits and 3 skill tags you take (assuming here most servers havent changed that) would define a start location as a tutorial how to play the game. You would be able to exit this location only once you complete the quests for these 3 skill tag checks.

So the maps have to be generic, large enough but not to large, with multi map zones (so player learns to use the grid as well) with the following themes:

1 bigger map, 3 side maps, different size, one being a cave or other combat area, others being for exploration.

- Junktown like encampment, with surroudning are like a cave (if you played reloaded, something similar to Lander's Point)
- Inside of a vault, with a cave system, similar to Fallout 1 start zone. Nothing that suggest high tech like Power Armor, just regular stuff.
- Tribal encampment, with hunting grounds, brahmin, vegetable fields, etc.
- Nuclear waste factory, similar design to Gun Runners


2. Moba kind of map (League of Legens, DotA, etc)

Different themes, layouts, some better for sniping, some better for melee, but in general more or less balanced between close combat and range.
- Big maps
- Circular, as you can go around in a circle, go throught middle, but there should be path that are more or less covered
- Space to lay down traps, or have melee fighters as advantage
- 2 bases situated either Top Left vs Bottom Right, or Top Right vs Bottom Left.
- Theme of 2 bases fitting current lore, for example Enclave vs BHS, Gun Runners vs SomeoneHelpMeOutWithLoreHere, Junktown vs Necropolis, Gecko vs Vault City, Red Chineese vs Blue Chinees, and so one.

For 2. we will still need to figure out, how to make a proper moba game, this will take ages, but it would contribute a lot to the modernisation of the game due to various and very trivial reasons.

If you want to contribute, make maps public on these forums by posting in share your work forum section, pm me, I'll add the forum post link to a list I yet have to set up :)

Title: Re: 100 years plan - Call to keyboards.
Post by: doon on January 10, 2019, 07:36:47 am
My bad. Just seen this project. Since i am back to work on last breath, i will share my work for this project, to everyone. As soon as 3d and other content will work i ll create à public repo.
Title: Re: 100 years plan - Call to keyboards.
Post by: testerDEV on January 11, 2019, 05:20:08 pm
Sounds great!

I think keys to success are tools which help creating that kind of content and they are also very important. Fortunately cvet will do something great if he completed milestones of his fonline version. I really like idea about repacing AngelScript to C#, new multifunctional editor (mapper, dialogs, items, critters, GUI tools) and basically all that engine related magic. I hope all or atleast some of these features will be introduced in FOClassic as well.
Title: Re: 100 years plan - Call to keyboards.
Post by: Wipe on January 14, 2019, 06:18:31 am
Changing scripting language is just another of "cool for new projects, overwhelming for running servers" changes so it won't happen.
Title: Re: 100 years plan - Call to keyboards.
Post by: Slowhand on January 20, 2019, 03:15:06 pm
Changing scripting language is just another of "cool for new projects, overwhelming for running servers" changes so it won't happen.

:thumbs up:
Title: Re: 100 years plan - Call to keyboards.
Post by: Slowhand on October 12, 2020, 07:38:02 pm
https://github.com/Sasabmeg/FOnline-BraveNewWorld/tree/dev - I use this repo to publish stuff that I managed to implement.

Here is a demo of features: https://www.youtube.com/watch?v=pdeU7yB6qmw&feature=youtu.be

Quest tracker with Pip-boy update - Done, the only thing left to do, maybe, is if a quest has a timer, to add it to pip-boy.

Message Box - updated to a level where players can filter text with Message Tabs, allowing them to show only Faction chat for example. (Faction chat has been added) There are options to show/hide timestamps, show/hide the chat tabs.
Still need to be done: Separate from action bar (weapon/AP etc), Move, Resize, Direct Messages, Global message (players need ignore list first), Chat Tab blinking notification on chat tab if new Faction chat or Direct Message happened while other chat tab active.

Global chat vs Radio 0:

There are several problems with Radio 0 being the global chat, the biggest one is that new players would feel the world to be totally empty, as they don't even know about the Radio system. The second biggest one is player identification, if you use a radio channel with your friends to communicate, you'll have to type your name before every line if you are more than 2 of you. Also a problem of Radio 0, for trolls that is a feature ofc. It simply doesn't work, just people just used personal discord/TS even for text.
For Direct Messages and even Global Chat to work, one needs to be able to keep an ignore list, just in case of spammers, which is not the case in Radio 0, where one can just turn it off.

Item Highlighter - Press W to toggle, it will show items on ground and some harvestable tree's or old computers. Mostly so community doesn't need to resort to interface hacks while cave hunting. It was also useful to show hidden bugs in maps.

Modern Mouse behaviour - Right click move, Q = mouse default, A = attack, M = move. Ctrl + F1 change back to legacy mouse.

Text font change while in game - Pip-boy, Message Box, Dialogs and even Fix-boy, support font increase/decrease with Ctrl + MWheelup/down.

Jinxed Jack interface - an old interface named JJ was reworked to replace the legacy interface. It was modified to support features above.

Fix-boy - small update on coloring, orange means that you have the mats, but need either tools or workbench. It will also show a number, which is the total you could craft with the mats you have.

Inventory Tracker - a cool feature, but fully bugged atm and can be turned off with Ctrl + I. Sometimes its useful though. Todo: fix bugs.