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FOnline Development => FOnline Projects => Topic started by: hexer on January 10, 2014, 01:20:58 pm

Title: Van Buren
Post by: hexer on January 10, 2014, 01:20:58 pm
Hi everyone!

My team has decided to move onto FOnline engine to create Van Buren: http://www.moddb.com/mods/f3-van-buren

I am the main developer and project lead and I'm currently setting up the basic installation. I have some questions:

- Should I use FOnline SDK or FOnline 2238 as a base for the game? 2238 is a multiplayer but I am creating a singleplayer game so I'm not sure if that's smart.
- I want to use 3D models in the game from here: http://fo2238.fodev.net/wiki/3d_armors_development_tracker
How can I do that?
- I need to implement mutliple vehicles. Is that only in 2238 or is it in SDK also?
- Can I use rotators tools such as WorldMap Editor only in 2238 or do they work in SDK as well?
- Can I make changes to SPECIAL without touching source code or must I contact SDK developers to do that?
- I need to convert my FO2 maps to FOnline format. How can I do that? I looked on the net for tutorials but didn't find any.
Title: Re: Van Buren
Post by: JovankaB on January 10, 2014, 04:08:41 pm
Quote
- Should I use FOnline SDK or FOnline 2238 as a base for the game? 2238 is a multiplayer but I am creating a singleplayer game so I'm not sure if that's smart.

Hard question. 2238 has some nice tools which will work out of the box (like World Editor), though they should work with SDK too, but it may require some additional work to set it up. SDK always has the latest version of FOnline engine - 2238 client and server is a little behind in the moment but it should be possible to upgrade 2238 to new one, it just requires some work. 2238 doesn't have official "single player mode" but it should be possible to add it (again, with some work). Single player mode is really just FOnline server running locally in the background with some changes in main menu (allowing to save and load game).

The main difference between SDK and 2338 is really in scripts and content. For a multiplayer modification I think 2238 is a better starting point, in case of single player game with completely new content, it's really hard to say.

Quote
- I need to implement mutliple vehicles. Is that only in 2238 or is it in SDK also?
Multiple vehicles are in SDK too, it's not some unique 2238 feature, though some details in car scripts are different.
Adding more vehicles is fairly starightforward, it's just special kind of items, so I wouldn't worry too much about it.

Quote
I need to convert my FO2 maps to FOnline format. How can I do that? I looked on the net for tutorials but didn't find any.
Check out !readme.txt in this package of Fallout maps converted to FOnline (http://fodev.net/forum/index.php/topic,29370.0.html).
Title: Re: Van Buren
Post by: kompreSor on January 10, 2014, 09:26:06 pm
- Should I use FOnline SDK or FOnline 2238 as a base for the game? 2238 is a multiplayer but I am creating a singleplayer game so I'm not sure if that's smart.
in FOnline Australia can play singleplayer, ask Mr Feltzer about that.
Title: Re: Van Buren
Post by: fonliner on January 11, 2014, 10:04:51 am
Yes, we can because it is based on TLA SDK.
Title: Re: Van Buren
Post by: hexer on January 11, 2014, 10:18:57 am
Thank you for your help! This is all new to me but I'm learning fast. I've been reading through code yesterday and noticed that most Perks and Traits seem to be hardcoded or not implemented yet. Can this be fixed through scripting or can it be only done through the source code?
Title: Re: Van Buren
Post by: Wipe on January 12, 2014, 11:39:06 am
most Perks and Traits seem to be hardcoded or not implemented yet
Code: [Select]
#define PE_SILENT_RUNNING            ( 316 )
#define PE_MASTER_TRADER             ( 318 )
#define PE_QUICK_POCKETS             ( 349 )
All perks handled by the engine, none of traits is even mentioned.

Beside of these three, you are free to add missing ones thru scripts - i highly doubt more perks will be added to engine.
Title: Re: Van Buren
Post by: Lexx on January 12, 2014, 12:16:40 pm
Yes, we can because it is based on TLA SDK.

I haven't tried in a while, but last time I checked, 2238 could be run in singleplayer too?
Title: Re: Van Buren
Post by: hexer on January 17, 2014, 10:11:37 am
Does anyone have Daesch's Van Buren World Map? http://falloutmods.wikia.com/wiki/Daesch's_Van_Buren_World_Map

His link is down and perhaps some of you have downloaded it in the past.
Title: Re: Van Buren
Post by: hexer on January 19, 2014, 06:43:27 pm
Any mappers out there that would like to join the team? I want to start working on new art ASAP and an additional mapper would speed things up!
Title: Re: Van Buren
Post by: hexer on January 24, 2014, 01:25:21 pm
Working hard on Hecate's pyramid! I'm currently finishing the paintover. This will be then combined with the source layer to give it that extra realistic touch.

Here's the WIP of an eastern corner

(https://i.imgur.com/KZGCd8p.png)
Title: Re: Van Buren
Post by: hexer on February 04, 2014, 04:14:32 pm
(http://static2.wikia.nocookie.net/__cb20070617183914/fallout/images/e/e3/Super_mutant.gif)

UPDATE #5

Current team lineup: Ilove3D (mapper), The Brazilian Slaughter (gameplay designer), Vaarna_Aarne (writer), grotsnik (writer), Whisky (writer), Kamoho (writer), Kane Vollstrecker (inventory art), hexer (everything else)

Hello mutants!

As you can see our team has grown. We finally found another FOnline mapper who is currently finishing Twin Mothers area. TBS joined us to help with SPECIAL and overall gameplay changes. He'll also contribute as a designer for one area.

We found a professional VO actor for our intro, end game slides, and perhaps a talking head or two.

And now for something unexpected! During our last Skype session, the team came up with the following idea - the player can play the game as either a ghoul or a super mutant! I personally can't wait to try out something different for a change.

I've been very busy making new art lately. Because there is so much of it, I'm sleeping no more than 5 hours a day. But that is the price I have to pay if I want to deliver! Currently, my game installation folder is already over 3 Gb but still there's much to be done.

P.S. We are looking for people that know how to make isometric game scenery or 3D movies.

See you around!


(http://static1.wikia.nocookie.net/__cb20061208074917/fallout/images/5/58/Ghoul2.gif)
Title: Re: Van Buren
Post by: hexer on February 09, 2014, 08:48:12 pm
 Kids play next to Ouroboros' school while the Daughters of Hecate watch over them.

(https://i.imgur.com/c54zLEG.png)
Title: Re: Van Buren
Post by: fonliner on February 10, 2014, 09:28:41 pm
Screenshots from Fallout 1 or is it only changed interface?
Title: Re: Van Buren
Post by: hexer on February 10, 2014, 11:01:48 pm
At the moment I can't start Fonline (I deleted a bunch of content from SDK and now the scripts are failing to start) so I made the screenshot inside Fallout 2 (except that I changed the interface into Fallout 1). We are not sure 100% if we will have a new interface or use a modified Fallout 1.
Title: Re: Van Buren
Post by: hexer on February 12, 2014, 08:18:43 am
I redid the snake mosaic and now it actually looks like a mosaic! I'm moving on now to finish other parts of Ouroboros.

(https://i.imgur.com/yFd0sBj.png)
Title: Re: Van Buren
Post by: hexer on February 12, 2014, 02:55:01 pm
Here are some old / new screenshots I posted in a different thread earlier.

Dogtown

(https://i.imgur.com/EfktiGe.png)

(https://i.imgur.com/tNikdNl.png)

23rd century communism

(https://i.imgur.com/8MOzyxF.png)
Title: Re: Van Buren
Post by: fonliner on February 12, 2014, 07:20:26 pm
Interesting, dogtown scenery looks nice.
Title: Re: Van Buren
Post by: lisac2k on February 13, 2014, 03:12:18 pm
Great perspective design in Dogtown (although only a part is visible)!
The monument colours seem to have suffered a bit during the conversion...
Anyway, nice work!
Title: Re: Van Buren
Post by: raynor009 on February 16, 2014, 01:45:36 pm
OMG, you guys I can't tell you how excited I am about this. I can't wait for it to be released!!!!!
Title: Re: Van Buren
Post by: hexer on February 16, 2014, 06:03:53 pm
Thanks guys! The best thing is that FOnline's world map will be expanded :)
Title: Re: Van Buren
Post by: hexer on February 23, 2014, 10:57:35 pm
Started working on the world map.
Hello, Grand Canyon! (This is not an actual in-game scale)

(https://i.imgur.com/HSoSXB4.png)
Title: Re: Van Buren
Post by: fonliner on February 26, 2014, 03:20:16 pm
Nice world map, I would like to see game scale to compare with fonline 2238 map. :P
Title: Re: Van Buren
Post by: hexer on February 26, 2014, 07:41:33 pm
Our world map is slightly wider than 2238 but it's also shorter by 1/3. If someone ever merges them together one day they will have a map double the size of 2238.

And yeah, this is only a tiny bit of the world map not the whole map.
Title: Re: Van Buren
Post by: hexer on March 13, 2014, 09:57:00 am
In case any programmers want to join us, you're welcome! Since I am the only programmer, any help is appreciated :)
Title: Re: Van Buren
Post by: hexer on April 10, 2014, 10:32:35 am
Quick update (before a real one ;) ): Working on Ouroboros, the location which will be used for our first gameplay video. We have Alpha version which is 6 GBs at the moment. The soundtrack is over 7 hours long. We also included 3D models so we can have armors such as NCR / Desert Ranger Armor in their full glory. See you in the next update!
Title: Re: Van Buren
Post by: Lexx on April 10, 2014, 10:39:57 am
Keep in mind though, it's quality over quantity. Having 7 hours of music from which 6 hours are bad or unfitting... it really wouldn't help the product at all.
Title: Re: Van Buren
Post by: hexer on April 10, 2014, 11:26:22 am
Of course. I'm not saying all of those 7 hours are on Mark Morgan's level but it's definitively better than what you heard in Fallout 3. I'll post some samples for your ears   ;)
Title: Re: Van Buren
Post by: hexer on April 10, 2014, 11:30:06 am
Here's our Soundcloud page with a few songs. Enjoy!

https://soundcloud.com/van-buren-fallout (https://soundcloud.com/van-buren-fallout)
Title: Re: Van Buren
Post by: hexer on April 10, 2014, 06:13:04 pm
Bros, I have a small request for those of you with Facebook accounts. We cannot advertise to spread the word until we hit 100 likes. Currently we only have around 40. So please go to our page and like us. Thank you!

https://www.facebook.com/f3vanburen (https://www.facebook.com/f3vanburen)
Title: Re: Van Buren
Post by: fonliner on April 13, 2014, 08:15:35 pm
I really like The New Camp and Meet ARGOS. The last one should be used for dungeon quest or even boss fight part or something like that. :D Anyway great job as always.
Title: Re: Van Buren
Post by: Ganado on April 20, 2014, 07:26:08 am
The music's interesting, some of the "layers" of it do remind me of the techniques Mark Morgan uses.
What tools did you create it with?
Title: Re: Van Buren
Post by: hexer on April 21, 2014, 09:25:06 am
The music's interesting, some of the "layers" of it do remind me of the techniques Mark Morgan uses.
What tools did you create it with?

I'll ask the composers what they use!
Title: Re: Van Buren
Post by: hexer on April 27, 2014, 02:01:31 pm
I've uploaded the Crater's ambient track

http://soundcloud.com/van-buren-fallout/the-crater
 (http://soundcloud.com/van-buren-fallout/the-crater)
Title: Re: Van Buren
Post by: fonliner on April 27, 2014, 02:16:46 pm
I would like to see some screenshots or movie gameplay...
Title: Re: Van Buren
Post by: hexer on April 27, 2014, 02:29:40 pm
Here's a screenshot of me testing new mutants outside Ouroboros.

(https://i.imgur.com/F4cxHkU.png)

I'm sorry you have to wait for our new screenshots/gameplay video but I'm the only artist/programmer/mapper actively working on the game right now so it's going as fast as one man can push it!
Title: Re: Van Buren
Post by: fonliner on April 27, 2014, 06:19:03 pm
Why are you working alone?
Title: Re: Van Buren
Post by: hexer on April 27, 2014, 08:21:31 pm
They're all volunteers and are working on the game with me when they're not busy with real life (school, jobs, family, relationships, etc.). It's like that right now, I think it will get better as I start finishing more of the locations. If it unfortunately remains like it is now, the game will be finished but it will take me twice as long and I think the quality might suffer because I'm not that good at every aspect of game development. I'm working on it every day and am highly motivated :)
Title: Re: Van Buren
Post by: lisac2k on May 06, 2014, 05:33:02 pm
Nice screen, I really do love that tractor wreck :) too bad I never pushed it further and made some more of such junk... Who knows, maybe some day...
Title: Re: Van Buren
Post by: hexer on May 07, 2014, 07:47:57 pm
Yes, you should make more junk because you're making nice-looking junk :)
P.S. I credited you under Rotators (because I also used some of b_B's tiles) but I can credit you separately if you want to
Title: Re: Van Buren
Post by: lisac2k on May 08, 2014, 08:41:28 am
Rotators should be OK. I may publish something else today or tomorrow, it may or may not be of use to you... Your call.
Title: Re: Van Buren
Post by: hexer on May 08, 2014, 01:04:23 pm
Richard Tongol, a Fallout fan and a 3D modeler, donated his 3D model of the original vertibird to us. Now we need to animate it so the Prisoner can enjoy a ride ;)

(http://www.ultraimg.com/images/Jqnig.png)
(http://www.ultraimg.com/images/S9TY.png)
(http://www.ultraimg.com/images/Buo9A.png)
Title: Re: Van Buren
Post by: lisac2k on May 08, 2014, 08:47:52 pm
Lovely!

Maybe the transitions on the back wings are not as seamless as they could be, but the overall quality is very nice.

Anyway, I have released something as well (http://fodev.net/forum/index.php/topic,29581.0.html) (although my contribution is more modest, but still...)
Title: Re: Van Buren
Post by: Koniko on May 09, 2014, 10:02:50 pm
Looks promising keep it up tho :) !
Title: Re: Van Buren
Post by: fonliner on May 14, 2014, 11:04:01 am
Any news? What's progress?  ;D
Title: Re: Van Buren
Post by: lisac2k on May 14, 2014, 06:38:15 pm
Any news? What's progress?  ;D

I think there is most probably some progress achieved, but you can't really expect from the team (i.e. from hexer) to post every detail about it... He'll notify us when something remarkable happens, I'm quite sure about that.
Title: Re: Van Buren
Post by: hexer on May 15, 2014, 07:19:37 am
I've been pretty quiet lately as I'm mostly busy with mapping and music. I'm focused on giving each location the right atmosphere. The game will have a lot of ambient music and some people might call it Van Buren the Musical ;)
I hope to get musician's permission to release one new song from the game which gives me the chills when I listen to it. It has that Fallout vibe and instantly transfers you into another world.
Title: Re: Van Buren
Post by: raynor009 on May 17, 2014, 10:46:29 pm
Woah!! I haven't read the forums lately but you guys did an awesome job judging by the latest screenshots. I can't wait to play your game!
Title: Re: Van Buren
Post by: hexer on May 29, 2014, 08:43:12 pm
It's a world of mutants out there...

https://soundcloud.com/van-buren-fallout/moribund-world (https://soundcloud.com/van-buren-fallout/moribund-world)
Title: Re: Van Buren
Post by: hexer on May 30, 2014, 06:45:31 pm
Swimming time!

(https://i.imgur.com/hLXYROh.png)

P.S. I tried to capture a video so you could see it in its awe-inspiring motion and hear the music but alas, my notebook is too old and slow for that.
Title: Re: Van Buren
Post by: fonliner on June 02, 2014, 08:20:14 pm
Interesting. It reminds me What Remains mod (http://www.moddb.com/mods/what-remains) for FOnline. ;)
Title: Re: Van Buren
Post by: Wipe on June 08, 2014, 06:38:37 am
Is/will it be possible to start game in multiplayer mode without problems? Linux client/server have no support for singleplayer mode, and starting multi is the only way to workaround this :[
Title: Re: Van Buren
Post by: hexer on June 08, 2014, 09:14:03 am
Hmmm... at the moment the multiplayer doesn't work but I think that's due to some configuration error. We will look into it and make it work for everybody!
Title: Re: Van Buren
Post by: hexer on June 30, 2014, 10:54:52 pm
We did an interview for a YT channel Retrospective Gaming!

Check it out for new screenshots and information!

https://www.youtube.com/watch?v=_3m61mFpAqk (https://www.youtube.com/watch?v=_3m61mFpAqk)
Title: Re: Van Buren
Post by: fonliner on July 02, 2014, 09:09:26 pm
Very interesting man :D Do you know how many quests are done?
Title: Re: Van Buren
Post by: hexer on July 03, 2014, 07:56:16 am
We're not scripting quests yet, I first have to finish the maps and new art. As I mentioned in that interview, I think we'll start working on quests in 2015. Dialogs are being written now though (but no quest scripting).
Title: Re: Van Buren
Post by: KingKongMongo on July 04, 2014, 02:51:50 pm
Looks like an awesome game. You and your team have some great ideas!

I don't know if anyone has covered this but I found a Van Buren world map:

http://gamma.nic.fi/~aammpp/fallout/Interface-00137.jpg

Also I found this picture of combined Fallout world maps (could be useful):

http://img2.wikia.nocookie.net/__cb20100112164703/fallout/images/0/0d/US-Map.jpg
Title: Re: Van Buren
Post by: fonliner on July 04, 2014, 04:53:53 pm
(http://img1.wikia.nocookie.net/__cb20080606162925/fallout/images/2/29/Western_USA_v1.0.jpg)
Title: Re: Van Buren
Post by: hexer on July 06, 2014, 09:50:12 am
Thanks guys, we've seen those maps. Our world map is a new one :)
Here is a tiny piece of it, showing Grand Canyon

(https://i.imgur.com/HSoSXB4.png)
Title: Re: Van Buren
Post by: fonliner on July 17, 2014, 01:37:20 pm
Any news about game development progress?
Title: Re: Van Buren
Post by: hexer on July 17, 2014, 08:21:34 pm
By the end of month we're going to hit a major milestone, all game art will be in the game! That means we've got 5 months to polish the art and finish maps ;)
Title: Re: Van Buren
Post by: hexer on July 24, 2014, 06:50:34 am
Mr. Matty Plays covered Van Buren on his big YT channel :)

https://www.youtube.com/watch?v=zoEbvZutmK8 (https://www.youtube.com/watch?v=zoEbvZutmK8)
Title: Re: Van Buren
Post by: fonliner on August 12, 2014, 07:33:34 pm
Hey, hey baby what's up? Anything else what you could show us hexer? :P
Title: Re: Van Buren
Post by: hexer on August 12, 2014, 09:08:44 pm
Our new artists are hammering away at new GUI, portraits and town maps! Incredible stuff is being produced... I am working on something really really cold at the moment ;)
Title: Re: Van Buren
Post by: hexer on September 05, 2014, 05:50:26 pm

(delete me)
Title: Re: Van Buren
Post by: JovankaB on September 05, 2014, 07:06:50 pm
nice!
Title: Re: Van Buren
Post by: hexer on September 05, 2014, 08:53:41 pm
Thanks!
Title: Re: Van Buren
Post by: fonliner on September 06, 2014, 11:10:02 am
Yeah nice looking.
Title: Re: Van Buren
Post by: hexer on September 06, 2014, 11:42:19 am
Thanks, it's a loading screen! There will be more if those released :)
Title: Re: Van Buren
Post by: hexer on September 09, 2014, 07:39:01 pm

(delete me)
Title: Re: Van Buren
Post by: Mr Handy on September 09, 2014, 10:42:23 pm
Whoa this screen is incredible  :D
Title: Re: Van Buren
Post by: fonliner on September 10, 2014, 10:19:16 am
Again good job man! Hope all loading screens will be that style.  8)
Title: Re: Van Buren
Post by: hexer on September 10, 2014, 11:45:57 am
Thanks, again that's the work of KJ, our artist. She rocks! :D

There will be all sorts of types of loading screens, just like in Fallout 1 / 2 ;)
Title: Re: Van Buren
Post by: lisac2k on September 10, 2014, 07:53:32 pm
The scene (roadside) is encumbered with signs
The blur on the wheels is not radial and not aligned to the proper axis
The face of the rider is somehow too clean, too stylish, too... un-post-apoc
The bike is an old-timer, but the setting should be based on avant garde future visions of the old times (1950's/60's)
The white lane mark doesn't belong there, it would've been lost since many deathclaw generations
The first loading screen looks much better (although I would scrape the Nuka Cola sign)

Just my two eurocents.
Title: Re: Van Buren
Post by: hexer on September 11, 2014, 08:17:01 pm
Thanks for the feedback!

The face of the rider is somehow too clean, too stylish, too... un-post-apoc

I always thought Bethesda went overboard with dirtying up everything in FO3. Classic Fallouts were never that dirty so I personally don't mind.
Title: Re: Van Buren
Post by: lisac2k on September 12, 2014, 12:09:57 am
Thanks for the feedback!

I always thought Bethesda went overboard with dirtying up everything in FO3. Classic Fallouts were never that dirty so I personally don't mind.

You're welcome.
I couldn't say anything about FO3, was hardly playing that game for longer than a few hours.

Anyway...
Title: Re: Van Buren
Post by: JovankaB on September 12, 2014, 10:18:37 am
It's not a matter of dirtying stuff up but working on own painting technique. It's easier said than done.
I would advise to stick to more landscape-like stuff with distant figures like in the first picture. I think it
has better colors and composition overall too. The colors in the first one are less saturated and less
"basic" (for example the street mark isn't bright white but slightly yellowish) and it doesn't have this
annoying VB mark in the corner. If you want to put a logo there, it should be much smaller, right now
it's too prominent IMHO.

Right now the picture is in order of importance:

1. The rider
2. The Vb Mark
...
999. The second rider, barely there - anyone missed him?

And I think it should rather be:
1. The rider
2. The second rider
3. The Vb mark
Title: Re: Van Buren
Post by: Lexx on September 12, 2014, 11:50:10 am
Or crop the image so you won't see the head of the dude in front.
Title: Re: Van Buren
Post by: hexer on September 12, 2014, 04:49:10 pm
I think those elements stand out because the picture is saturated. I'll desaturate it of course. And VB logo was added only as an ad, it won't be in the game.
Anyway, I've sent your feedback to KJ. We'll see what she'll make of it - she has an artistic style of her own which is very cool! And just wait till you see her town maps! :) ::drool::
Title: Re: Van Buren
Post by: lisac2k on September 12, 2014, 05:47:14 pm
Don't get me wrong, or any of us for that matter; in a fan developed free-of-charge game based on the Fallout 1/2 setting loading screens like yours are great. It's just the discussion about what the game could become (i.e. the potential), partially also what we would want to see (i.e. the wishes).

You don't have unlimited resources at your disposal, so you can't push it over the limit forever. That said, the loading screens are quite nice the way they already look like, send KJ greetings from us ;) (I hope she'll be experimenting with more different styles during the development).
Title: Re: Van Buren
Post by: hexer on September 12, 2014, 06:47:26 pm
Ah, don't worry about me. I'm into inspirational speaking so my Ego doesn't get hurt when people give feedback no matter how harsh it is. I want to hear everything from you guys so we can better understand our fans and act accordingly. We are making this game for fans after all  8)
Title: Re: Van Buren
Post by: fonliner on September 12, 2014, 09:27:20 pm
By gamers for gamers  or by mutants for mutants, hehehe ;)
Title: Re: Van Buren
Post by: hexer on September 29, 2014, 08:35:25 pm
Look at these feral Glowing Ones ganging up upon our hero! Good thing they're statless so they can't hit him ;)

(https://i.imgur.com/OwibfEs.jpg)
Title: Re: Van Buren
Post by: lisac2k on September 29, 2014, 08:56:59 pm
You gonna name them 'endless walkers'?
Title: Re: Van Buren
Post by: hexer on September 29, 2014, 09:23:32 pm
Good question, I have to see that with our writers if all feral ghouls are gonna be endless walkers or just those from the Reservation.
Title: Re: Van Buren
Post by: fonliner on September 30, 2014, 07:25:35 pm
Nice looking ghouls and location :)
Title: Re: Van Buren
Post by: hexer on October 04, 2014, 05:22:04 pm
Sometimes I descend down to the bottom of the Grand Canyon to loot ancient uranium mines. But sometimes I drop everything and run for my life...

(https://i.imgur.com/2SWbTWe.jpg)
Title: Re: Van Buren
Post by: fonliner on October 04, 2014, 09:58:40 pm
Nice one 8)
Title: Re: Van Buren
Post by: lisac2k on October 06, 2014, 08:43:11 am
Hmmm, new scenery, looks great! :) I like the idea of running away and saving your boots rather than to steamroll through maps, especially if there's a good reason for that...
Title: Re: Van Buren
Post by: fonliner on October 17, 2014, 02:48:48 pm
How is development progress? Do you work on something special, antyhing interesting for share with us? ;)
Title: Re: Van Buren
Post by: hexer on October 25, 2014, 12:09:53 pm
We're working on making the project open source but we're having the issue with transferring the files to Source forge. Can anyone assist us?
Title: Re: Van Buren
Post by: fonliner on October 26, 2014, 10:06:46 am
Why don't use GitHub, there is already 2238 source code. Also if I can ask do you have problem with development? Lack of people? :(
Title: Re: Van Buren
Post by: JovankaB on October 26, 2014, 04:35:47 pm
I never used sourcefoge, but you should make sure that you don't hit the repository size limit.
Title: Re: Van Buren
Post by: hexer on October 26, 2014, 06:39:15 pm
github has a limit of 1GB, but it seems sourceforge doesn't.

We have enough developers right now, over 70 people are involved. But due to source code issues we haven't done anything the last 2 weeks!
Title: Re: Van Buren
Post by: Lexx on October 26, 2014, 09:10:00 pm
For the life of all that is good, I just can't imagine that there are 70 people (actively) working on the game. Usually even 5 people teams got trouble to stay in line and my experience with mod teams is, that from 10 people, 8 aren't doing anything and disappear again after a week or two.
Title: Re: Van Buren
Post by: hexer on October 27, 2014, 10:02:10 pm
In those 70 people are voice actors, musicians and others who will do one or two bigger tasks. Yep, we've got plenty of people who went AWOL but only time will tell if they will earn their spot in the credits.
Title: Re: Van Buren
Post by: fonliner on November 03, 2014, 08:33:26 pm
When will you make source available to public?
Title: Re: Van Buren
Post by: Koniko on November 03, 2014, 11:35:26 pm
The scenery and graphics are amazing.. you should open kickstarter projects..
Title: Re: Van Buren
Post by: hexer on November 11, 2014, 09:32:35 am
We cannot upload to sourceforge because there we're getting errors and don't know how to fix them.
Title: Re: Van Buren
Post by: fonliner on November 18, 2014, 02:54:51 pm
http://sourceforge.net/projects/vanburengame/ still no fixes
Title: Re: Van Buren
Post by: Koniko on November 21, 2014, 07:32:48 am
Try using Github or xp-dev . There is also bitbucket but it has some restrictions on free accounts.
Title: Re: Van Buren
Post by: hexer on November 23, 2014, 09:37:23 am
Hi bros! Sorry for delays in answering, I totally put Van Buren on hold because of my own business.
Github limits projects to 1GB, not sure about xp dev. My intention is to come back to the project with money and pay team members.
Title: Re: Van Buren
Post by: Dagnir on November 25, 2014, 06:27:47 pm
not sure about xp dev
Up to 2 GB free, 5 GB with the minimal paid plan:
https://xp-dev.com/pricing.html
Title: Re: Van Buren
Post by: hexer on December 09, 2014, 10:41:02 am
Hello mutants!

In the light of the recent news that InXile trademarked Van Buren, I want to clarify that I didn't take the pause from Van Buren because of that, but only because of my business. I just found out about the trademark 10 minutes ago and don't know what to think of it...

We haven't been contacted by anyone but in case they're developing the game on their own, it would be cool if they would check out what we plan to do. We're fans, not boogeymen. In any case, I wish them the best.
Title: Re: Van Buren
Post by: fonliner on December 09, 2014, 01:31:49 pm
Good news, you can contact with them, write about your game. It would be cool if modders work together with them :) Imagine new Fallout game developed by fans, fonliners etc.
Title: Re: Van Buren
Post by: fonliner on January 21, 2015, 11:47:31 am
Hello hexer do you still here? 8)
Title: Re: Van Buren
Post by: raynor009 on January 25, 2015, 12:53:53 pm
I don't think the fact that they have trademarked will affect your project because it's fan made and you're not going to sell it or get any revenue from it.
Title: Re: Van Buren
Post by: fonliner on May 16, 2015, 10:32:29 pm
bump, anything new?
Title: Re: Van Buren
Post by: hexer on June 20, 2015, 09:16:43 pm
I still haven't returned to the project but a few developers are still working on it: www.facebook.com/f3vanburen
Title: Re: Van Buren
Post by: fonliner on June 25, 2015, 12:51:12 pm
Thanks, hope it will be done ;D
Title: Re: Van Buren
Post by: DeathHat on November 13, 2015, 04:52:35 am
I am able to 3d model and Voice Act, as well as Sidequest design if need be. I thought I could ask if I could help out here since I cant seem to find a way to contact the current dev team. Thanks ahead of time.
Title: Re: Van Buren
Post by: LT_Jones on December 01, 2015, 01:57:56 pm
I am able to 3d model and Voice Act, as well as Sidequest design if need be. I thought I could ask if I could help out here since I cant seem to find a way to contact the current dev team. Thanks ahead of time.

I PMed you :)
Title: Re: Van Buren
Post by: LT_Jones on May 03, 2016, 07:46:14 pm
Hi Folks, we're having a vote on some new Power Armours we have designed for Van Buren and we thought we'd give designing Vault Tec Power Armour a go for a bit of fun. So head over to the VB Facebook page and give us your vote and opinion :)

Thanks,

VB Team.

Click link below.

https://www.facebook.com/f3vanburen/photos/a.173593459518190.1073741827.173566052854264/502366123307587/?type=3&theater (https://www.facebook.com/f3vanburen/photos/a.173593459518190.1073741827.173566052854264/502366123307587/?type=3&theater)

(https://www.flickr.com/photos/133328892@N03/26192748533/in/dateposted-public/)
Title: Re: Van Buren
Post by: fonliner on May 06, 2016, 04:05:21 pm
Good to know that you still work on VB.
Title: Re: Van Buren
Post by: LT_Jones on May 21, 2016, 11:19:43 am
Thanks Fonliner  ;D yipe we're still here.

Results of the Vault Tec Power Armour vote!

The winner of the vote was the T-40 closely followed by the T-44 so the Vault Tec Power Armour will be the T-40, designed to be happy and cloy concealing Vault Tec’s (as you already know from the Vault experiments) dark nature. It was pretty close between the T-40 and T-44 as to which would become the Vault Tec Power Armour.

Your favourite Power Armour was the T-44 which will also be in the game as a failed military prototype and designed to be menacing and imposing in appearance.

(https://scontent.fsnc1-1.fna.fbcdn.net/v/t1.0-9/13256400_508156169395249_6066200674469610394_n.png?oh=fb41db8fbc13d637d06528386d467bdd&oe=57A1D512)

Your least favourite armour was and pretty much equal in the results the T-39 and the T-41a.

To all those who took part in the vote, thank you we appreciate your opinions and input into this undertaking to design new power armour for the VB project.

Title: Re: Van Buren
Post by: fonliner on June 16, 2016, 02:09:35 pm
What's progress? What are you going to do in near future?
Title: Re: Van Buren
Post by: LT_Jones on June 19, 2016, 12:23:48 pm
Looks like we are leaving FOnline behind and switching to Unity.
Title: Re: Van Buren
Post by: fonliner on June 19, 2016, 06:04:58 pm
Looks like we are leaving FOnline behind and switching to Unity.

Uhm, interesting but I will require a lot of work to make good isometric game. What are you going to do with all stuff, arts, maps you already made?
Title: Re: Van Buren
Post by: LT_Jones on June 21, 2016, 10:53:49 am
We're gonna use the art we have and made, apparently Unity has some 2D game capability.
Title: Re: Van Buren
Post by: fonliner on June 22, 2016, 10:21:33 am
What about all Fallout mechanism like combat, character, perks, camera etc? Well it will be a lot work to do. I hope guys you release this game, don't ruin it ;)
Title: Re: Van Buren
Post by: Lexx on June 22, 2016, 11:23:39 am
So basically the game will never get done. :p
Title: Re: Van Buren
Post by: emrebnk on June 22, 2016, 03:53:22 pm
So basically the game will never get done. :p

sure it won't lmao
Title: Re: Van Buren
Post by: fonliner on June 22, 2016, 08:26:42 pm
sure it won't lmao

I'm afraid too, recreating all mechanism would be time consuming, even for team of programmers and I don't think so Van Buren's team has a lot of scripters and programmers, maybe I'm wrong :)

Don't ruin this guys, please.
Title: Re: Van Buren
Post by: Vanburen on June 26, 2016, 11:35:41 pm
Hey all,

This is the project's current lead - we're not definitively switching over to Unity, but it is an engine we've discussed using in some capacity. It would have some advantages, but the obvious issue would be the time involved in rebuilding/importing everything, and some legal greyness, too.

I think what we're hoping to do is find a more updated FOnline SDK (made available by other game projects) and perhaps use Unity as a way to drag & drop assets for mapping. I am not sure how possible this is, but basically, we are exploring ways of streamlining our process since FOnline's tools are not always the most efficient.
Title: Re: Van Buren
Post by: Slowhand on July 22, 2016, 09:30:31 am
Hey all,

This is the project's current lead - we're not definitively switching over to Unity, but it is an engine we've discussed using in some capacity. It would have some advantages, but the obvious issue would be the time involved in rebuilding/importing everything, and some legal greyness, too.

I think what we're hoping to do is find a more updated FOnline SDK (made available by other game projects) and perhaps use Unity as a way to drag & drop assets for mapping. I am not sure how possible this is, but basically, we are exploring ways of streamlining our process since FOnline's tools are not always the most efficient.

Hey, I'm writing some tools for FOnline, can you tell me which tools or functionality do you miss?
Title: Re: Van Buren
Post by: Ghosthack on July 22, 2016, 07:46:11 pm
Hey, I'm writing some tools for FOnline, can you tell me which tools or functionality do you miss?

Just a reminder, in case anyone want to parse/write FOnline file formats and don't feel like writing the code for interacting with the data formats: https://github.com/rotators/focommon
Note that the documentation is bad, sorry for that, but if you are comfortable with source it may be usefull. It's used in a few of our tools, so if you take a look at the source for them it may be clearer how to use it. Also, it doesn't work with newer file formats in some cases but it is compatible with 2238 and probably reloaded as well.

Title: Re: Van Buren
Post by: Slowhand on July 22, 2016, 08:33:52 pm
Ty, it should help in finding stuff about file formats.
Title: Re: Van Buren
Post by: Vanburen on October 01, 2016, 07:28:55 pm
Hey Slowhand,

Sorry for missing your comment! I think one of the biggest problems that we face is just that we have a LOT of assets, and when building something in the mapper, it can be time consuming to find what you what (some sort of folder-based system would be superior imo). Some collaborators also tell me the mapping tool has a tendency to break, though that hasn't been my experience personally.
Title: Re: Van Buren
Post by: corosive on October 03, 2016, 02:07:10 am
Is this project still alive?
Title: Re: Van Buren
Post by: fonliner on October 26, 2016, 10:23:25 pm
Is this project still alive?

I afraid they won't complete this project... Fuck, they wanted to release it in this year, lol.
Title: Re: Van Buren
Post by: Vanburen on November 18, 2016, 10:42:29 pm
Still making progress... on a demo... slowly. Never had strict release date in mind, though.
Title: Re: Van Buren
Post by: fonliner on November 18, 2016, 10:57:34 pm
Good to hear you, just show us from time to time that you still develop sth. It sucks when project for which you wait years get abandon without any infos - check promising "What Remains" on FOnline by Surf Solar or any other earlier FOnline projects...
Title: Re: Van Buren
Post by: Vanburen on November 19, 2016, 12:53:28 am
I get it. The obvious truth is that our project is hugely ambitious, but at a certain point, we just want to have something done. Even if that means a beta that's added upon whenever we find time for it. Wish I had some screenshots to show, but we're making good progress on a demo for the beginning stage of game.
Title: Re: Van Buren
Post by: FrankenStone on November 19, 2016, 10:19:40 pm
do you need any help , im very familiar with the mapper and creating new graphics thru drawing or rendering plus i got some basic knowledge of coding , altho im very little familiar with all functions from the fonline engine. i can also join voicecom if needed .

i would like to help.

-cheers
Title: Re: Van Buren
Post by: Vanburen on December 07, 2016, 07:31:20 pm
Hey, sorry to have missed your message. We could certainly use some help with mapping... go ahead and PM me with some samples of your work or projects you've helped with (they don't need to be anything impressive) and I can give you some more information.
Title: Re: Van Buren
Post by: raynor009 on May 28, 2018, 04:56:46 pm
Dead?
Title: Re: Van Buren
Post by: testerDEV on May 28, 2018, 10:18:42 pm
Probably yes...
Title: Re: Van Buren
Post by: Lexx on May 29, 2018, 10:24:39 am
Don't think anyone ever expected this to get done? :>
Title: Re: Van Buren
Post by: hexer on February 02, 2020, 05:52:33 pm
Dead?

Never ;)
Title: Re: Van Buren
Post by: corosive on January 25, 2021, 11:12:36 pm
:)

Any updates?

https://www.nma-fallout.com/threads/fallout-yesterday.219083/page-13


I know this is you, but did you officially ditch the Fonline engine and just make a single player game?
Title: Re: Van Buren
Post by: Merle on September 13, 2021, 11:06:42 pm
:)

Any updates?

https://www.nma-fallout.com/threads/fallout-yesterday.219083/page-13


I know this is you, but did you officially ditch the Fonline engine and just make a single player game?

It says on their FB page (https://www.facebook.com/f3vanburen) dating from June 2nd 2021:

And to finally answer THE question... why we renamed the game?

Here's a handy list of all the reasons:

Fallout: Yesterday brings the game closer to one of its core plot themes.
The name is a nod towards classic Fallout games of yesterday. Not to mention it uses Fallout 2 engine.


It's playable but still a work in progress, apparently. I downloaded it yesterday; looking forward to testing it next weekend.