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1
Questions and Answers / Re: Admin Panel?
« Last post by Wipe on February 13, 2019, 03:27:30 pm »
Code: (Server.cfg) [Select]
# Admin panel listening port
# 0 to disable
AdminPanelPort=0

# Keys for accesses
# Aviable four access mode: client (default on login), tester, moder, admin
Access_admin=VerySecretPassword
AccessNames_admin=SomeFancyName

Telnet to server using AdminPanelPort you set, enter VerySecretPassword, enjoy. You'd have (limited) access to hardcoded ~commands, mostly those which does not need Critter object to run.

AdminPanel is pretty meh, and most servers (if not all) don't use it, even on dev machine. And if you like to check server log often, you'll see lot of spam comming from it. Bigger issues was the fact that scripts have zero control over connected user, and if you want to use most important ~run command, you have to be pretty careful what functions you call - Critter& argument is null (sic!) when executed from AdminPanel :D

There's .dll version of similiar functionality in 2238 sources (DevConnect.cpp, devconnect.fos) which moved most of logic into scripts, and enabled two-way interaction. It's stuck in eternal Proof-Of-Concept stage but maybe will give you some ideas.
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Questions and Answers / Admin Panel?
« Last post by Powerack on February 13, 2019, 02:32:29 pm »
Hello,

i viewed FOnlineServer.exe. Here is link to "Admin Panel". How to use it? Or exist any app to use admin panel functions? I have S2 Reloaded server.

Thanks for reply.
3
General Discussion / Re: Question regarding source code of FOnline 2238
« Last post by Ghosthack on February 13, 2019, 02:15:02 am »
Ghosthack, this is uncanny, first of all thanks for all the info! It was actually a more draft pdf version of your first link that finally led me to this awesome forum and the holy grail, the source code of FO. I'm still reading most of those scripts in preparation of porting some of that logic in my little project.

You're right in assuming I'm not really cut out to doing low level stuff. I have little to no experience with dissasembly/c/cpp stuff, nor do I have the taste for it. I'm not a complete purist, I'm OK with some creative freedom, but where possible I would love to get the real deal in there :)

The great thing about this project is that it doesn't need to be limited to FT, F1 & F2 can easily be ported in once the mechanics & assets are in, so it's going to be quite the interesting year.

I have to say I really appreciate you guys chiming in, and would like to give out an open invitation to whomever wants to contribute in any way. God knows I would appreciate any help I can get :)

Glad that the source is of some use, sadly it's lacking when it comes to comments so some parts are probably pretty rough reading.

Not to scare you but I would say that nailing down mechanics/game logic in an accurate way is probably the hardest thing when doing a reimplementation, loading/rendering/playing assets in the same way as original is usually the easier part. Except maybe lighting, FOnline engine's lighting is pretty different from FO2 for instance. But like you've said, if you allow some deviation from originals you can probably avoid a lot of tedium.

I personally don't really have that much energy for such a massive project these days sadly, working on 2238 almost every day for a few years was enough for a while. Fingers crossed that you'll find some contributors though.

And good luck with your project and hope that you can keep the steam going, you've already made some great progress!
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General Discussion / Re: Question regarding source code of FOnline 2238
« Last post by rotsin on February 12, 2019, 09:00:57 pm »
Lots of code from Fallout 2 was reverse engineered in the early days. There should still be a huge pdf file flying around somewhere. As FOnline source is open now, I'm guessing nobody will mind if you take inspiration from parts of it.


PS: You're stuff looks quite nice amazing.

I've heard rumors about that big ol' pdf flying around under the radar, did not seem to make it's way around to me tho :)

Thanks for the feedback, the current build is actually in a more advanced state, I'll get around posting an updated video soon but work has been hectic lately. It has full character creation for both PC and enemy team, perks, traits (some not yet implemented) and I've also tried my hand at some UI art. And I am currently working on coding in critial hit stuff, which led me to search for some of the more hidden mechanics.

Is it your work?

https://www.dailymotion.com/video/x4nmquo

That is made by someone else. I've contacted him several times trying to strike up a collaboration but it was to no avail. He did help me with some critical scripting code regarding the volume of the sprites (that allowed me to grey box maps from FT).
Don't know about huge PDF, but there's:

https://rotators.fodev.net/atom/fo2calg.pdf
https://rotators.fodev.net/atom/F2_function_list.txt
https://rotators.fodev.net/atom/F2_function_structure.txt - decent starting point for reversing fallout2.exe, although there's a better IDA DB here

Critical hit tables were lifted from fallout2.exe also, don't remember if there's anything else.

As for tactics... there's https://github.com/melindil/FTSE maybe contact melindil to get more info. Same methods as we used for fallout 2 can be used for tactics but it requires painstaking reading/testing of the disassembled x86 asm code to get the exact behavior of original combat/mechanics, which may not be your thing

Ghosthack, this is uncanny, first of all thanks for all the info! It was actually a more draft pdf version of your first link that finally led me to this awesome forum and the holy grail, the source code of FO. I'm still reading most of those scripts in preparation of porting some of that logic in my little project.

You're right in assuming I'm not really cut out to doing low level stuff. I have little to no experience with dissasembly/c/cpp stuff, nor do I have the taste for it. I'm not a complete purist, I'm OK with some creative freedom, but where possible I would love to get the real deal in there :)

The great thing about this project is that it doesn't need to be limited to FT, F1 & F2 can easily be ported in once the mechanics & assets are in, so it's going to be quite the interesting year.

I have to say I really appreciate you guys chiming in, and would like to give out an open invitation to whomever wants to contribute in any way. God knows I would appreciate any help I can get :)
5
General Discussion / Re: Question regarding source code of FOnline 2238
« Last post by Ghosthack on February 11, 2019, 09:28:50 pm »
Don't know about huge PDF, but there's:

https://rotators.fodev.net/atom/fo2calg.pdf
https://rotators.fodev.net/atom/F2_function_list.txt
https://rotators.fodev.net/atom/F2_function_structure.txt - decent starting point for reversing fallout2.exe, although there's a better IDA DB here

Critical hit tables were lifted from fallout2.exe also, don't remember if there's anything else.

As for tactics... there's https://github.com/melindil/FTSE maybe contact melindil to get more info. Same methods as we used for fallout 2 can be used for tactics but it requires painstaking reading/testing of the disassembled x86 asm code to get the exact behavior of original combat/mechanics, which may not be your thing
6
Share Your Work / Re: HI REZ FONT
« Last post by Slowhand on February 10, 2019, 03:55:31 pm »
Thanks Wipe. Somehow you make my font look so bad... but eh, at least it will work :)
7
Share Your Work / Re: HI REZ FONT
« Last post by Wipe on February 10, 2019, 11:29:20 am »
Now with extra engine-side fixes!1

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General Discussion / Re: Question regarding source code of FOnline 2238
« Last post by testerDEV on February 09, 2019, 08:39:47 pm »
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General Discussion / Re: Question regarding source code of FOnline 2238
« Last post by Lexx on February 09, 2019, 03:34:02 pm »
Lots of code from Fallout 2 was reverse engineered in the early days. There should still be a huge pdf file flying around somewhere. As FOnline source is open now, I'm guessing nobody will mind if you take inspiration from parts of it.


PS: You're stuff looks quite nice amazing.
10
General Discussion / Question regarding source code of FOnline 2238
« Last post by rotsin on February 09, 2019, 02:19:51 pm »
Hey guys, I'm in the process of creating a sort of remake of Fallout Tactics, brand new graphic engine, active pause for real time combat and all that fluff. I recently stumbled upon the source code of the FOnline 2238 game. Great stuff! Upon looking at the combat script logic, a lot of that stuff look really in line with the digging that I have done regarding combat mechanics in Fallout. My question was, did you guys have access to fallout 1-2-tactics source code when building this game? If not, how close to real would you say the combat mechanics are?

Also would it be OK for me to use the code for inspiration/validation of my own implementation? Thank you guys so much for releasing the code. If you guys are interested, you can check out the progress on my project here: https://rotsin.itch.io/project-freefall
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