Here are some Screenies from my Mod/Campaign

Mapping & modding Fallout Tactics and reviewing maps thereof.
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xkcon
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Update

Post by xkcon »

Time for an update, as usual things are still progressing slowly, only now I got arrested for a bullshit charge, so now I have been dealing with an ongoing legal drama that will be taking up some of my time. It really sucks. But work will still continue so here's a few more screens...
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Frater Perdurabo
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Post by Frater Perdurabo »

So, percentage-wise, how much is done?
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Post by VasikkA »

It sure looks like a treat. Most mod teams have not achieved the amount of detail and dedication that you've managed to put into the project. Are you still adding new stuff to the mod or just redoing/testing the ones that are already in place?


Hopefully they'll let you finish the mod inside the joint.
Last edited by VasikkA on Sat Jul 18, 2009 5:23 pm, edited 1 time in total.
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Post by PiP »

xkcon - the icon of perserverance
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Post by Stainless »

Still looks awesome. And yeah, what Vasikka said. The level of detail from the screenshots looks pretty damn good. Definitely would reinstalled FoT to give this a burl.
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xkcon
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Post by xkcon »

Percentage wise, I'd say...

Tiling: about 80% done, with only 2 major maps remaining to be tiled. One of them; Prison Island, is already about 40% tiled. and about 4 minor maps to be tiled, but these small maps are quick to complete.

Triggers/Scripting: about 65% done. usually this is the hardest part for me. it's always a matter of writing my storylines around the editors capabilities.

The way I have been building this mod is to first tile the maps... to first build my world and then run my storylines through the various maps (including the original maps.) so I am always adding new things as I go as well as testing and debugging existing stories. My mod will be non linear so setting up all the triggers to handle all the different sequences of encounters can be very tricky, and play testing all these different possible outcomes can be a real bitch. (ie; what happens if the player kills an NPC early in the game and that same NPC is part of a different storyline later on?). Nailing down all these types of situations with restricting triggers can be very tedious and time consuming.

In retrospect I probably should've tried to enlist a team to help me build this thing. I definitely could've used someone with some graphical expertise for sprites and tiles, but I know full well that most of these types of modding team projects almost always break down, (especially when you ain't getting paid!). So I figured that I might as well just do this thing on my own.
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Post by [HpA]SniperPotato »

This mod is backed up somewhere other than your hard drive, correct?
Fallout Tactics multiplayer: COOPnet and MegaCOOP map pack
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Caleb
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Post by Caleb »

Well...if no one else will ask...what'd you get nailed for?
...signatures? WTF?
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Post by MR Snake »

Caleb wrote:Well...if no one else will ask...what'd you get nailed for?
He got nailed in Prison. Now since noone is going to ask, why where you arrested and then sent to prison to begin with?
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Post by Stainless »

If it was for pistol whipping a mexican I'll applaud.
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Post by Psychoul »

awe!!. I wanted to ask.
Well, i also will unbury tactics and reinstall for this.
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Post by Redeye »

So.... close... to .... the ... finish....line...


:clap:
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Post by xkcon »

Well after it was all said and done I ended up getting 60hrs community service. My lawyer told me that in any other jurisdiction the charge woulda be thrown out, but in my jurisdiction "they want convictions" (Fuckin GOOF cop!). I've been doing my time at the local drop in center/soup weed. As far as the Mod goes, everything is still coming along slowly but surely, so here's a few more screens. These are from location 23 aka 'the Forbidden zone'.

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This map is huge and with all the multi-level buildings and entities, there is a significant slow down on my machine so I'm thinking you guys will all have to buy new computers to play this thing, heh.
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Post by Manoil »

Nice. See if I can reinstall Tactics again
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Post by wasted »

looks awesome man, if i knew how id help ya out on this project

looking forward to more updates, possibly a release?? :)
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Post by MCStubb »

This is amazing keep it up, been watching this fer a looooooooooooong time cant wait for the release!! fallout 3 was too big of a dissappointment.
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Post by King of Creation »

Any more updates on this? Definitely something I haven't noticed before but we'll be covering this on the front page probably. PM me next time you have some updates!
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xkcon
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Post by xkcon »

The Mod is still alive, It's been difficult to devote as much time as I would like to, but nonetheless progress continues. I've been focusing a lot on tiling recently and at this point Tiling is about 95% complete, with all major maps except Prison Island completed. I had to go back and make a few additions to the original Fortress city map too (including a new Casino and Arena complex.)

Here's a few more screens:


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Post by Stainless »

is that a Stitch dependent screenshot I see? ie; unless you're rolling with Stitch you can't get in?
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Post by xkcon »

is that a Stitch dependent screenshot I see? ie; unless you're rolling with Stitch you can't get in?
Yeah it is, In my Mod I've implemented my workaround for squaddie tagnames. While it's not perfect, it is useful enough for storytelling purposes. Don't worry, if you don't have Stitch there will be different ways of gaining entry, and if you're an Evil character you have to find yet a different way to gain entry. There will be some mutually exclusive paths for different choices a player makes through the mod.

Now I need some help from you guys, Can anyone provide a list of all the Vault numbers that have been accounted for in Fallout 1,2, & 3, and Tactics. ie: Vault 13,Vault 15, etc. Below are some screens from my map Location09 'Vault XX'. I'm not sure what number to make XX heh.

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