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News for Saturday, November 29, 2003

Posted by Briosafreak - at 21:43

More news for the modders crowd, this time from platon:

I searched everywhere for FO1 debug patch, but I didn't find one. So I made it by myself.
Three things:
1. Get it from here or here or here
2. If someone has already done Debug Patch for Fallout 1, please let me know. I don't want to brag on re-inventing a wheel
3. I need someone(s) to test this patch.. I can't be sure that this works outside my computer. If someone wants to help.. just post results here or e-mail me...

Thanks to whole Fallout Community for keeping these great games so fresh.

Everything good to you all,

We thank you platon, good work, you can read more about it on this thread at the NMA Fallout Modding/Hacking & Project Announcements forum.

Posted by Briosafreak - at 21:17

I just read some interesting news for Fallout modders on the Vault Dweller`s Homepage site:

Jargo from Fallout Modding Center has created recently a Fallout Script Editor. It's a little program that makes working with fallout scripts much easier.
It's a beta version for now, so if you find any bugs email Jargo ( It is also a polish version of the program, but Jargo is working on an english version too. So if you know polish and want to help him with the translation contact him by email.
You can download this program from here fsesetup.exe (842 kb).
Spotted at: Shamo / FMC

Thanks for the news SickBastard, do keep us informed Jargo, this tool seems very interesting.

Posted by Briosafreak - at 20:58

If you go here you can join the new The Fall: Last Days of Gaia newsletter. On the first issue they talk about some modding tips as you can see here.
Link: The Fall website

News for Friday, November 28, 2003

Posted by Briosafreak - at 19:05

The RPG Roundtable at RPG Vault now has a new part, this time in part 3 you can continue to read the opinions of several CRPG specialists, like Chris Avellone, here`s a zip of what he wrote:

I'll play devil's advocate with Andrew Popov's comments about Fallout 2 (since I worked on it), and critique it using the points from Stage 1. Here are the flaws with the game's story. This was our fault, and I've been guilty of all the sins mentioned below, so I'm not criticizing anyone:

- Player Doesn't Give a Shit: The initial character motivation (which goes almost until 75%-90% of the way through the game) fails the "Why Should the Player Give a Shit?" test. Fallout 2 assumes you care about Arroyo enough to find the GECK. The "hunt for the McGuffin" aspect of it aside, the initial motivation is flawed, depending on how the player wants to play, which is pretty contrary to the Fallout genre. Granted, you can say "screw the GECK," but there is no evil end-game reward for doing so (our fault.)

Not until the appearance (and the revelation of the motivation) of the Enclave very, very late in the game are you placed in danger, which is where the player's motivation starts to get on the right track. Why does the player give a shit about the Enclave? Because they want to kill the player. Granted, it sucks that they don't want to kill you in particular (which fails the player-centric test) - you're just one of a bunch of other people they want to kill. Still, it's clear why the player should care about stomping them into the ground.

And he adds quite a few more insights on Fallout2 , you can read the rest here, thanks Raymondo2000 for the heads up.

Posted by Odin - at 10:09

RPGVault have posted their second part of the RPG Roundtable, this time around good, old MCA is a part and several other developers (from Phase Exodus, The Fall etc..).
This time around they are talking about storytelling, they talk some about Fallout 2 and it's quests/storytelling..
Link: RPG Roundtable Part 2

Posted by Odin - at 9:59

Well I want to introduce our latest subdomain, this one is called Vault Dwellers Homepage and I'm sure most of you have heard about that site earlier. We'd like to welcome Kaczor and his website to the NMA family!
Link: Vault Dwellers Homepage

News for Thursday, November 27, 2003

Posted by Brother None - at 2:27

Interplay regular Darque inquired how Van Buren would handle text messages over at the BiS feedback forum. The basic problem with Fallout 1 and 2 was that the constant text in the text box (like "You see: a box" when you scrolled over the box) meant you missed the essential messages.

Chad "Briareus" Nicholas had the following to say

I'd prefer it if the name of the entity just appeared above it when you moused over the entity in question. Then put any "look" or "examine" text in the feedback window.

We're also already using different colored text for feedback messages. Red text if you need to have a certain item equipped to perform an action, green text on success, white text for normal "hey, this happened" text, etc.

News for Wednesday, November 26, 2003

Posted by Briosafreak - at 15:23

Well this newsbit at DAC says it all:

You left it too late, ladies... sorry to break it to you like this, but the one-and-only Killzig is getting hitched today! YOU SNOOZE YOU LOSE, SUCKERS!

Andy and Angie, from all of us here at DAC, congratulations on finally tying the knot! We wish you the very, very best in the future, and hope all of your days together are filled with a never-ending supply of love and laughter (and, of course, hot and steamy monkey-sex).

Well done guys! Have a good one!

All the best for the newly weds from the staff at NMA

Posted by Briosafreak - at 14:58

In the last Gamespoting: Stealth Kill collum at Gamespot Tor Thorsen made a pessimistic portrait of Interplay and Fallout3 after the departure of J.E. Sawyer:

Journalists are supposed to be objective, but the departure of J.E. Sawyer from Black Isle Studios got this reporter downright depressed. It wasn't just that J.E. was one of the more talented and interesting figures in the development game. (By "interesting" I mean slightly nuts, like most top-quality creative types are.) More importantly, the speed of his departure points to something going very wrong behind the scenes of "Van Buren," the official code name for Fallout 3.

Anybody who's perused the Interplay forums recently knows the studio is in trouble. Its forthcoming Dungeons & Dragons title, code-named "Jefferson," was canned earlier this year, reportedly a casualty of a legal tangle with Atari. A host of top-quality talent has fled the studio, including legendary producer Feargus Urqhart. Even worse, Black Isle's parent, Interplay, is hemorrhaging money, having lost over $20 million so far this year.
Black Isle Studios redirected our inquiries to its helpful PR rep.
With Black Isle's bank account and staff shrinking at an alarming rate, there's more than a small chance that Fallout 3 will never make it to a PC near you. For me, that would be a personal tragedy.

The Fallout3 team members were fast in reassuring everyone that the game goes on as planed, with Damien "Puuk" Foletto explaining why the game hasn`t been oficially announced:
It all goes back to announcing too soon. Let's say, for example ONLY, that we announce tomorrow, but the game won't ship for at least another year or so. The big buzz that came with the announcement would simmer down to a light fizz by the time the game is ready for release. Most people might not even care by then. Announcing is all about timing. Usually, most developers like to announce within six months of release so the fires stay hot throughout the whole six months. This gives plenty of time for magazine previews, online designer diaries, screenhot exclusives, etc. Valve had the right idea when they announced, and if it weren't for the pinheads who stole the source code, the game would have shipped six months after announement - while the fires were still hot about HL2.
Bottom line; if we want to make an announcement, we want to do it with great stuff to show and not keep the fans waiting for months on end for shipment.

Well the game production goes on and it`s starting to look really good, that i can tell you guys and girls.

Posted by Briosafreak - at 1:45

RPGDot has news of a The Fall: Last days of Gaia preview at the German site Spielflut , and SickBastard was kind enough to send me a translation of the article into English, here`s a zip:

The work over The Fall has lasted for almost 2 years. But we will have to wait for about 3 or 4 months more, until the game will be finished. Excellent story, perceptible post apocalyptic climate and splendid RPG rules, make us hope that after Gothic 2
another super cRPG will come from Germany. Most of all we've liked the "freedom" that player has and really living world in the game. For almost all quests or fights there are accessible several solutions. Villages and cities are full of NPC living with their own day plan and expressing unique dialogues. If someone has liked Gothic 2, Fallout or generally other cRPG game, then he won't pass indifferently beside this title.

Thanks SickBastard from Vault Dweller`s Homepage for the translation.
You can see more of the translated article here.

Posted by Briosafreak - at 1:32

Some good news from Poland, Vault Dweller's Home Page has a new and quite remarkable layout, see it for yourselves. For the english version you can go here, thanks Kaczor.

Also Ratty sends news of a Croatian Fallout Tactics site called Toxic Caves MkII.

News for Tuesday, November 25, 2003

Posted by Briosafreak - at 2:24

If you speak Portuguese and like everything Fallout related go and check the Brazilan Fallout fan site FalloutResources , they have a new layout and new sections. It`s a great place for everything P&P and to find info on the Fallout games.
Thanks Duccini for the heads up.

News for Monday, November 24, 2003

Posted by Odin - at 22:31

Well I guess you all are wondering what's next, I'll say it like this: Chucky has left Interplay!! According to the leather godess Krazikatt:

Jester's name was removed because he has moved on to another company. His last day was Friday.
And we all know that Jester is Chuck Cuevas, the man responsible for Fbos!
Let's put it like this: It's about freaking time!
Link: Thread@IPLY forums

News for Saturday, November 22, 2003

Posted by Briosafreak - at 14:03

J. E. Sawyer made one last post yesterday before he left, here`s the quote as we used to do with all his quotes here on NMA:

Thanks everyone.

He also used a particular avatar just for a couple of minutes, it was removed but NMA can now show it:

Posted by Briosafreak - at 13:42

On the NMA Fallout3 forum Chad "Briareus" Nicholas told us more about camera control in Fallout3:

Camera control in VB seems pretty intuitive to me in its current state. It's easy to pan around or rotate as needed. I tend to mostly pan, and only have to rotate once in a while. Often, I rotate just because I can and I want to see what something looks like from another angle.

Link: Thread@NMA Fallout3 forum

Posted by Briosafreak - at 13:31

Dhruin from RPGDot has made a preview of The Fall: Last Days of Gaia and here`s a zip:

The Fall is a story-based party CRPG in a post-apocalyptic setting. The developers cite obvious influences like Fallout but are also aiming to have a living world like Gothic and the tactical combat Jagged Alliance 2. With ambitious goals like these, let's see what this title has to offer.[...]
With features like 1000 unique NPCs, 300 items and over 60 weapons plus more than 3000 pages of story, quests and dialogue, The Fall has the potential to appeal to more than just Fallout fans looking for something new.
An Add-on is already being planned which will add co-operative multiplayer and include the editor tools. Look for The Fall to be released towards the end of Q1, 2004.

You can read the rest here, thanks for the heads up Dhruin.

News for Friday, November 21, 2003

Posted by Briosafreak - at 19:40

This is the office of J.E. Sawyer until today, where he completed his objective that dated from before he joined Black Isle Studios of some day beeing able to work in Fallout3.

He is leaving Black Isle Studios today.

We at NMA wish him all the best, so long Josh

Posted by Briosafreak - at 13:18

According to several websites quoted on DAC and this piece on the Adrenaline Vault it seems FOBOS release date has been delayed until next year.
We were waiting for it to be released during the next decade, but life isn`t perfect.

News for Thursday, November 20, 2003

Posted by Briosafreak - at 22:08

Damien "Puuk" Foletto has added new info on the CNPCs comments made by Jeff Husges that we`ve reported earlier with this post at NMA:

As I posted at BIS, there is actually an even split of 4 females and 4 males. Species, specialities, et al, shall remain a MYSTARY at this time.

Bummer, another MISTARY Smile

Posted by Briosafreak - at 19:39

On this thread at the BIS feedback forum Chad "Briareus" Nicholas speaks about the new effects of burts in Fallout3:

Something like this is what's in the game. So using guns that use a higher volume of ammo may end up hitting a target in the legs, torso, and arms, or the torso, head, and arms, and eyes, or ... and so on, and on. This gives bursts a better chance to cause the same effects that called shots do, you just don't get to choose which areas/effects are hit.

Edit: Later Damien "Puuk" Foletto added this bit:
In FO1 & 2 there was a chance that an unaimed shot could hit a leg, arm, eye, etc. This was usually the result of a critical hit, sometimes it just happened to hit "there." In burst weapons, as Bri stated, since bullets are flying all over the place, the odds of hitting a random appendage or eye, etc., increased without having to have a critical.

Posted by Odin - at 11:20

Yup, there are more screenshots and a movie of Nadia (this time at GamersHell), the screenshots are bad and the movie is worse. They're still playing the sex trick to sell this game and quite frankly, the movie doesn't show any good graphics in the gameplay.
Link: Screenies@GamersHell and Nadia movie@GamersHell

Posted by Dan - at 9:46

Rejoice, O Fallout fans! Avault has posted new screenies of Fo:Bos.

The pictures include some women fighting a kind of fire demon, and another picture shows the same scene only without the fire spell.

Spotted at Rpgdot.

Posted by Briosafreak - at 2:44

There`s an interview with the Ground Zero team on EDBIS RPG about project Trinity, here`s a zip:

The story is kind of a classic: in the year 2002 one of the greater countries fired a handful of rockets, which could carry nuclear weapons. Later, the self-defense procedures recommended counter-strike.A standard apocalyptic scheme. The truth about war was made classified, except one small detail: your parents had their own part in the beginning of war...
The size of the world hasn't been settled yet. The technical solution has to ensure the possibility of creating of freely large world, depending on gatherings of places - locations (solid and "drifting") and the areas among them, generated only on the player's wish. The world will be surely placed in the best place being useful for such an actions, and that's - Central Europe, and more exactly on area of Poland and her borders.

One of the most interesting ideas is to give the player the opportunity to choose the places where the bombs should fall. It will allow you to create a unique world every time you start a new game.

You can see the rest here, thanks Kaczor for the heads up.

Posted by Briosafreak - at 1:55

Some misc news, starting on this thread at the BIS feedback forum where Jeff Husges talked about an important feature of Fallout3:

The CNPC list is neither final nor complete, but there's eight listed at the moment.
There's two females on the list at the moment, and they both kick butt.

Thanks for the heads up kumquatq3

Next there are news on of a deal between Silver Style and Russobit-M to distribute The Fall in Russia and CIS states, spoted at RPGDot.

Finally Max Violence asks for your help on testing the beta version of a new singleplayer map:
I've updated my site with the beta test of my new singleplayer map, Revenge 3 - Escape. Once I get some feedback on what people like/don't like/would like to see/would like to see removed/etc., I'll do the work on the map, and post the finalized version. One more thing, people: Please RTFM before you start to play.

You can get the map at the Fallout Tactics mapping site, spoted at DAC.

News for Tuesday, November 18, 2003

Posted by Briosafreak - at 22:04

Chad "Briareus" Nicholas has told us on the BIS feedback forum how was the work they did today:

Designers were either writing dialogues or working on the maps for their areas. The scripters and programmers only worked on bugs that relate to our current deadline. Right now I'm updating the scripting documentation (that, and trying to find out how much it's going to cost to repair the new crack in my windshield Sad ). Artists were doing artist things.

Last week I added the "get hit" and "get hit and die" sounds for male and female humans. The only thing more satisfying than seeing a someone slaughter his enemies is hearing it.
Twisted Evil

Link: Thread@BIS feedback forum

Posted by Briosafreak - at 21:43

Gamespot has news on the Interplay quaterly report that we`ve talked previously:

Interplay in the red, concedes possible game delays

Game publisher's net revenues are down over $20 million in 2003. Its earnings report also admits the publisher's two biggest titles "may" be delayed.
Interplay quietly disclosed its earnings late last Friday, and with good reason. While its Q3 2003 loss wasn't much more than it suffered during Q3, 2002, $2.2 million vs. $1.8 million, the once-mighty developer-publisher's 2003 earnings to date are way down. For the nine months ending September 30, 2003, Interplay suffered a net loss of $2.0 million, compared with a net gain of $20.5 million for the same period last year.

You can read the rest here, spoted on this thread on DAC, thanks Menno for the heads up.

Posted by Briosafreak - at 20:58

Kaczor from Vault Dweller`s Homepage was kind enough to translate for us the latest Summary from the Trinity project:

Summary no 92

- initial version of core + render for coders
- document with graphic guidelines

To do:
- graphic engine [Maciej K.], sound engine [Rambler], GUI [Shyha] - work continuation
- change www layout [Michał K. + Kaczor, moved from last week]
- some corrections in functional specification of the world [Przemo_nie, moved]
- update of short info of individual sections of the page [coordinators, moved]
- another three 3D models to pre-alpha [Raziel]

New (site) layout should be ready in this week.

Thanks Kaczor

Posted by Briosafreak - at 0:08

The Fallout Yurop site has a new update, check what Shigor Birdman wrote:

There are two new books in the library. Radja's story is just short story about the life in the Yurop, but The Last Recording is something more. Although the story isn't related to the main story of the Yurop, you will definitely meet Angels of Apocalypse and Followers of the Atlantis in the game. But be warned: the story tells only a little, but it is a spoiler - if you want to experience the Yurop as something new and unknown, you shouldn't read the story, at least for now :o)

Spoted at Shamo and DAC

News for Saturday, November 15, 2003

Posted by Briosafreak - at 21:16

Some Fallout3 tidbits, with Chad "Briareus" Nicholas on the BIS feedback forum:

Your attributes have no affect on your appearance. For example, you can have a high strength and use a skinny avatar.

Now into production methods, following this newsbit posted earlier here on NMA:
You missed that part where I said, "Things get cut for a variety of valid reasons, but what specifically gets cut will depend on the state of the project and the state of the feature when the decision is made." We're ready to cut things, but what actually ends up getting cut will depend on where we are when the decision has to be made. While that may make you nervous (I judge that from your "pants down" comment), we don't start running around in a panic when we realize we need to cut something. There's always a list of things that can get cut, but it's changing all the time. The list today will be very different from the list we have when the game starts approaching our FC date.

By the way the insistent rumours that many of us heard on #interplay and #fallout on Gamesnet aren`t true, the game hasn`t been canceled at this point, and many that were suposed to have departed BIS are still there. So at this point it`s life as usual.

Posted by Briosafreak - at 3:02

If you are a shareholder of Interplay you might want to know that the third quarter earnings report is online , Interplay lost $2.1 million in the third quarter and its cash is down to $7,000.
A few quotes from the Report:

If we are unable to substantially reduce our working capital needs, are unsuccessful in collecting amounts owed to us, fail to adequately exploit our game assets, or otherwise do not receive sufficient financing we may pursue a number of actions, including, but not limited to, (i)liquidation of any or all of our assets, (ii) sale or merger of the Company and/or (iii) seek protection from our creditors.
To reduce its working capital needs, the Company has implemented various measures including a reduction of personnel, a reduction of fixed overhead commitments, cancellation or suspension of development on future titles which management
believes do not meet sufficient projected profit margins, and the scaling back of certain marketing programs. Management will continue to pursue various alternatives to improve future operating results, and further expense reductions, some of which may have a long-term adverse impact on the Company's ability to generate successful future business activities.
[...] By: /S/ HERVE CAEN
Herve Caen,
Chief Executive Officer and
Interim Chief Financial Officer
(Principal Executive and
Financial and Accounting Officer)

Link: Interplay Investor Discussion Forum

News for Friday, November 14, 2003

Posted by Briosafreak - at 23:54

The Black Isle Studios site had a facelift, congratulations to Krazikatt and the people that made the new layout, it really looks nice.

Posted by Odin - at 21:26

The Fallout Yurop project is still alive and kicking, Shigor was kind enough to post this little update:

After a long, long time, after some of you drew a conclusion that Yurop followed many other similar projects and died, we are back with at least symbolic update of our page. Mister Boomer chose some of his concept art and you can see some new images in the gallery...
Shigor also explained why there haven't been any updates lately and such. Great that they're still going at it!
Link: Fallout Yurop

Posted by Briosafreak - at 2:02

On the BIS feedback forum Aram asked if reloading was off now that J.E. Sawyer is leaving the team, this is what Chad "Briareus" Nicholas responded:

Unless there's a very good reason to remove it from the design, anything JE has talked about before (or designed and didn't mention on the boards) is still in.

Also Eldar asked if we will be limited in some regards by the materials necessary to create suits of power armor, Jeff Husges had this to say:
The plan is that there will be limited amounts of resources available so Science Boys can't just run around making enough advanced armor and weapons to equip an army. I'm sure resources for lower-tech items will be more plentiful, but we're still keeping an eye on things to make sure the player doesn't become insanely rich only a quarter of the way through the game.

I know weapon mods are planned, but I'm not sure what's planned for armors at this time.

Link: Thread@BIS Feedback Forum

News for Wednesday, November 12, 2003

Posted by Briosafreak - at 14:14

This newsbit was edited until further notice, that we hope it`s soon.

Posted by Briosafreak - at 14:05

Damien "Puuk" Foletto talked about multiplayer in Fallout3:

I'd be surprised if you could make the whole party on your system and control all party members, but I'm not certain. To tell the truth, I don't even think we are that far into the multiplayer aspect. Our focus right now is single player.

Link: Thread at the BIS feedback forum

News for Tuesday, November 11, 2003

Posted by Briosafreak - at 13:27

j200 send more info on Trinity:

Soon I'll send you some info about other polish projects (thats right Tirinity is not the only one :-]). More info about Trinity can be found on the project's website . Only in polish but soon also in english so check it out sometimes. There are also some stories placed in the world of Trinity that are beeing translated.

I also spoted at Vault Dweller`s Homepage the weekly update on the project:
- ManJak story translated into english
- from this moment Kaczor have free hand to manage Trinity's site
- new www layout is ready (made by Obsydian)
- first version of functional specification of the world [Przemo_nie]
- new world history proposition [Kaczor]
- few descriptions of potential PC (Player Character) parents [Piotr]

Now list what should be done in next week:

- change www layout [Michał K. + Kaczor]
- some corrections in functional specification of the world [Przemo_nie]
- update of short info of individual sections of the page [coordinators]

The new layout of their site made by Obsidian rocks, it will be online very soon.
Now what are the impressions of J.E. Sawyer about the Trinity project:
Sounds like it could be pretty cool.

I agree, good luck guys.

Posted by Briosafreak - at 13:14

Here it is what we were waiting for,all the info available on the Polish game beeing made by the Ground Zero team with the codename project Trinity:

Welcome. Let me introduce you with our project. First I want you to know what is Trinity. It's an ambicious project with a primary goal to create a fresh cRPG in a post-nuclear climate. Probably Fallout and other games similar to it are well known to you, both earlier and later. That's good. You will feel in the world of Trinity like fish in water.

All the action will take place in Poland. Drowning in the deepness of the game's world, you'll taste our native humour and brutality, which is an unavoidable part of the battle for survival ... Yes your goal will be to survive. Surviveing and guaranteeing yourself a good position, in a world which you created. You will decide where the bombs will fall and where will the most important battles take place. With only one key, you will be able to remove from the face of the earth a city of your choice and by the same, create a system of connections and dependences. Thanks to you some part of the NPCs that give quests will vanquish. But new ones will appear on their place, with new quests. The world created this way will always tell his story in a different way.

And there`s more:
You ask "what next". OK I'm explaining. When you'll be done with the apocalypse you will have to create your character - an actor which will play your role. You'll be able to do that by allocating points in different skils of your choice. The choice will not be easy but the FUDGE system (from a free RPG game with the same title - is presented in a descriptive and easy to learn way, so there will be no problems with learning the rules and what follows, without any problems you'll know which skills are worth to increase. Later you will assing the date when you will leave the vault and start your dangerous but exciting journey. But I must warn you. The choice of the date must be thinked over, because it will depend from it whether your character will be old - very experienced but having little time to live or young - not trained very well and not aware, about the dangers coming from the people affected by war, but with future (of course if it will be able to survive). Anyway while playing Trinity you'll have to acustome, that a good thinked over decision is the basis of success either on the combat ground or when solveing easy puzzles.

When you finally leave your birth place your eyes will see a full 3d, high detailed and seen from a pseudo-isometric view world

Thanks go for j200 and Kaczor for sending this info, and good luck for the project.

Posted by Odin - at 11:15

Well he did a little bit to Gamespot, here's some of the new stuff in that "news" bit:

So what's next for Sawyer? Although there was some speculation that he would join other former Black Isle workers at Obsidian Entertainment, the designer told GameSpot he's taking some time off from the RPG industry. "I've been trying to work on hardcore PC RPGs for the past three years and it just hasn't been panning out," he said. "I need to try something else for the next few years before I dive back in."

So what is that next something? Sawyer demurred with one of the strangest responses on record: "Imagine a basketball player and a shoe salesman getting together to go on the road with [a] vaudeville show and you should have a good idea of the 'what' factor involved." Sawyer may have lost his job, but at least he hasn't lost his sense of humor.
Erm, say what ?!

Edit: He cleared the meaning of that last statement on the Something Awful gaming forum:
that was taken a little out of context. the sentences before suggested that some people would be surprised and/or confused by where i'm going. i wasn't trying to describe what i would be working on, just that it's probably something that people wouln't expect.

also it was an excuse for me to type "what" as a shout-out to my FYAD homies.

Posted by Briosafreak - at 0:20

Today Damien "Puuk" Foletto posted some interesting news on Fallout3 here on the NMA FAllout3 forum:

There will be mechanical labs in VB so you can tinker with your weapons and such. Small samplings of upgrades are, but not limited to, scopes, barrels, extended magazines, etc.

Seems fun, thanks Puuk.

News for Monday, November 10, 2003

Posted by Briosafreak - at 12:06

The Guns n' Bullets site has been updated , it seems they are working with the Max Payne2 engine now, the mod should be released using it instead of the original Max Payne.
Spoted at Vault Dweller`s Homepage, thanks Kaczor.
Link:Guns n' Bullets

Posted by Odin - at 11:45

Ratman emailed me about a new project in the works, this one is called Fallout 1.5 Ressurection.Here's what the man said:

already for few months is our team working on a new modification of Fallout 2 with a title Fallout 1.5: Ressurection. And just today we started an English version of our page, because Ė in addition to the czech version (which is our primare goal) Ė are we planing also english transaltion. Hopefully will be the transaltion finished only few months after the czech version of the game. On our page can you see some screenshots, wallpapers and read the start of Ressurection story and few words about our project (in horrible translation :).

We hope, that Resurrection will please in the first place fans of F1, because we are trying to stick to its depresive atmosphere of post-apocalypse and cut down the amount of eastereggs and jokes from F2 (which doesn`t mean Ressurection will be tedious and humourless).
Our adress is:
And your questions will be answered here: (Fallout 1.5: Resurrection - English :)
Oh, at least we have something to look forward to..

Posted by Odin - at 11:26

I got word from Ouragan that he is still working on the Gromch adventure campaign for FOT:

I am still working on the single player campaign named Gromch Adventure for FOT and i created this single player map, Fallout Cutscene, as a part (modified) of a futur easter egg for GA. I finished the map the 13/10/2003.
Please update your Download section with my present !

Little description : Enjoy this map based on the excellent vault13.mis created by OnTheBounce, it is time for the Overseer to pay the bill !
It is very short because of some limitations and because it is like a preview but it is only pleasure.
Link: Gromch Adventure

News for Sunday, November 9, 2003

Posted by Briosafreak - at 15:59

RPGDot now features a forum to discuss everything Fallout related. They already have threads on Fallout, Fallout2 and Fallout3.
Good work RPGDot, and thanks Dhruin for the heads up.

Posted by Briosafreak - at 15:46

Gameshark sends word of the end of the Fallout fan site The Enclave, it will be closed on the 20th of November. I know he is starting to develop new ideas regarding that site, let`s see what the future brings, good luck for the future Gameshark.

Posted by Odin - at 11:44

Carsten Strehse (Lead Designer) posted about a little contest they are having over at Silver-Style, here's what the man said:

I dunno if some of you visit the German forum from time to time, but there is an interesting thing going on there. People start writing short end-time stories and the best will find there way into the game (maybe with some revisions).

So, it would be great to read your stories if you have some. Like I said, the best ones will be implemented if they fit into the scenario. We will put them on different data carriers and spread them as items all over the gaming world.
So do you have what it takes? Post your story in this Thread

Posted by Briosafreak - at 1:55

The great Requiem_for_a_starfury has now presented us with a new Fallout:Tactics interface, called Camouflage FOT Interface. Great work Requiem, you can download it from here or here.

News for Saturday, November 8, 2003

Posted by Odin - at 13:46

Interplay has released all the soundtracks for Fallout 1 and 2, except the opening scene music (of course). They are all in MP3 format, so you would need Winamp (or something similar) to play them.
Link: Soundtrack download page

Posted by Briosafreak - at 5:38

Well here is a post made on NMA by Damien "Puuk" Foletto on Sawyer departure:

JE leaving was a big blow for all of us on the project, no way around it. However, the stuff he was working on, the technical side of the project (rules, interfaces, etc.), is nearly complete (I think there are only two more interfaces that need to be done, and they are simple ones). Josh made sure that part, the part he was responsible for, was done by the time he left, and I think that is a huge example of his integrity and his passion for doing a great job.

The story and areas for VB have been finished for a few months now, so his input has been received and applied. We are currently building maps and writing dialogues. Sean Reynolds has been creative lead almost since MCA left and has been doing a very fine job of making sure we knows hwo ta write good.

On a personal note, I have really enjoyed working with Josh, and have been very impressed watching him grow into a great lead designer. He is a person who learns from his triumphs and mistakes and grows from those lessons - and in this industry, that's almost impossible to find. He knows when to step in and when to step back, and knows how to empower his employees. He brings a lot to BIS and will be sorely missed. I wish him good luck in his future venture (no, it's not Obsidian) and I know he will develop great things when he gets there.

And VB keeps on chugging along..

Posted by Briosafreak - at 4:00

How will story be handled in Fallout3 now that sawyer has departed, Jeff Husges had something to say on that on this thread at the BIS feedback forum:

As for the storyline goal of the game, it was all laid out months ago. I'm sure there will be tweaks and whatnot, but when writing dialogues, we're all keeping the big picture in mind. Of course, it's Lord Reynolds' responsibility to slap us around and make sure we're not all over the place.

He is talking about Sean K. Reynolds, the Lead Creative Designer on the project .

Posted by Briosafreak - at 1:37

News from BIS, some Q&A with Chad "Briareus" Nicholas on the departure of Sawyer:

Will someone at BIS or Interplay level with us?


What is going on there?

J.E. has tendered his resignation. We're currently still working on the project. We've temporarily got J.E.'s responsibilities assigned to others so that J.E. can assist in the transfer of his duties. We're looking at a long term solution, but I don't know what that is (I'm not a lead or producer and they'd decide it).

BIS has no lead designer, and the game isn't even announced.

Sean K. Reynolds is the lead creative designer. As for everyone going silent, pretty much only J.E., Puuk, and myself post with any regularity, with Puuk and myself not posting daily. Going a few hours without a post from us two isn't the end to everything.

Chill out, calm down and relax.

Some good advice there

News for Friday, November 7, 2003

Posted by Briosafreak - at 22:15

Important Announcement by J.E. Sawyer:

I figured I'd post this here before DAC and NMA got the scoop! I am resigning from my position as lead designer at Black Isle Studios. I will not discuss those reasons here, but I will state that they are my reasons. I apologize to those who may be disappointed by my decision and congratulate those who rejoice at it. My last day will be November 21st.

From this point forward, I will not be discussing any aspect of Black Isle Studios projects that may be currently in development.

I state publicly what i`ve told him in private, i wish him the best of luck in the future, i know those are the wishes of the majority of the people at NMA.
All the best, hope to hear good things from you soon Josh Sawyer.
Link: Announcement at BIS Feedback

Posted by Briosafreak - at 14:40

A quick round-up on news regarding Fallout3. First Damien "Puuk" Foletto right here on NMA about the number of areas expected to be in the game:

There are more areas than Fallout 1, just slightly less than Fallout 2.

Next, and also here on NMA, Chad "Briareus" Nicholas talks about melee weapons:
As for the difficulty in making a sword, I think that depends on the type of sword. If you're looking to make a long sword, katana, broad sword, etc., you've got your work cut out for you. But taking a steel bumber off of a car, hammering it flat, cutting it into the shape of a machete and using a powered grinding tool to make a sharp edge would be quite withing the grasp of a post apocalyptic setting. After a while, people might even figure out how to balance the sword. But, even without balance, it'd be sharp enough to cut into a man. Due to its weight it'd probably sink in about half way and get stuck in a bone. But, since a man with a sword stuck in one of his vertebrate probably isn't going to be shooting back or making a called shot to your eyes, I'd say that the sword is made well enough.

Finally J.E. Sawyer had a wonderful vision yesterday that shared with us on the BIS feedback forum:
Today, I saw a beautiful thing. In the VB engine, the PC was walking around on a map with a single follower companion. As the PC moved and changed facing, the follower maintained his distance and relative position to that facing.

An enemy came into view, with my PC standing between the follower and the enemy. The follower floated, "Citizen, you are in my line of fire! Move out of the way!" I moved my PC to the left of the follower. As soon as I moved out of his 20 degree arc of fire, he immediately unleashed death upon the enemy. Barrels full of volatile material in the distance exploded in flame from stray hits.

It was a wonderful moment

"What a wonderful world"

Posted by Briosafreak - at 2:57

In a reply to Azael we got a few ideas by J.E. Sawyer on his new approach to weapons and ammo in Fallout3:

Different geographical regions can have different distributions of weapon and ammo types. It's not like crop dusters make even passes over the country dropping 10mm Colt Delta Elite pistols into every household. If you did a survey today (as I'm sure someone has) about gun ownership in North America, you would find different types of guns dominating Southern California than you would find in Texas or British Columbia.

Different regions have different firearm purchase, use, and concealment laws. The reasons why people buy and use their guns also varies. In many areas of Canada, for instance, there are huge numbers of firearms, but most of those weapons are rifles or shotguns. Even law enforcement agents in different states or regions of states use different firearms. State troopers in some states are issued a 10mm handgun; in other states, troopers receive a 9mm handgun.

"The Fallout setting" is an entire world. It just so happens that the first two games took place in California and Nevada. Despite rumors to the contrary, this place really isn't the center of the world.

Link: Thread at the BIS feedback forum
Thanks to kumquatq3 for the heads up.

Posted by Briosafreak - at 2:36

The Fall site has a few updates, they now give a Fansite-Kit, if you want to make a fansite for the game, and show a few new characters.

News for Thursday, November 6, 2003

Posted by Briosafreak - at 2:07

The war between Vivendi and Interplay has ended, this announcement can be found on

Fallout: Brotherhood of Steel to Be Distributed by VU Games In North America and Asia-Pacific

LOS ANGELES and IRVINE, Calif., Nov. 5 /PRNewswire/ -- Vivendi Universal Games (VU Games) and Interplay Entertainment Corp. (OTC Bulletin Board: IPLY - News) announced today that they have resolved all prior legal disputes and will resume the distribution contract signed in August 2002. Accordingly, VU Games will distribute Interplay's Fallout: Brotherhood of Steel in North America and Asia-Pacific (excluding Japan). VU Games will also retain exclusive distribution rights in these regions for all future Interplay titles through August 2005.

"Our distribution agreement with Interplay has been a mutually beneficial and valuable partnership for both parties since 2001," said Philip W. O'Neil, Senior Vice President of Sales & Marketing for Vivendi Universal Games. "We are pleased to have come to an understanding with Interplay and look forward to the upcoming launch of Fallout: Brotherhood of Steel."

"We look forward to extending our working relationship with Vivendi Universal Games," said Herve Caen, Chairman and Chief Executive Officer of Interplay. "This will be an ideal fit for Interplay's needs going forward, particularly based on VU Games' strong and respected distribution network, as well as their familiarity with Interplay titles."

Fallout: Brotherhood of Steel is a third-person action adventure game based on the highly acclaimed and successful Fallout PC franchise. The title is scheduled to debut on the PlayStationģ2 computer entertainment system and the Xboxģ video game system from Microsoft. The ship date will be announced shortly.

This deal works for North America and Asia pacific, and envolves BG:DA2, FOBOS and Fallout3, aswelll other games that Interplay releases during that period.
Regarding the European market the only word at this time is what is written in the Notice of Annual Meeting of Stockholders, to be held on December 18:
However, the effects of the approval of the Virgin CVA and of the approval of the CVA of its operating subsidiary, Virgin Europe, on our ability to collect amounts due from Virgin is uncertain. As a result, we cannot guarantee our ability to collect the debts we believe are due and owing to us from Virgin. If Virgin is not able to operate under the new CVA, the Company expects Virgin to cease operations and liquidate, in which event we will most likely not receive any amounts presently due us by Virgin, and will not have a distributor for our products in Europe and the other territories in which Virgin presently distributes our products.

Quite a surprising turn in events...

News for Wednesday, November 5, 2003

Posted by Briosafreak - at 12:40

MoldyCheese asked in the BIS feedback forum if the weapons in Fallout3 are going to have their own models, Damien "Puuk" Foletto replied:

Yes, weapons have their own models

This was followed by a very interesting post by J.E. Sawyer:
All weapons in the VB engine have their own models and all weapons with accessories have models for every combination of accessory that can go on it. If (for example only) you made a .223 assault rifle and it could have an extended clip and a scope, there would be a normal version, scoped version, clip version, and scope + clip version.

It was also asked if NPC's reflect their armour types , with Damien "Puuk" Foletto saying yes, as expected.

News for Tuesday, November 4, 2003

Posted by Dan - at 23:04

On the IPLY feedback forums Damien "Puuk" Foletto has explained how intimidation would be handled in Van Buren:

It's possible to do sub-dual damage with punches and kicks, thus knocking out an opponent. Now, it is even more possible to script the NPC to "say uncle" after getting his butt beat, in effect beating the information out of him. It all depends on where the designers decided to put such scenarios.
Link: Thread@IPLY.

Posted by Odin - at 23:03

Yep there are lights in the tunnel, this just came in:

Wildfire, created by Serge "Wildfire" Popov, a well known pioneer in the JA2 community includes changes to all weapons, landscapes, structures, missions, enemies and the AI. All elements within the game were altered to make it more realistic bringing it closer to real-life.

Wildfire takes you back to Arulco, its economy has completely collapsed and the country has now become a base for international drug cartels. Export of precious metals, which was the foundation of Arulcoís economy, is now just a cover for the extensive export of drugs into North America.
  • Over 90% of the maps have been modified to create a whole new game experience.
  • Added tall grass, bushes, stones, and trees to sections of the map which were barren, allowing for better coverage for units and new combat tactics.
  • All military facilities have increased their defensive capabilities. They have added mine fields, fences, watchtowers, perimeter lighting and alarms.
  • All weapons have been rebalanced to better reflect real-life weapon characteristics.
  • The importance of sub-quests has been increased and now plays a major role in the gameís overall flow.
For those of you who still doesn't understand, it's a new expansion pack for JA2. Ok not Fallout news, but we all love JA..
Linky:Jagged Alliance 2 - Wildfire

Posted by Odin - at 22:59

Chris Pasetto (lead designer) aka Leo9 talked a little about Fbos (Xbox,Ps2) with EDBIS RPG, quite a positive interview compared to the one on Gamespy. Here is the gem of the interview:

[EDBIS RPG] What sort of support did the Black Islanders side of Interplay give you in terms of morale, criticism, and resources? Were they more or less helpful in making what FO:BOS is today?

[Christopher Pasetto] We worked with a couple of senior Black Isle staff members through the concept, design, and prototype stages of the project. They were very excited by the idea of a Fallout console/action game, and helped out with a lot of good info and criticism as they reviewed the initial design and tested playable versions. Really, we couldn't have (and wouldn't have) done this game without a good rapport with the BIS guys.
So you Bis guys had nothing to do with this, eh? Absolutely nothing eh?..
Other than that is all old news, somethings about the engine, limitations etc..etc..
Link: Fbos@EDBIS RPG

Posted by Odin - at 10:11

Sztupy sent word that they have finished the beta 4 of the IanOut engine, here's more info:

What's new?
  • It is using SDL instead of DirectX... the code looks better, and is 99% portable to linux and MacOs... oh... and it seems it's a bit faster too!?
  • An installer+configurer. It seemed lot of people had problems with the configuration of the game... I hope this will fix lot of those problems
  • A new logging system... I hope this will ease my work while tracking bugs...
  • Music support... okey, it's very-very experimental, and it's only music... but at least it's there
  • Some nice Alphablend effects... look at the screenshots to get an idea what this option is
  • 2 mods in one package... yes... you get the original IanOut main mod (of course it's experimantal), and now you get a non-interactive mod too: it shows some scenes from the book Orwell's book 1984... they may sound nonsence if you haven't read the book...

But there are some negative aspects:
  • No intro... well... there will be a better MPEG intro anyway...
  • No text during caracter generation: will be solved...
  • ONLY JPG/BMP/FRM/and some TIF support... the other file formats were taken out.
English Download Link: IanOut Beta4
Great stuff !!

News for Monday, November 3, 2003

Posted by Odin - at 22:22

RPGVault have posted their second interview with Carsten Strehse, not alot we haven't heard before but....

Jonric: What will make The Fall stand out from other RPGs of the current generation? What kind of gamer will it appeal to most strongly, and why?

Carsten Strehse: Well, The Fall will be the first 3D role-playing game with what we call an end-time scenario, so it's definitely interesting to everyone who likes games like Wasteland (who remembers?) and Fallout as well as fans of Neverwinter Nights and Morrowind. The biggest difference when comparing The Fall to other 3D RPGs is the real living world with its unique characters, the very creative quests and the new combat system, which will set a new standard for party-based RPGs.
Link: Fall interview2@RPGVault

Posted by Briosafreak - at 3:39

Now a message from Atoga:

For those who are interested, Iím writing a new Fallout PnP, which has been renamed to Fallout Unlimited or something similarly interesting. Fallout Unlimited is plenty cool Ė thankfully, thereís not much more in the way of rules (the old, clunky combat rules have been cut down, and lots of rules for social situations, thieving, etc. have been added to give the game depth, though without creating a nauseating level of detail). Plus, Iíve added plenty of interesting new things (perks, traits, critters, equipment, skill system) to the game. Finally, Iíve done away with a lot of the old stuff that only works in a CRPG, and added lots of PNP RPG elements as well so that things play out nicely (and yes, Iíve playtested it).


* Some short (1-2 pages) and appropriate Fallout fanfic would be nice. Nothing too complicated for those who donít know the Fallout setting that well (no Brotherhood soldiers going deathclaw hunting, for instance) Ė something short which established the general feel of Fallout.

* Fallouty recipes would also be appreciated. As bonus material, Iím including a cookbook (and some other neat stuff I thought up) at the end.

* If you have any other material, art, or ideas Ė then submit, submit, submit. Iíll probably use it or at least consider it (and Iíll give you full credit too).

When should this all be done? Well, the rough writing portion is nearly finished, though editing is needed. Formatting, too, is established, though is not done (happily, Fallout Unlimited is formatted in a similar way to the old Fallout 1 manual, right down to the leathery cover, and looks very nice, though Iíll need to convert it from Word to a .pdf). So anyway, barring any weird delays, itíll probably be done around Decemberish, and be released shortly thereafter. At the ABSOLUTE latest, it should be released early next year. And no, I'm not bluffing.

So, if you have any questions or comments about the above stuff, or want to submit, please email (or PM, or whatever) me at

Good luck Atoga, i can`t wait for the recipies.

News for Sunday, November 2, 2003

Posted by Briosafreak - at 16:36

More ideas taken from the the BIS feedback forum, now J.E. Sawyer speaks about the interaction between resources and the characters archetypes:

Let's say you have N resources in a game. That's it. N. You will never naturally find more than N, and that N is divided up between a number of set locations. For most characters, N is all they will ever be able to find of that resource. One suit of power armor, two rocket launchers, five hundred .223 shells, 350 small energy cells.
For science-oriented characters, they can get more than N. How? By finding ingredients for N and building more. There's no reason why a building system needs to be exceptionally complicated. Find/get this list of ingredients, have X and Y in these two skills, pop up a building interface, select what you want to make, and spend the resources to make it.
What's the point of putting traps in the game? To reward a particular build of character. What's the point of putting broken limbs in the game and allowing certain characters to fix them? To reward a particular build of character. Combat boys destroy, diplomacy boys talk, stealth boys sneak, disarm and steal, and science boys build and fix. Each type of character has things built especially for them that other character types won't be able to deal with. This is no different.[...]
Let's say you can find two miniguns and 5,000 rounds of minigun ammo in the game through the natural course of exploration. You can use the miniguns pretty regularly, but not all the time, and the ammo is spread out a lot. Also, you have a third teammate who could really use a minigun. Finding the proper resources, you build a third minigun and create 3,000 more rounds of minigun ammo.

You had enough, now you have more than enough. The difference? You're probably not as skilled with weapons as the guy who doesn't bother with item creation and just dumps his points into combat skills. This is the trade off. What the combat boy can do with 10 bullets, the science boy does with 30. But 20 of those, he made.
BTW, these ideas are not particular to reloading. They include the ability to create armor, drugs, weapons ammunition, implants -- basically anything you might want to have more of in the game. The characters have to go out of their way to find the necessary parts, but they are rewarded with extra goodies that other characters can't have.
The idea is to give the science skills something above and beyond what they have had in the Fallout games (which was often not much). No character should feel obligated to make builder characters, but those that do should be rewarded in an appropriate way.
Want to build power armor? Get items A, B, C, and D. Go to a lab, open interface, select power armor recipe, make stuff, profit. Want to build a gauss rifle? Get items A, B, C, and D. Go to a lab, open interface, select gauss rifle recipe, make stuff profit.
Want to make super stims? Get items A, B, C, and D. Go to a lab, open interface, select super stim recipe, make stuff, profit.

Link: Thread on the BIS feedback forum

Posted by Briosafreak - at 16:07

On the BIS feedback forum Damien "Puuk" Foletto confirmed what combat skills we should expect on Fallout3:

All guns are lumped into Firearms skill, and throwing into melee. Unarmed is its own skill.

On the question that grenades shouldn`t be in the melee skill J.E. Sawyer had this to say:
Arguments based on linguistic semantics instead of practicality will do exactly zero towards persuading me that melee and throwing should not be combined. Feel free to continue arguing along these lines if you wish to produce similar results.
[...]In my opinion, you have incorrectly analyzed how thrown grenades are used. A grenade is thrown at a target using the physical force and muscular coordination of the subject. It flies under the power of the subject, not its own power, to arrive at the target. A knife is thrown at a target using the physical force and muscular coordination of the subject. It flies under the power of the subject, not its own power, to arrive at the target. A gun fires a bullet, which projects a slug towards a target. The bullet arrives at the target under the power of the propellant. The subject's muscle power plays a minimal role in how the bullet arrives at the target unless the subject is too physically weak to handle the gun.

When weapon skills are checked during combat in SPECIAL, they are checked to see if the subject has the requisite skill to make the weapon hit the target. This is a measure of accuracy. If we are to link skills that are used in this way, they should be grouped by similarity of the methods used to make the weapon hit the target. The method used to make a grenade hit a target is more similar to the method used to make a knife hit a target than it is to the method used to make a bullet hit a target.

What do you think guys and girls?
Link: Thread on the BIS feedback forum

News for Saturday, November 1, 2003

Posted by Briosafreak - at 3:08

In this thread on the BIS feedback forum Dak asks how do you successfully write dialogue in the Fallout universe. Jeff Husgues from BIS gives an interesting reply:

For writing dialogue, we have a style guide which all the designers must follow or be severely punished.
A few of the rules include things like having all threatening, hostile responses come second to last, and the goodbye response is always the last response.
Each designer is responsible for writing the dialogue for his own areas.
In general, we try to make the responses neutral enough that any type of PC could potentially say it. I found it annoying in Arcanum when my brutal half-orc barbarian from the desert wastes was forced to say things like "Pardon me, good sir".
We also throw in flavor-responses to respond to the player's choice of skills as well. A super-mechanic might be able to say something like "I notice you've got the new G-58 generators installed" where a non-mechanic player could only say something like "What are those things over there?"
[...]I'm not sure how it makes it too easy. It's just a convenient way for the player to end dialogue and start hostilities. By having the hostile response ALWAYS second-to-last, it prevents the player from accidentally starting a fight.

Keep in mind that the above is a way for the player to deliberately make the NPC angry. The player can still say the wrong thing to an NPC and start a fight. If the player is talking to the mysterious person and says something like "Why, yes, it was I who defeated those scummy bandits" and the mysterious guy happens to the sole surviving member of the bandit camp, then the next thing the player sees from the stranger will likely be "I shall kill you and avenge my brothers!"

Good show Jeff Husgues

Posted by Briosafreak - at 2:35

Mr. Teatime asked on the BIS feedback forum if the plot in Fallout3 is unique, Damien "Puuk" Foletto had this to say:

I can say it doesn't have to do with questing for a mysterious artifact, or water chip, or a GECK. Very Happy

What will it be then? Mistery...