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December 2002



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Tuesday, December 24

Merry Christmas by Odin - 10:01 - Comment Me (5) - News Source:
I just wanted to wish you all a Merry Christmas, hope you all get what you want!
Also use this holliday as an excuse to dust off the old Fallout and play it once more!


Monday, December 23

Misc by Odin - 9:52 - Comment Me (2) - News Source:
I just wanted to let you guys know that I haven't had time to check out my emails lately, I know I have quite alot of files/mods laying there. But due to one of my pc's crashing I've haven't had time or the chance to check it out.

Fallout - BG mod? by Odin - 9:39 - Comment Me (1) - News Source: Bis Forums
Some of the guys at the TeamBG Net is making a Fallout mod for Baldurs Gate (now that's a slap in the face!), here's a little info:
Atomic Rain ToB TC

This is a major work in progress... and little infomation can be give at present... As I am waiting for the Stripdowns to be released by Teambg

This Total Conversion will be set in a Fallout style world... but still remain a fantasy game.. Yes that meens orcs with guns... and magic/psionic's clashing with lasers and miniguns....

People interested in helping me with this work should email me and state their skills..

I'm looking for someone to screen shot every map from fallout 2 (and maybe some from 1) so i can edit them and make areas based on them....

More will come in time....
Sounds like a blast doesn't it (HARK!).
They are also looking for some help on the Fallout 1 and 2 graphics (area conversion to IE, tiles extraction), check out this link for some more info.
Link: Fallout BG mod


Sunday, December 22

TeamX releases mod demo by drw - 14:09 - Comment Me (5) - News Source: TeamX
Communist (the TeamX script group leader) posted a message on the fallout.ru forum about the recently released demo of their Arroyo-Klamath mod for Fallout 2. This means a fully tested playable demo with 17 brand new items, 2 quests and 6 characters altogether. Here's a brief overview:

  • the gameplay now depends upon your character's gender and stats

  • the Temple of Trials has been signficantly changed, including tougher enemies, new character scripts and a new ending

  • Hakunin, Standing Fist and the Arroyo inhabitants have been remade from scratch. You'll have to choose between becoming a warrior or a shaman's apprentice. Both quests are rather difficult, timed and involve travelling to Klamath. Hakunin and Standing Fist now have the abilities to teach, upgrade weapons and such.


Bad news: the mod's Russian only. Good news: the English version is to be released within a month or so, and you can participate, too. The TeamX fellows need help making a decent translation, namely they're in great need of proofreaders. So email Communist if you want to join up.

More good news: they're hoping to release the full version in several months, with a new storyline, special/random encounters and more neat stuff.

Link: TeamX


Saturday, December 21

Fallout has another "brother": by Rosh - 19:19 - Comment Me (0) - News Source: RPGCodex
Temple of Elemental Evil, a fantastic campaign based in the recently much-neglected realm of Greyhawk, is coming out in a PC form by those who brought you the original Fallout, Troika.

  • The same great gameplay as Fallout, Arcanum.
  • Turn-based combat.
  • Speech skills actually matter. Stats actually matter.
  • Do I need to mention role-playing?
  • Evil isn't merely "good for hire", it actually has a role and path to play in.
  • The setting has depth, given the original was one of the best campaigns to play in, and it's fairly large.
  • Beginning introductions depending upon alignment are planned.
  • Multiple endings, of the likes rarely seen since Fallout.
  • Faithful adaptation of the 3E D&D rules. (This is a good thing.)
  • Rather than breaking a lot of the feats and the combat system by using "real-time" combat that IWD2 uses, it uses turn-based so Attacks of Opporotunity are really possible.

    The only downside is this:

    TC: Yes, it was very difficult. I had the only copy at the office, and it was a mint-condition 1985 printing of T1-4 bound as one module. I had to make the difficult decision to cut it up and rebind it in a spiral binding to use as source material for our team. We eventually found more copies on eBay, and most of the team members now have a personal copy.

    Tim Cain ripped apart a mint full-bound print of the original Temple of Elemental Evil full set (the bastard). That's a book about 17 years old, and one of the best D&D campaigns ever written, by Gygax himself with Frank Mentzer. Here is some more about the supermodule of Temple of Elemental Evil, and a Google.com search can give you a lot more background info of it. Can we forgive him for this crime of tearing apart the book? Let's see how good the game turns out, first. ;)


    Tuesday, December 17

    New Fallout / Fallout 2 Utlilities by Rosh - 8:00 - Comment Me (1) - News Source: Ausir @ Sierra Army Depot
    A few new Fallout ultilities are coming out, including a patch that enables the debugging mode in Fallout 2, an AAF2TXT converter, and a mapper, from what I hear.

    Check it out!


    Wednesday, December 11

    Gareth Speaks by Odin - 22:56 - Comment Me (1) - News Source: RPGCodex
    The fellas over at RPGCodex have gotten their fourth developers speak about CRPG article, this time around it's Gareth Davies from Micro-Fort�. Here's a snibblet (since the whole thing is HUGE):
    No matter what type of Role-Playing Game (RPG) you are playing, you can be 95% sure it involves killing things. Many so called RPGs provide no gameplay beyond hacking away and leaving swaths of dead monsters, sans any material posessions, and others might allow you to avoid combat situations altogether. However regardless of design philosophies, combat usually comprises the core gameplay, and so it's essential that it is well thought out and executed, but more importantly it has to be enjoyable and challenging for the player.
    Snazzy...
    Link: Gareth Speaks


    Wastes Update by Odin - 22:50 - Comment Me (0) - News Source: The Wastes
    Gage have posted an update on the The Wastes mod (Fallout Half-Life mod), this one talks about weapons being finished and well read on here:
    Time for another neighborhood friendly news post. We have reached a milestone in RC1, Absolutely all the weapons are done!!! Akimbos were finished this week with no major hiccups. From here I want to work on finalizing the VGUI and HUD to finish up another major part of the game experience. I know some of you guys want some screenshots because we havent showed any in quite a while. This weekend I will be at a lan in Ohio and will be playtesting the game with roughly 20 other people, and will make a slew of screenshots for you guys. Then after the new HUD is complete i will release yet another batch of screenshots for everyone to see.

    We as a development team have also made a decision. We have set an internal release date, just like a major game house. Instead of saying "when its done" we will have RC1 complete by this date, wether feature complete or not, so we may be dropping a few features in favor of implementing them in another patch. Nothing too major, but be noted that Mixed akimbo weapons will NOT be making it in RC1, but they might make a comeback in a patch. While I dont feel too comfortable telling you guys the release timeframe be noted it will be before the snow melts off the ground this winter.
    Sounds good...nuff said..
    Link: The Wastes


    Mad Max 4 by Odin - 17:02 - Comment Me (0) - News Source:
    I read in the newspaper today that Mel Gibson had said yes to a fourth Mad Max movie, I also spotted that little Daemon Spawn had posted about it in our forums. Here's a little info about the movie and check out that salary:
    He will be paid a salary approaching $25 million to star in "Fury Road" for original "Mad Max" director George Miller, who has been crafting the script for the last three years. Once again, Mad Max will roam the lawless, post-apocalpytic Australian outback.
    Now, who's going to pay me for my services ? (well..except Killz)
    Link: CNN Mad Max 4 news


    Monday, December 9

    More mods by Odin - 17:07 - Comment Me (1) - News Source: Daemon Spawn
    Daemon Spawn informed me about a new Fallout mod in the progress/planning, this one is for the game Breed and it's called Fallout: The Day Of Reckoning. There's not much info on the site, but do check it out.

    Update: There's also a Q&A about this mod posted at PC-Gaming, so grab a look at that link also..


    Friday, December 6

    Yet another CRPG document by Odin - 23:27 - Comment Me (0) - News Source: Saint P
    Saint P (God bless his shiny ass!) informed me about a third installment of the ongoing "developers on CRPG design and development", this time around good old ChrisT posted his views here's a snibblet:
    There are many other things that are important to an RPG, certainly this hasn't attempted to be a comprehensive list. I've tried to summarize what I think are important for an RPG regardless of platform or sub-genre. You should be able to see the Hand of Gosh Darn Good Design in many different types of games, from 3rd edition Dungeons & Dragons, to the classic RPGs of the day to the most recent critically acclaimed computer RPGs. From classic high fantasy to the farthest reaches of science fiction, there are always going to be key values that should be incorporated into an RPG.
    Read the whole thing here...


    More Pipboy Images by Odin - 22:46 - Comment Me (0) - News Source: Ausir
    Ausir let me know that he had updated his old and forgotten images of Fallout, this time around it's the lost pipboy images that's appeared on his site. Kewl! (Killz love it when I say kewl, so....KEWL!)
    Link: Pipboy Images


    Wednesday, December 4

    Fallout 3 thread by Odin - 14:01 - Comment Me (0) - News Source: Interplay Forums
    There is also an ongoing thread about Fallout 3 on the new Interplay forums, in which JE Sawyer have vented some ideas:
    What is the right way to make it? Better than Fallout 1? Better than Fallout 2? Better than the best aspects of Fallout 1 and 2 combined? Because if you want to use the sales figures of Fallout 1 and Fallout 2 as the basis for making a sequel, you are heading down a trail of tears. If we make Fallout 3 in a way that appeals to the strongest fans of Fallout 1 and Fallout 2, it will probably sell similarly to Fallout 1 and Fallout 2.

    That's fine. Really, it is. As long as the development time isn't excessive, it's just fine to sell Fallout or Fallout 2 numbers. But that can't be all that BIS does -- just as Icewind Dale and Dark Alliance games can't be all that we do. I think that, in a good situation, BIS would develop two or three RPGs at a time, running between very casual/quick fun on one end and hardcore, intense RPG at the other end.

    Jefferson's development has involved a significant amount of technology R&D. We believe this R&D time is justified because the reception of the game should, with humble hoping, be very good across a fairly wide group of people. We have taken great pains to insure that we can apply the technology used on Jefferson to other projects without sacrificing the integrity of those projects. This can be very difficult, but, again, the payoff should be worth it. You can't develop technology for every situation -- that's just madness -- but you certainly can make choices that allow much more flexibility within the range of games that you typically make.

    The Jefferson engine's scripting, for instance, would initially have made implementing true sequential turn-based combat impossible. A lot of the programmers, designers, and script-folk talked about how we could find a solution that allowed the possibility of TB combat, then implemented it. Will Jefferson have turn-based combat? Mystery! But the engine has the potential for it.

    Another big hurdle in developing RPGs are the editors. RPGs, unlike many other computer games, have a WHOLE LOTTA DATA associated with things like creatures (for instance). A creature in GURPS doesn't share a whole lot in common with a creature from Legend of the Five Rings -- data-wise. The Jefferson editors have taken a long time to develop. Maybe too long. But, BY GUM, it would take a technical designer only a day to sit down a revise all of the editor fields and file formats to a new system -- because you can do it all from within the editor itself.

    Personally, I believe that Fallout 3 would be best developed in a situation where the technology is robust and ready for use, the design, art, and programming teams are ready to charge forward, and where we can feel comfortable making a game that doesn't need to have a huge profit margin. If you think Fallout 3 would be hugely successful if made according to the greatest desires (or even many of the desires) of the hardcore fans, I think you're mistaken. I think Fallout 3 could be hugely successful if we made it contrary to (or at least regardless of) the desires of the hardcore fans. Fortunately, I don't believe ANYONE at Black Isle wants to make Fallout 3 in that manner.

    There are more Diablo fans than Fallout fans by a huge ratio. But most of those Diablo fans are very casual players, and not that crazy about the game. Fallout fans are loco. Not nearly as numerous, but easily far more passionate.
    Join the party and post away.
    Link: Fallout 3 Thread and SPECIAL in Fo3


    The Next Bible.. by Odin - 13:56 - Comment Me (0) - News Source: Interplay forums
    Chris A posted on the new Interplay Forums that the next Fallout Bible would come:
    It'll probably be a little while - I just need to sit down for a few hours on a weekend and get to the question backlog. I'll post again when the next issue nears completion.
    And that it would include info about:
    There's an interview with another Fallout designer, Brian Freyermuth, some stats for the F1 NPC allies if you've ever been curious (I was - Dogmeat's awesome, his critical chance is like 20% or so), a bunch of viruses, and some other stuff I've forgotten. I need to take another look at it.
    Sounds snazzy...


    CRPG development articles by Odin - 13:38 - Comment Me (0) - News Source: RPGCodex
    For those of you who haven't had a peek at RPGCodex (a project which Saint P, Exitium, Calis and others are apart of), you'd better take a look now. They've posted two articles about CRPG development, one by Tim Cain and the other by Leonard Boyarsky (If you don't know who they are, SHAME ON YOU!). Here are some snibblets:
    Tim:Another lesson that should be obvious: turn-based games are still fun. Despite the plethora of real-time computer games on the market, there is still satisfaction in playing a game in the old-fashioned turn-based method we all grew up with. Some newer games seem to be real-time for no other reason than because real-time is more modern. Why make a real-time D&D computer game, which requires you to ignore or change all of the rules having to do with D&D's inherently turn-based nature? I am surprised no one has made a real-time chess game. I'll even give you a good name for it: "Xtreme Chess" And don't forget the sticker: "Now With Phat Lewt".
    And there's more:
    Leonard:The hardest thing to accomplish when creating an RPG is to make an in-depth RPG that sells. Now I know all you purists out there think that what's important is the quality of the game and not how much it sells, but try finding a new contract when your last game sells less than 400,000 units. The ultimate challenge for an RPG developer is to find some kind of hook that will convince the marketing dept at your prospective publisher that this really isn't a "hardcore RPG" they're going to have to sell, it's an action RPG! (My skin is already crawling.) So not only do you, as an RPG designer, have to create a compelling RPG (which is, in my opinion, one of the most difficult genres to do right) you also have to find a way to sell it as something else - or, at the very least, an RPG hybrid of some sort. But never state it's a hardcore RPG to the marketing people - it tends to give them seizures.
    Snazzy, go and read the rest..
    Link: Tim Cain - A Christmas Lesson on CRPG Design and Leon Boyarsky - Thoughts on RPG development


    Tuesday, December 3

    Sierra Army Depot does it again: by Rosh - 0:30 - Comment Me (4) - News Source: Ausir @ Sierra Army Depot
    More news from Ausir, more Fallout 1 concept art and some old screens plus some that were very hard to find, I doubt Interplay could find them!

    Start here and check through the other galleries in what has to be one of the best collections of Fallout 1 pics I've seen in a while. And it keeps growing!

    Please say hello to my favorite piece of the whole bunch. Inn't cute?


    Monday, December 2

    Update on Post Nuclear by Odin - 17:20 - Comment Me (0) - News Source: Post Nuclear
    The guys working on the new Post Apocalyptic game called Post Nuclear have posted an update, well sorta...read here:
    So, the work continues (more info about it is here). We have finished script compilator, dialog's editor and we are finishing modeling some characters and weapons for the Tech Demo. Also we had started to write some dialogs for the game. Removed 3d sound feature - this is a RPG not a 3d shooter game. Added a question about our engine to FAQ.
    Well now...


    Fallout 1 Concept Art...More? by Rosh - 1:19 - Comment Me (0) - News Source: Ausir
    A real treat for you today, boils and ghouls. Though some digging, Ausir of Sierra Army Depot found an old possibility of what Fallout might have been.

    Check it out!

    Outstanding work, finding that one. Mmmm, leather armor and steaming, melted corpses.

    Addition:
    An early screenshot!
    Iguana Bob!