Russian fan project: Fallout Online

Wooz said:
That doesn't make sense. How are the oxen supposed to haul the cart if they're not ahead of it?
I edited the post, sorry, I messed up the order first, its Don't get the cart ahead of the oxes.
 
Translation of:
http://fforum.kochegarov.com/index.php?s=8e3d559208040d429441b7a49a377ec7&showtopic=10663 curtesy of Rusty Chopper and Team MIB.

Hello, dear forumers! :)
Today I have the pleasure of introducing to you a new project with the
famous name Fallout Online, no less, Fonline for short.
Although I called it a new project, it has been existing for rather a
long time already. In the beginning we had the idea of making MUD (an
online text game) based on Fallout (at that time I wasn't even on the
Internet yet, by the way), several people formed a team and started
developing a new game engine, but the project did not live to see its
realisation (as it looked way too miserable to be called Fallout) and the team
broke up, only a couple of guys remained, Olegmmm and Kosh. The first
one is a programmer and the second - the mastermind. They worked in that
tandem for about a year and a half, amassing ideas, and Oleg was
programming the engine. Just don't think that within a year the engine
reached Doom 3's level, it isn't actually easy to encode while studying the
last year at the university. Later by creating a couple of foolish
threads I unwillingly involved two TeamX members, myself not participating
in the project at that time. They are still working there. When I
already was member of the team, I created the thread "Fallout online in
theory" once again (and thus got +2 to my karma, and, in my opinion, I did
not deserve it), after that people came in crowds to enter the team and
become programmers. I'll say only that just a few of them remained with
us and also our special respect to Den Baster, who finishes encoding
the engine and is in charge of the server. I don't say the names of the
rest of the members on purpose, let them show themselves. :)

Now, our team is developing the Fallout2 engine which includes:
- the online mode of the game that substitutes the single-player mode,
the players will have the fonline client using FO2's resources, and
consequently it won't be possible to use it apart from the game;
- the reworked and complemented SPECIAL system, because naturally the
online version needs a significantly different gameplay, the player
won't be able to feel being the Chosen one and omnipotent, welcome to the
brave new world of the Wasteland;
- the altered (complemented and reworked) game's world which includes
the maps of FO1 and FO2;
The minimal task is to realise this using the major part of the
original resources.

Although our Fonline isn't likely to come out before F3 by Bethesda,
we've got the alpha-version, or better the pre-alpha one... let the
programmers tell you about it. The client itself certainly won't be
demonstrated publicly, but here are the pieces of evidence of our team's
activity:
The hero moves; the basics of combat (1,5Mbs);
The hero waves the knife;
http://www.fieldglory.narod.ru,
http://www.falloutfor.nm.ru/new/FOscrin screens among which is the new
interface.
For those who don't want to waste their traffic on it, I'll describe
what takes place there before the viewer's eyes. The client part
represents the map with all the objects (except for the animated colours and
roofs), after logging in NPCs appear on the map, currently they can walk
(without noticing the walls) and speak (we borrowed the social parts
from MUDs); recently the basics of the inventory and the person's
parameters (aka dud) appeared. Poor, you say? Everything is in the online
mode, though! My computer shows around 600 FPS (this is a brief comparison
with the closet rival IANout).

I've opened this thread as an announcement. Later on we'll discuss
several problems here with the general public, if necessary.
Until then, if you wish to specify any questions about the plot and the
altered SPECIAL, send me private letters. I won't answer anything in
particular all the same, so let's keep the thread clean. =)
Mini-FAQ
In brief:
- The mod is called "FOnline".
- The combat will be of the real-time type.
We will try to create a dynamic world, where the player will be urged
to set out on constant journies and to solving different problems.
- There will be town assaults. But the guards will be tough (not by
their HP rate or their weaponry. The guns will correspond to the
location's income. You won't get shot from a rocket launcher in a village, but
in the NCR or in New-Arroyo you are likely to be warmed up by lasers).
- The economics is founded as a very important part of the game. The
game is going to be more about social and economic activity than about
click&kill.
- Currently we are planning the possibility to become a SuperMutant,
but those who will go for it for the benefit of getting thick skin and a
load of hit-points, will be disillusioned.
- And several trifles: breaking and wearing away weapons and armour,
getting used to weapons, grinding skills through their application,
single plot-connected quests, five basic factions (two of which are at the
status of cold war, and it is for the players to decide whether to be
warmongers or peacemakers), unique map (100% complete), including the
joint FO1 and FO2 maps plus many other things, quest system with many
levels, which will adjust to the game situation and so on.

Death - the state of complete loss of hit-points. All the belongings,
money and the rest will remain in the corpse's pockets. The character
will be reanimated in the nearest branch of Atan company.
 
That post is almost two years old, though. If it's still current, I'll post.

Nothing big's changed?
 
Looks like the original post has been updated and edited. The video link is a new edition. I am sure if anything else changed they would have updated the details.
 
Funny =))
Hi comrades? if u have any questions about project go ahead ask me (light design modding) and Kosh(story line), Cvet(now leader programmers in project =)

Some comments
album_thumbnail.php


The experiment was for new engine for finding the amount of players in different places, like house or bar with furniture. No more. Yeah look terrible =))
 
"Buster Friendly and his Friendly Friends presents: Good evening or night, and for whom that morning." :wink:

Team FoDev(russ) makes a gift for all fans of series Fallout. Releases the heritage for all who it is capable to see and think =) Fonline Open Source in the further FOS of result of 2-years work of team Fodev. With all open resources, beginning from DesignDocs up to an initial code of the project. Yes you have not misheard source codes inside and very lukewarm!

Now any interested person can familiarize with last edition of the project from May, 1st (07) and offer the help and if wish to share the future operating time. Project FO now is opened under license GPL, GFDL and we hope, that our works will not be gone, which purpose is creation high-grade MMORPG as well as reflected initially for fans from gamers.

a code. location:
https://OpenSVN.csie.org/fonline/
documentation. location:
https://OpenSVN.csie.org/Fodocs/
Access through viewCVS to a code, the coding, unicode utf-8.
https://OpenSVN.csie.org/viewcvs.cgi/?root=fonline
Access through viewCVS to docks, the coding unicode utf-8.
https://OpenSVN.csie.org/viewcvs.cgi/?root=Fodocs

"Hotly We hope to you our show was pleasant". As always successes and success.;-)

Realize Fallout Online, instead of the ambitions!
FoDev
 
Btw. this thread is very old. :>


And also, as far as it looks at the moment, next open test will be in august.
 
Nope, august. Everything else is too early/ was a bad time because of exam stuff or so.
 
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