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mvBarracuda
Member

Откуда: Dresden / Germany
Регистрация: Апр. 2004

Всего: 21 сообщение

Hi I'm mvBarracuda from the ianout project.

We were able to get some new coders in the last 2 weeks and ATM we're porting the engine to linux. After the linux port has been finished we'll release Beta 5 for windows.

Although no timeframe is set for the release of Beta 5, we're even planning the work on Beta 6 now. As we got a new team of experienced coders we would like to have an open discussion about the future file format and script syntax of IanOut. With a good planning phase we hope that the changes in the engine architecture in the future will be minor.

Is teamx interested in joining this discussion? We know that teamx is the community with the far most knowledge about Fallout engine internals and we would be grateful if some of your members could give us some advices about the future way the engine should go.


Greetings,
mvBarraucda | http://www.ianout.de

Отправлено: 0:08 - 20 Июля, 2005 | ИСПРАВЛЕНО: mvBarracuda - 0:09 - 20 July, 2005
Wasteland Ghost
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Откуда: Россия, Самара
Регистрация: Дек. 2002

Всего: 2251 сообщение

Hmmm.... What about me, I don't know if I interested with this phoject. I understand you and I respect you for your intentions, but we mostly just Fallout2 modders, not game designers or something. But if you're looking for information on formats and so on, we'll tell you everything we know about this. But if you mean testing of your engine, I'm afraid we can't help you. But... may be the others from the team have a different look at that all .

PS My english is very *broken*, I know .

Отправлено: 9:56 - 20 Июля, 2005
mvBarracuda
Member

Откуда: Dresden / Germany
Регистрация: Апр. 2004

Всего: 21 сообщение

Цитата:
Quote: from Wasteland Ghost on 9:56 - 20 July, 2005
Hmmm.... What about me, I don't know if I interested with this phoject. I understand you and I respect you for your intentions, but we mostly just Fallout2 modders, not game designers or something. But if you're looking for information on formats and so on, we'll tell you everything we know about this. But if you mean testing of your engine, I'm afraid we can't help you. But... may be the others from the team have a different look at that all .

PS My english is very *broken*, I know .

No problem as my english isn't good either.  

My intention was not to encourage TeamX to beta test IanOut! We got a new developement team and try to get the next beta out soon. But after that beta there should be a discussion phase how the new file formats and the scripting code should look like.

As TeamX got the most experience I thought they were interested in influencing the next generation fallout engine (because nothing less is our goal to achive). ATM we use luascript for the scripting but one of your community members (mangler) suggested to create support for the original fallout scripts. We got excellent coders to realize such ideas but before we'll create anything there needs to be a discussion if the feature is useful. I thought it would be good to get some experienced modders into discussion and they could let us know what features they want to see in ianout.

The TeamX community invested a lot of time to decrypt the secrets of the Fallout files because they were not open and if you look into the docs you can still see "unknown" fields in the files because nobody (besides the authors of the original engine) knows what these bytes do. So I thought you were interested in a transparent advanced fallout engine and I thought it would be good to have the influence & knowledge of experienced modders.

But maybe I was wrong

Отправлено: 15:57 - 20 Июля, 2005 | ИСПРАВЛЕНО: mvBarracuda - 19:42 - 20 July, 2005
Anchorite
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Регистрация: Янв. 2003

Всего: 283 сообщения

I think many of "unknown" fields now is "known"

If You need help with translation of documents I may help with it. But I warn - my english is not good enough.

Отправлено: 8:04 - 21 Июля, 2005
Wasteland Ghost
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Откуда: Россия, Самара
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May be you should start from the "Data Base" translation .

Отправлено: 13:15 - 21 Июля, 2005
mvBarracuda
Member

Откуда: Dresden / Germany
Регистрация: Апр. 2004

Всего: 21 сообщение

Цитата:
Quote: from Anchorite on 8:04 - 21 July, 2005
I think many of "unknown" fields now is "known"

If You need help with translation of documents I may help with it. But I warn - my english is not good enough.

No problem Anchorite, you're always welcome

All of us (besides the team members from the states) aren't native speakers so we got members from Hungary, Austria, Germany, Sweden and the US. And as long as we understand each other there should be no problem; considering my English sucks after I left school because we got no English courses @ university.

We wouldn't need any translation help, but your experience and visions. You surely thought about what to change in the Fallout sourcecode if it would be open source while digging through all the cryptic files. We try to make a better fallout engine and your experience will be a great support when it comes to defining new file formats or the future script syntax

Отправлено: 18:07 - 21 Июля, 2005 | ИСПРАВЛЕНО: mvBarracuda - 18:09 - 21 July, 2005
Aman
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Откуда: Киев
Регистрация: Апр. 2005

Всего: 208 сообщений

to mvBarracuda

Cryptic files ? The most cryptic file is fallout2.exe .

Today we have good help about the original fallout script language and two good designer programs (thanks Jargo and Tehnokrat) and new compiler-decompiler (thanks Anchorite) which allows with small skills make much. So in your engine we (at least I) would like see original script syntax.

And now work "data base" project which purpose destroy a word "unknown" in the fallout2 formats (and as has told Anchorite many fields now is "known" ). So, knowledge of the original format sooner or later will be full (nowday it is already great and we have many good utilities for change and creation) and in the future the original formats in your engine it would be cool. But it is my pretty IMHO.

P.S. MY english the most bad .

-----
Ибо логично предположить, что если недостаточно чего-либо для запуска чего-либо, то второе чего-либо, а именно то, для которого не хватает - вообще не должно запускаться. (неизвестный)

Отправлено: 7:50 - 23 Июля, 2005
mvBarracuda
Member

Откуда: Dresden / Germany
Регистрация: Апр. 2004

Всего: 21 сообщение

Let me specify my ideas a bit more.

If you would have the sourcecode of Fallout available for download and YOU would like to created a cool Fallout game, what features you would like to put in, that the original Fallout didn't have?

As we have the sourcecode of IanOut, as it's open source, we would like to know what features we should include. We want to hear from the community what is important and will make a Fallout game better and which features are nonsense. So feel free to dream of YOUR Fallout game and let's know what features it has.

Отправлено: 16:54 - 23 Июля, 2005
Aman
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Откуда: Киев
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Heh, our dream the original source fallout2.exe . So, if your engine will come nearer as much as possible to the original engine we shall be happy. Modders have different tasks with engine, therefore it is necessary simply good open source (with good comments).

I didn't see any version of your engine but I heard that he takes many resources. It is the truth ? If it so, would be desirable smaller consumption of resources.

In general me now does not suffice absence of an opportunity stops on worldmap. Such working line in worldmap.txt: If(days_played > Global(XXX)). In original engine work only If(days_played ==, !=, <, > Number). Or any possible other way stops on worldmap, for example this line (working line, which engine understands) in worldmap.txt: If(stop(<number global var> ) ==, !=, <, > Number).

-----
Ибо логично предположить, что если недостаточно чего-либо для запуска чего-либо, то второе чего-либо, а именно то, для которого не хватает - вообще не должно запускаться. (неизвестный)

Отправлено: 21:05 - 23 Июля, 2005
mvBarracuda
Member

Откуда: Dresden / Germany
Регистрация: Апр. 2004

Всего: 21 сообщение

Цитата:
Quote: from Aman on 21:05 - 23 July, 2005
Heh, our dream the original source fallout2.exe . So, if your engine will come nearer as much as possible to the original engine we shall be happy. Modders have different tasks with engine, therefore it is necessary simply good open source (with good comments).

This is our opinion too Open source gives the modders always the possibility to change things on their own if they're not satisfied with the product. But as we're trying to produce a "better" Fallout engine, our goal is to have the best things already "on board" so that you don't have to code it yourself.

Цитата:
Quote: from Aman on 21:05 - 23 July, 2005
I didn't see any version of your engine but I heard that he takes many resources. It is the truth ? If it so, would be desirable smaller consumption of resources.

It depends on what platform you play. The windows version is not perfect but it's quite fast on my PC. The linux version is still alpha and therefore has surely a quite bad performance. But we're working on it

We got a new dev from the game industry that wrote some of the most important 2d engines and he'll help us to improve the performance, so we got kind of a expert for this issue

Цитата:
Quote: from Aman on 21:05 - 23 July, 2005
In general me now does not suffice absence of an opportunity stops on worldmap. Such working line in worldmap.txt: If(days_played > Global(XXX)). In original engine work only If(days_played ==, !=, <, > Number). Or any possible other way stops on worldmap, for example this line (working line, which engine understands) in worldmap.txt: If(stop(<number global var> ) ==, !=, <, > Number).

And we're surely aiming for better scripting, I'll redirect your suggestions to our devs

Отправлено: 22:00 - 23 Июля, 2005
 

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